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Heroica RPG- Quest #78: As Thick As Thieves
Endgame replied to Kintobor's topic in The Heroica Archive
Assuming my bow does actually affect them: "I got Gus and Geoffrey, back."- 418 replies
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Heroica RPG- Quest #78: As Thick As Thieves
Endgame replied to Kintobor's topic in The Heroica Archive
Actually, I just realized: I think effectve+ineffective gem = normal damage, not null damage. +1 + -1 = 0, after all. "Bloody ghosts... the hell are you doing here, anyway?"- 418 replies
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"Why does a brainless twit like you even bother thinking when you know I'm a mind reader?"
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Round Three of the Battle of Deep's Pond! >Iron Scorpion A VS Aquamaw Fourth A: 28 damage >Iron Scorpion B VS Aquamaw Fourth B: 28 damage >Shade of Erick VS Aquamaw Fourth C: 30 damage >Shade of Seymour VS Aquamaw Fourth D: 21 damage >Shade of Silver VS Aquamaw Fourth D: 15 damage >Althior (Lightning) VS Aquamaw Fourth B (back): Special Damage (Last Stand: 720/10=72 damage!) >Johon VS Aquamaw Fourth C (front): Critical Hit Shield: Ravage 98+25=33 damage to all Aquamaws, 44 gold earned) >Johon VS Aquamaw Fourth D (front): Steal Hit (8+25=33 damage) >Karie repels the Green Oculoid (back) >Karie heals Johon (back): Heal (7+16=23 HP healed) Althior's legion of undead flank the Aquamaws. The frocious fragments try to resist, but are ultimately driven back by the undead. In their instinctive rage they focus their attacks on the necromancer. They all rush him at once, althior feeling the collective might of the entire pond crashing into him in a single burst. He gets flung back as the wave of water smashes into him, knocking him out cold. Johon watches his comrade get knocked out cold, ravaging the four aquatic beasts. Karie once again repels the Green Oculoid and mends Johon's wounds. The Green Oculoid claps and cackles, pleased with how his beast was performing. "Ohhhh, poor Necromancer. That is the price you pay when you associate yourself with these -" The demon points to Johon and Karie. "- worthless creatures, though." Aquamaw Fourth A, Level 11 Water *Decaying! 4 damage (2 rounds remaining)* Collective HP: 555/1000 Immune to Sealing and Blindness! Specials: Devour: Aquamaw swallows the hero who rolled Special Damage, restoring 100 HP to himself. He then spits out the swallowed hero, the hero taking 42 damage and is left Stunned and Weak for 3 rounds. Used only when whole. Toxic Bath: The Aquamaw knocks the heroes off of their balance and drags them into the polluted water. All heroes become Infected for 3 rounds. Used only when halved. Last Stand: In a desperate manuever, the Aquamaw assaults the hero who rolled Special Damage with damage equal to the Aquamaw's collective HP divided by 10, disregarding SP. Used only when quartered. Passive Specials: Divide and Conquer: Every single time the Aquamaw is damaged, it splits in half, down to 1/4 of its size. The Aquamaw's level is divided in half (rounded up) every time it is split, as well. The Aquamaw fragments all share a collective HP, the Aquamaw's fragments all destroyed when its collective HP is reduced to 0. Only Aquamaw Fourths can take damage - halves and wholes are impervious to damage. (Only drops its loot once.) Combine and Prevail: If an Aquamaw fragment goes undamaged for a full round, it will join with a same-sized fragment if possible (even if it was damaged), doubling its size. Final Effort: Aquamaw fourths disregard Row and SP. Drops: 100 gold, Mead, Nostrum, Smelling Salts, Grand Potion, Grand Tonic, Remedy, Deadly Venom, Oculoid Palm Aquamaw Fourth B, Level 11 Water *Decaying! 