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Endgame

Eurobricks Archdukes
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  1. The Cleric stares at his feet for a few moments, silently mulling over his options. He raises his head and locks eyes with the party. "I cannot agree with everything you have stated. Some of it, in my mind, is simply false. The Town Watch is little more then damage control, Arthur. Only by pushing forward and being on the offensive can we change this world. Only tyrants fuel change... But, unlike Ulric, Masson doesn't need to fuel his revolution with the blood of innocents. However, he has accepted conversation with heroes in the past. Thus..." The Cleric walks over to Magnus, reaching a hand underneath the slim gap between its head and neck. His fingers probe around, eventually locking around a small switch. He flicks it, a small look of confusion drawing across his face as he does so... Only for the look to be replaced by a grimace of pain as a thousand volts erupt from the automaton, searing the peon's hand. He pulls it out, panting with pain over the shock - only for the automaton to lash out at the cleric, batting him down with its trident. The Cleric's slumped body skids across the floor, colliding with a pillar. He breathes sharply, obviously in severe pain. "Hnnnrgggh... I forgot... Almost all of his devices... Check for blood before... they can be used or deactivated. I can't shut Magnus down, heroes. And... it has been given programming to incapacitate you." The cleric breathes deeply, fumbling for his staff, as Magnus rotates on his heel - turning to face the heroes. He recites off a complex series of shrill beeps, seemingly yelling at the heroes. ".-- .- .-. -. .. -. --.! ..- -. .- ..- - .... --- .-. .. --.. . -.. / -.. . .- -.-. - .. ...- .- - .. --- -.! .-- .- .-. -. .. -. --.! ..- -. .- ..- - .... --- .-. .. --.. . -.. / -.. . .- -.-. - .. ...- .- - .. --- -.! .-- .- .-. -. .. -. --.! ..- -. .- ..- - .... --- .-. .. --.. . -.. / -.. . .- -.-. - .. ...- .- - .. --- -.!" The loud chittering seems to invigorate the Chromoids, the party having no choice but to take the automatons down and out. The machines wouldn't even obey their masters now - these 3 were the last road block before Masson! QM Note: Kintobor, if you want Karie to rejoin this battle, go ahead. If not I'll probably give you roleplay exp anyway down the line. "-.. . .-.. . - . / -.. . .-.. . - . / -.. . .-.. . - ." Magnus, Level 44 Mechanical *Blind! 2 rounds remaining* HP: 972/1000 SP: 8 Immune to Confusion, Jinxing, and Frailty Specials: Quad-Dazer: Sweeps the entire enemy party with a blue beam of energy. All heroes lose 3 power, 3 max and current ether, 3 max and current HP, and two SP, regardless of SP or Row for the rest of the battle. All permanent stats will be restored when the battle is complete. Trident Turmoil: Cuts the HP of the hero who rolled Special damage, as well as the heroes above and below him in the battle order in half, disregarding row and SP. Rotor Manuever: Magnus rotates its trident around like a rotor, effectively creating a bladed shield around him. For the next 2 rounds he will Counterstrike. Specials decided by die roll. Passive Specials: Surge Protector: After magnus is under half HP, Magnus' surge protectors kick in, removing its weakness to Electricity. Drops: Topaz "Blue is safe." Chromoid A, Level 19 Mechanical HP: 1/1 Color: Blue Immune to Jinxing! Specials: Drill Drive: The Chromoid drives its drill appendage into the hero who rolled Special Damage. That hero takes 22 damage (disregarding SP) and has their SP disabled for the next 3 rounds. Swift Servos: The Chromoid picks up the pace, hastening itself at the end of the round for the next 3 rounds. Passive Specials: Color-Coded: The Chromoid cannot take damage until it is in the red. Each succesful hit on the Chromoid brings it down one color in the cycle: Blue -> Green -> Yellow -> Red. (Hit the Chromoid while it is Blue and it'll turn Green.) Maitenace Protocol: At the end of every round, the Chromoid's color will move back one in the rotation. (If left Red at the end of the round, it'll move back to yellow.) Machine Logic: The Chromoid defies row when attakcing a hero of higher level then it. Drops: Chromoid Drill "Blue is safe." Chromoid B, Level 19 Mechanical HP: 1/1 Color: Blue Immune to Jinxing! Specials: Drill Drive: The Chromoid drives its drill appendage into the hero who rolled Special Damage. That hero takes 22 damage (disregarding SP) and has their SP disabled for the next 3 rounds. Swift Servos: The Chromoid picks up the pace, hastening itself at the end of the round for the next 3 rounds. Passive Specials: Color-Coded: The Chromoid cannot take damage until it is in the red. Each succesful hit on the Chromoid brings it down one color in the cycle: Blue -> Green -> Yellow -> Red. (Hit the Chromoid while it is Blue and it'll turn Green.) Maitenace Protocol: At the end of every round, the Chromoid's color will move back one in the rotation. (If left Red at the end of the round, it'll move back to yellow.) Machine Logic: The Chromoid defies row when attakcing a hero of higher level then it. Drops: 40 gold. The Party: Lord Lawrence Boomingham (Zepher) 46 Years Old, Human, Level 25 2/3 Paladin *Immune to Fragile, Sleep and Weakened* *Encouraged!* Power: 39 (+5**) Defense: 12 Health: 32/47 (+3*) Ether: 21/24 Gold: 38 Equipment: Scupperer (Great Sword, WP: 11, Darkness Fire, causes Bleeding Effect for 5 Damage until remedied or healed to full health) Round Metal Shield (SP: 7), Counterstrike Gloves (On Free Hits, Deals damage to enemy equal to Boomingham's level), Heavy Armor (SP: 5, Immunity to Fragile), Tome of Affluence (Generates 10 Gold if equipped for the entirety of a battle, immunity to sleep and weakened, accessory) ****Pseudo's Blessing's Blessing (Not an Artifact, +4 Power) Inventory: Frozen Saber (Great Sword, WP: 9, Light Ice, stunned effect), Bedroll, Mead, Fire Brandy (Encouraged, Immunity to Ice), Emerald Lamp of Summoning, Lens of Speed Reading (Accessory, Allows a scroll to be read in addition to a normal action. Suitable for scroll users.), Scroll of Recklessness (Encouraged and Fragile for rest of battle, 5 ether, 50/50 chance), Scroll