4 damage (2 rounds remaining)* Collective HP: 555/1000 Immune to Sealing and Blindness! Specials: Devour: Aquamaw swallows the hero who rolled Special Damage, restoring 100 HP to himself. He then spits out the swallowed hero, the hero taking 42 damage and is left Stunned and Weak for 3 rounds. Used only when whole. Toxic Bath: The Aquamaw knocks the heroes off of their balance and drags them into the polluted water. All heroes become Infected for 3 rounds. Used only when halved. Last Stand: In a desperate manuever, the Aquamaw assaults the hero who rolled Special Damage with damage equal to the Aquamaw's collective HP divided by 10, disregarding SP. Used only when quartered. Passive Specials: Divide and Conquer: Every single time the Aquamaw is damaged, it splits in half, down to 1/4 of its size. The Aquamaw's level is divided in half (rounded up) every time it is split, as well. The Aquamaw fragments all share a collective HP, the Aquamaw's fragments all destroyed when its collective HP is reduced to 0. Only Aquamaw Fourths can take damage - halves and wholes are impervious to damage. (Only drops its loot once.) Combine and Prevail: If an Aquamaw fragment goes undamaged for a full round, it will join with a same-sized fragment if possible (even if it was damaged), doubling its size. Final Effort: Aquamaw fourths disregard Row and SP. Drops: 100 gold, Mead, Nostrum, Smelling Salts, Grand Potion, Grand Tonic, Remedy, Deadly Venom, Oculoid Palm Aquamaw Fourth C, Level 11 Water *Decaying! 4 damage (2 rounds remaining)* Collective HP: 555/1000 Immune to Sealing and Blindness! Specials: Devour: Aquamaw swallows the hero who rolled Special Damage, restoring 100 HP to himself. He then spits out the swallowed hero, the hero taking 42 damage and is left Stunned and Weak for 3 rounds. Used only when whole. Toxic Bath: The Aquamaw knocks the heroes off of their balance and drags them into the polluted water. All heroes become Infected for 3 rounds. Used only when halved. Last Stand: In a desperate manuever, the Aquamaw assaults the hero who rolled Special Damage with damage equal to the Aquamaw's collective HP divided by 10, disregarding SP. Used only when quartered. Passive Specials: Divide and Conquer: Every single time the Aquamaw is damaged, it splits in half, down to 1/4 of its size. The Aquamaw's level is divided in half (rounded up) every time it is split, as well. The Aquamaw fragments all share a collective HP, the Aquamaw's fragments all destroyed when its collective HP is reduced to 0. Only Aquamaw Fourths can take damage - halves and wholes are impervious to damage. (Only drops its loot once.) Combine and Prevail: If an Aquamaw fragment goes undamaged for a full round, it will join with a same-sized fragment if possible (even if it was damaged), doubling its size. Final Effort: Aquamaw fourths disregard Row and SP. Drops: 100 gold, Mead, Nostrum, Smelling Salts, Grand Potion, Grand Tonic, Remedy, Deadly Venom, Oculoid Palm Aquamaw Fourth D, Level 11 Water *Decaying! 4 damage (2 rounds remaining)* Collective HP: 555/1000 Immune to Sealing and Blindness! Specials: Devour: Aquamaw swallows the hero who rolled Special Damage, restoring 100 HP to himself. He then spits out the swallowed hero, the hero taking 42 damage and is left Stunned and Weak for 3 rounds. Used only when whole. Toxic Bath: The Aquamaw knocks the heroes off of their balance and drags them into the polluted water. All heroes become Infected for 3 rounds. Used only when halved. Last Stand: In a desperate manuever, the Aquamaw assaults the hero who rolled Special Damage with damage equal to the Aquamaw's collective HP divided by 10, disregarding SP. Used only when quartered. Passive Specials: Divide and Conquer: Every single time the Aquamaw is damaged, it splits in half, down to 1/4 of its size. The Aquamaw's level is divided in half (rounded up) every time it is split, as well. The Aquamaw fragments all share a collective HP, the Aquamaw's fragments all destroyed when its collective HP is reduced to 0. Only Aquamaw Fourths can take damage - halves and wholes are impervious to damage. (Only drops its loot once.) Combine and Prevail: If an Aquamaw fragment goes undamaged for a full round, it will join with a same-sized fragment if possible (even if it was damaged), doubling its size. Final Effort: Aquamaw fourths disregard Row and SP. Drops: 100 gold, Mead, Nostrum, Smelling Salts, Grand Potion, Grand Tonic, Remedy, Deadly Venom, Oculoid Palm "Thank you for your assitance, heroes - without you, the position of Chief may have been out of my grasp forever. But now..." Green Oculoid, Level 25 Demon Passive Specials: Assault from Afar: The Green Oculoid is out of the heroes' range, and thus is immune to damage. He will hit one random hero for 25 damage every round - this can be prevented by a hero targetting him. Note: Flees when the Aquamaw is destroyed. The Party: Althior Emorith (And Finnegan) *Knocked Out!* Level 35 Necromancer *Earns triple XP* Power: 47 (52 for spells) Power Bonus: +5 Spells Defense: 6 (4+2) Health: 0/45 (5+5+Chicken Drumstick (1)+34) Ether: 19/48 (5+5+34+4) Gold: 100 Equipment: Scepter of Divine Affinity (WP:12, Has ⅙ chance to deal Cursed effect on attacks and ⅙ chance to deal Blessed effect on successful healing, Staff), Spellbound Gloves (+5 power when casting Spells, doubled if target is weak to Element, Handwear), Ethereal Cloak (SP:2, Max Ether +4, Backwear), Medal of Glory (Wearer earns triple experience, Accessory), Robe of the Elven Necromancer (SP: 4, Body Wear) Inventory: Dragoro (WP:8, Wand), Skeleton Decoy, Potion x6, Tonic x10, Grand Potion x4, Grand Tonic, Ether Core x3, Bedroll, Remedy x8, Mead, Smelling Salts, Diamond (Light), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Skull Shield (SP: 6, immune to darkness elemental damage), Bone x3, Elixirs x3, Phoenix Incense x2, Dragon Scales, Garnet Lamp of Summoning, Deadly Poison, Grating Stone x2, Tasty Fish Johon [AKA Alf Gregory] (Bricksandparts) 25 years old male human Barbarian > Raider *Lucky!* *Hastened!* Level: 25.33 Power: 36 (24+8+4) Health: 40/40 (24+8+1+7+0) Shield Power: (5+1) Ether: ~/0 Positive effects: *Immune to:* (*Fragile*, *Cursed* *Stunned* ), *Natural Respite* Negative effects: (none) Gold: 2886 (1726(1), 0GB(50), 0CB(50), 0GO(80), 0CC(70), 0GC(100), 0M) Equipment: Weapon - Sword of Decay (WP:8) - (once the target is inflicted with damage they lose a quarter of the power of the strike each following turn for three turns. the effect cannot be compounded with more strikes. Suitable to Mages, Knights and Barbarians.) Shield - None Artefact 1 (L1-9) - Heavy Armour - SP:5, protects from fragile-effect, suitable for barbarians and knights Artefact 2 (L10-19) - Bravado Boots - 1/6 chance of being Lucky at the beginning of every battle Artefact 3 (L20-29) - Sticky Gloves - Increases the amount of gold stolen by 50% (rounded up), suitable for rogues and beast warriors.[ Artefact 4 (L30-39) - Artefact 5 (L40-49) - Artefact 6 (L50+) - Extra Artefacts: Helmet (+1 max health), Blessed Amulet – Protects from cursed-effect. Dog Statuette - (suitable for anyone, SP: 1, once named (Rover), speaking the name summons a dog almost certainly to tag along on madcap adventures and make snippy comments.), Hide of The Bleeding - restores 10 HP and 5 ether for every enemy the wearer kills, suitable for anyone, Scarlet Hood - +4 to power, immunity to stunned Extra Weapons: Greatsword (WP:3), Focal Staff (WP:5, Focus Fire-Roll a 3 for 5 ether Suitable for clerics and mages),Gladius (WP: 15, Darkness elemental, 1/3 chance of Fragile on succesful hits), Stalker’s Mallet (WP: 8, usable by Knights, Barbarians, and Harlots. Has a 1/2 chance to seal the enemy) Tools: Shovel (1), Pick-axe (2), Magnifying Glass (1), Magic Compass (1) Consumables: Potion (2), Venom (2), Mead (4), Smelling Salts (10), Nostrum (11), Trial Brew (1), Grand Tonic, Emergency Essence, Ambrosia Elements: Aquamarine (1), Emerald (1), Topaz (1) Scrolls: Scroll of Sleep (1), Scroll of Blindness (1), Scroll of Sealing (1), Scroll of Confusion (1) Quest items: Blue Rose Karie Alderflask (Played by Kintobor) *Party Leader!* *Lucky!* *Encouraged!* *Hastened!* 22 year old Human Rogue Witch, lvl 16.5 Power: 21 (lvl 15 + WP: 6) Health: 22/22 Ether: 13/22 Gold: 77 Defence: 2 Equipment: Sexy (WP: 7, Rapier, Disregards SP, usable by Knights and Rogues), Ethereal Cloak (SP +2, Max. Ether +4), Catsuit (Wearer has 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits; suitable to women only; bodywear) Inventory: Grand Tonic (2), Mead (1), Remedy (1), Venom (7), Mulled Wine (1), Smoke bomb (1), Pixie Dust (1), Grand Potion (2) Telescope (1), Bedroll (1) Quest Items: Entry 11, Map of Brendenton (1), Spider Coin (worth 1 gp), Forest Journal Aretefacts/Weapons:Heirloom Dagger (WP: 3), Scroll of Newtity (costs 10 ether)(usable by ex-Amphibians only), Lover's Locket (Accessory, Protects from enamoured effect), Trickster's Mask of the Elf (Accessory, changes user's appearance into an Elf) The Rat Queen's Cape (Backwear, all Vermin type are Enamored with the wearer for the first three rounds of combat, Suitable for Alchemists, Beast Warriors, Chi Monks, and Witches), Gemstones: Topaz
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Heroica RPG- Quest #78: As Thick As Thieves
Endgame replied to Kintobor's topic in The Heroica Archive
I sigh in relief as Em comes over with a remedy. I struggle to grab the ranger's gift, ending up having to bite off the lid and spit it back out, guzzling the remedy from within. I feel my skeletal form limber up as the brew courses through my blood, drawing myself back up to full height. "Thank you, Em. Very much appreciated. Now..." I fire at Geoffrey and Ivan, back.- 418 replies
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Heroica RPG- Quest #78: As Thick As Thieves
Endgame replied to Kintobor's topic in The Heroica Archive
"Someone either has to remedy me or change their actions. Otherwise, we will get overhwelemd. Curse this old body..." I hiss.- 418 replies
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Heroica RPG- Quest #78: As Thick As Thieves
Endgame replied to Kintobor's topic in The Heroica Archive
QM Note: How so? I can stay in the battle order, I just can't actually do anything, I believe. But if not... "Alternatively... If you don't feel like using me as a shield... just remedy me. We can target the three ringleaders and I can let the Spirit hit me." I try desperately to move. "Gnnnrgh... I suppose the cold does have some drawbacks..."- 418 replies
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Regarding Progg 0: The only thing I'm willing to confirm at this point is that The Regret will be appearing... In the flesh. Or however close to flesh an only partillay corporeal spirit can get.
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After 79 Progg 0 is coming up to bat.
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Heroica RPG - Cruel Angel's Thesis: Discussion
Endgame replied to Sandy's topic in The Heroica Archive
Damn you, Freud. -
Heroica RPG - Cruel Angel's Thesis ~ Day Two
Endgame replied to Sandy's topic in The Heroica Archive
"Now that the theiving mechanics have been clarified for me (Thanks, Oxford): I weild a dagger and a Topaz, Scamander."- 510 replies
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"Shade of Silver" and "Undead Iron Scorpion" is an eyesore to type up and read -The three are still in the medbay
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Heroica RPG - Cruel Angel's Thesis ~ Day Two
Endgame replied to Sandy's topic in The Heroica Archive
"If you're referring to not wanting to reveal my arsenal, than I hardly see how it is convenient. You were just as vague about what you're weidling, if not more so." "However, I am willing to cooperate if it doesn't put my inventory or anyone else's life in danger. I simply want clarification the whole stealing thing."- 510 replies
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Heroica RPG - Cruel Angel's Thesis ~ Day Two
Endgame replied to Sandy's topic in The Heroica Archive
"One thing I'd like clarification on before I say anything: saying what my weapon/gem is would expose it for theft, correct? I'm worried that I may be swindled at some point if I was to reveal my hand... And if that happens, it probably wouldn't look good for anyone. However, I can state that my weapon is a melee weapon."- 510 replies
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Heroica RPG - Cruel Angel's Thesis ~ Day Two
Endgame replied to Sandy's topic in The Heroica Archive
"Literally nothing. I didn't state an action."- 510 replies
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Heroica RPG - Cruel Angel's Thesis ~ Day Two
Endgame replied to Sandy's topic in The Heroica Archive
"As I stated before, I spent last night watching Retak Ysp. I don't even own a handcannon."- 510 replies
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Heroica RPG - Cruel Angel's Thesis ~ Day Two
Endgame replied to Sandy's topic in The Heroica Archive
I thought you claimed to also protect Piro that night?- 510 replies
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"Oooh! I love getting ideas on how to murder people, especially if they come straight from the knave's mouth!" Round Two of the Battle of Deep's Pond! >Seymour VS Aquamaw Half: Half splits! >Erick VS Aquamaw Fourth A: 30 damage. >Silver VS Aquamaw Fourth A: 15 damage. >Scorpion A VS Aquamaw Fourth A: 28 damage >Scorpion B VS Aquamaw Fourth B: 28 damage >Althior (Lightning) VS Aquamaw Fourth B (back): Damage (Althior takes 11 damage) >Johon VS Aquamaw Fourth C (front): Steal Hit (8+25=33 damage) >Johon VS Aquamaw Fourth D (back): Special Damage Damage (Johon takes 11 damage) >Karie repels the Green Oculoid (back) >Karie heals Althior (back): Heal Greater Heal (7x2=14+16=30 HP healed) Althior's small army goes to town on the Aquamaws. Althior and Johon suffer minor damage as their stomaches are jabbed by the small yet ravenous Aquamaws. Karie wards off the cackling Oculoid and heals Althior's wounds. Aquamaw Fourth A, Level 11 Water *Decaying! 4 damage (3 rounds remaining)* Collective HP: 842/1000 Immune to Sealing and Blindness! Specials: Devour: Aquamaw swallows the hero who rolled Special Damage, restoring 100 HP to himself. He then spits out the swallowed hero, the hero taking 42 damage and is left Stunned and Weak for 3 rounds. Used only when whole. Toxic Bath: The Aquamaw knocks the heroes off of their balance and drags them into the polluted water. All heroes become Infected for 3 rounds. Used only when halved. Last Stand: In a desperate manuever, the Aquamaw assaults the hero who rolled Special Damage with damage equal to the Aquamaw's collective HP divided by 10, disregarding SP. Used only when quartered. Passive Specials: Divide and Conquer: Every single time the Aquamaw is damaged, it splits in half, down to 1/4 of its size. The Aquamaw's level is divided in half (rounded up) every time it is split, as well. The Aquamaw fragments all share a collective HP, the Aquamaw's fragments all destroyed when its collective HP is reduced to 0. Only Aquamaw Fourths can take damage - halves and wholes are impervious to damage. (Only drops its loot once.) Combine and Prevail: If an Aquamaw fragment goes undamaged for a full round, it will join with a same-sized fragment if possible (even if it was damaged), doubling its size. Final Effort: Aquamaw fourths disregard Row and SP. Drops: 100 gold, Mead, Nostrum, Smelling Salts, Grand Potion, Grand Tonic, Remedy, Deadly Venom, Oculoid Palm Aquamaw Fourth B, Level 11 Water *Decaying! 4 damage (3 rounds remaining)* Collective HP: 842/1000 Immune to Sealing and Blindness! Specials: Devour: Aquamaw swallows the hero who rolled Special Damage, restoring 100 HP to himself. He then spits out the swallowed hero, the hero taking 42 damage and is left Stunned and Weak for 3 rounds. Used only when whole. Toxic Bath: The Aquamaw knocks the heroes off of their balance and drags them into the polluted water. All heroes become Infected for 3 rounds. Used only when halved. Last Stand: In a desperate manuever, the Aquamaw assaults the hero who rolled Special Damage with damage equal to the Aquamaw's collective HP divided by 10, disregarding SP. Used only when quartered. Passive Specials: Divide and Conquer: Every single time the Aquamaw is damaged, it splits in half, down to 1/4 of its size. The Aquamaw's level is divided in half (rounded up) every time it is split, as well. The Aquamaw fragments all share a collective HP, the Aquamaw's fragments all destroyed when its collective HP is reduced to 0. Only Aquamaw Fourths can take damage - halves and wholes are impervious to damage. (Only drops its loot once.) Combine and Prevail: If an Aquamaw fragment goes undamaged for a full round, it will join with a same-sized fragment if possible (even if it was damaged), doubling its size. Final Effort: Aquamaw fourths disregard Row and SP. Drops: 100 gold, Mead, Nostrum, Smelling Salts, Grand Potion, Grand Tonic, Remedy, Deadly Venom, Oculoid Palm Aquamaw Fourth C, Level 11 Water *Decaying! 4 damage (3 rounds remaining)* Collective HP: 842/1000 Immune to Sealing and Blindness! Specials: Devour: Aquamaw swallows the hero who rolled Special Damage, restoring 100 HP to himself. He then spits out the swallowed hero, the hero taking 42 damage and is left Stunned and Weak for 3 rounds. Used only when whole. Toxic Bath: The Aquamaw knocks the heroes off of their balance and drags them into the polluted water. All heroes become Infected for 3 rounds. Used only when halved. Last Stand: In a desperate manuever, the Aquamaw assaults the hero who rolled Special Damage with damage equal to the Aquamaw's collective HP divided by 10, disregarding SP. Used only when quartered. Passive Specials: Divide and Conquer: Every single time the Aquamaw is damaged, it splits in half, down to 1/4 of its size. The Aquamaw's level is divided in half (rounded up) every time it is split, as well. The Aquamaw fragments all share a collective HP, the Aquamaw's fragments all destroyed when its collective HP is reduced to 0. Only Aquamaw Fourths can take damage - halves and wholes are impervious to damage. (Only drops its loot once.) Combine and Prevail: If an Aquamaw fragment goes undamaged for a full round, it will join with a same-sized fragment if possible (even if it was damaged), doubling its size. Final Effort: Aquamaw fourths disregard Row and SP. Drops: 100 gold, Mead, Nostrum, Smelling Salts, Grand Potion, Grand Tonic, Remedy, Deadly Venom, Oculoid Palm Aquamaw Fourth D, Level 11 Water *Decaying! 4 damage (3 rounds remaining)* Collective HP: 842/1000 Immune to Sealing and Blindness! Specials: Devour: Aquamaw swallows the hero who rolled Special Damage, restoring 100 HP to himself. He then spits out the swallowed hero, the hero taking 42 damage and is left Stunned and Weak for 3 rounds. Used only when whole. Toxic Bath: The Aquamaw knocks the heroes off of their balance and drags them into the polluted water. All heroes become Infected for 3 rounds. Used only when halved. Last Stand: In a desperate manuever, the Aquamaw assaults the hero who rolled Special Damage with damage equal to the Aquamaw's collective HP divided by 10, disregarding SP. Used only when quartered. Passive Specials: Divide and Conquer: Every single time the Aquamaw is damaged, it splits in half, down to 1/4 of its size. The Aquamaw's level is divided in half (rounded up) every time it is split, as well. The Aquamaw fragments all share a collective HP, the Aquamaw's fragments all destroyed when its collective HP is reduced to 0. Only Aquamaw Fourths can take damage - halves and wholes are impervious to damage. (Only drops its loot once.) Combine and Prevail: If an Aquamaw fragment goes undamaged for a full round, it will join with a same-sized fragment if possible (even if it was damaged), doubling its size. Final Effort: Aquamaw fourths disregard Row and SP. Drops: 100 gold, Mead, Nostrum, Smelling Salts, Grand Potion, Grand Tonic, Remedy, Deadly Venom, Oculoid Palm "I will not fail here!" Green Oculoid, Level 25 Demon Passive Specials: Assault from Afar: The Green Oculoid is out of the heroes' range, and thus is immune to damage. He will hit one random hero for 25 damage every round - this can be prevented by a hero targetting him. Note: Flees when the Aquamaw is destroyed. The Party: Althior Emorith (And Finnegan) Level 35 Necromancer *Earns triple XP* Power: 47 (52 for spells) Power Bonus: +5 Spells Defense: 6 (4+2) Health: 45/45 (5+5+Chicken Drumstick (1)+34) Ether: 24/48 (5+5+34+4) Gold: 100 Equipment: Scepter of Divine Affinity (WP:12, Has ⅙ chance to deal Cursed effect on attacks and ⅙ chance to deal Blessed effect on successful healing, Staff), Spellbound Gloves (+5 power when casting Spells, doubled if target is weak to Element, Handwear), Ethereal Cloak (SP:2, Max Ether +4, Backwear), Medal of Glory (Wearer earns triple experience, Accessory), Robe of the Elven Necromancer (SP: 4, Body Wear) Inventory: Dragoro (WP:8, Wand), Skeleton Decoy, Potion x6, Tonic x10, Grand Potion x4, Grand Tonic, Ether Core x3, Bedroll, Remedy x8, Mead, Smelling Salts, Diamond (Light), Topaz (Lightning), Amethyst (Darkness), Ruby (Fire), Sapphire (Wind), Garnet (Earth), Opal (Ice), Aquamarine (Water), Emerald (Wood), Skull Shield (SP: 6, immune to darkness elemental damage), Bone x3, Elixirs x3, Phoenix Incense x2, Dragon Scales, Garnet Lamp of Summoning, Deadly Poison, Grating Stone x2, Tasty Fish Undead Iron Scorpion, Level 28 Undead Iron Scorpion, Level 28 Shade of Erick, Level 30 Shade of Seymour, Level 22 Shade Of Silver, Level 15 "Gnnnnnggggh..." Johon [AKA Alf Gregory] (Bricksandparts) 25 years old male human Barbarian > Raider *Lucky!* *Hastened!* Level: 25.33 Power: 36 (24+8+4) Health: 24/40 (24+8+1+7+0) Shield Power: (5+1) Ether: ~/0 Positive effects: *Immune to:* (*Fragile*, *Cursed* *Stunned* ), *Natural Respite* Negative effects: (none) Gold: 2842 (1726(1), 0GB(50), 0CB(50), 0GO(80), 0CC(70), 0GC(100), 0M) Equipment: Weapon - Sword of Decay (WP:8) - (once the target is inflicted with damage they lose a quarter of the power of the strike each following turn for three turns. the effect cannot be compounded with more strikes. Suitable to Mages, Knights and Barbarians.) Shield - None Artefact 1 (L1-9) - Heavy Armour - SP:5, protects from fragile-effect, suitable for barbarians and knights Artefact 2 (L10-19) - Bravado Boots - 1/6 chance of being Lucky at the beginning of every battle Artefact 3 (L20-29) - Sticky Gloves - Increases the amount of gold stolen by 50% (rounded up), suitable for rogues and beast warriors.[ Artefact 4 (L30-39) - Artefact 5 (L40-49) - Artefact 6 (L50+) - Extra Artefacts: Helmet (+1 max health), Blessed Amulet – Protects from cursed-effect. Dog Statuette - (suitable for anyone, SP: 1, once named (Rover), speaking the name summons a dog almost certainly to tag along on madcap adventures and make snippy comments.), Hide of The Bleeding - restores 10 HP and 5 ether for every enemy the wearer kills, suitable for anyone, Scarlet Hood - +4 to power, immunity to stunned Extra Weapons: Greatsword (WP:3), Focal Staff (WP:5, Focus Fire-Roll a 3 for 5 ether Suitable for clerics and mages),Gladius (WP: 15, Darkness elemental, 1/3 chance of Fragile on succesful hits), Stalker’s Mallet (WP: 8, usable by Knights, Barbarians, and Harlots. Has a 1/2 chance to seal the enemy) Tools: Shovel (1), Pick-axe (2), Magnifying Glass (1), Magic Compass (1) Consumables: Potion (2), Venom (2), Mead (4), Smelling Salts (10), Nostrum (11), Trial Brew (1), Grand Tonic, Emergency Essence, Ambrosia Elements: Aquamarine (1), Emerald (1), Topaz (1) Scrolls: Scroll of Sleep (1), Scroll of Blindness (1), Scroll of Sealing (1), Scroll of Confusion (1) Quest items: Blue Rose Karie Alderflask (Played by Kintobor) *Party Leader!* *Lucky!* *Encouraged!* *Hastened!* 22 year old Human Rogue Witch, lvl 16.5 Power: 21 (lvl 15 + WP: 6) Health: 22/22 Ether: 14/22 Gold: 77 Defence: 2 Equipment: Sexy (WP: 7, Rapier, Disregards SP, usable by Knights and Rogues), Ethereal Cloak (SP +2, Max. Ether +4), Catsuit (Wearer has 1/3 chance to completely avoid rolls of COUNTER and DAMAGE and Free Hits; suitable to women only; bodywear) Inventory: Grand Tonic (2), Mead (1), Remedy (1), Venom (7), Mulled Wine (1), Smoke bomb (1), Pixie Dust (1), Grand Potion (2) Telescope (1), Bedroll (1) Quest Items: Entry 11, Map of Brendenton (1), Spider Coin (worth 1 gp), Forest Journal Aretefacts/Weapons:Heirloom Dagger (WP: 3), Scroll of Newtity (costs 10 ether)(usable by ex-Amphibians only), Lover's Locket (Accessory, Protects from enamoured effect), Trickster's Mask of the Elf (Accessory, changes user's appearance into an Elf) The Rat Queen's Cape (Backwear, all Vermin type are Enamored with the wearer for the first three rounds of combat, Suitable for Alchemists, Beast Warriors, Chi Monks, and Witches), Gemstones: Topaz
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Heroica RPG - Cruel Angel's Thesis ~ Day Two
Endgame replied to Sandy's topic in The Heroica Archive
When did you use your action to protect Panduin? I'm kind of getting lost in the shuffle (11 pages as I go to sleep ), so I'm trying to get my facts and bearings right here.- 510 replies
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Heroica RPG - Cruel Angel's Thesis ~ Day Two
Endgame replied to Sandy's topic in The Heroica Archive
Who is the satyr you're referring to? Scamander?- 510 replies
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Heroica RPG- Quest #78: As Thick As Thieves
Endgame replied to Kintobor's topic in The Heroica Archive
My bones lock from the cold, my joints freezing over. I drop to one knee, grinding my teeth as the specter makes an awful pun. "I can tank I van or the Specter. Target the two strongest foes and let me absorb one free hit."- 418 replies
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Heroica RPG - Cruel Angel's Thesis ~ Day Two
Endgame replied to Sandy's topic in The Heroica Archive
I've already stated my suspicions on Retak and I figured I hhad nothing to hide. Howver, my suspcion grows: You can't use an item's power and perform an action in the same phase, correct?- 510 replies
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Heroica RPG - Cruel Angel's Thesis ~ Day Two
Endgame replied to Sandy's topic in The Heroica Archive
"You can cross my name off that list - last night I was keeping an eye on Retak Ysp. I found his stalling of the hourglass relay a bit suspcious, but I wnated to check into what he was up to before I made any brash accusations. Of course, we now all know what he was doing, judging by the fact that Kob is now standing once again. Also, I was shot by an arrow last night. Speaking of which, did the magnifying glass relay fall through? I called it an hourglass earlier... sorry about that.- 510 replies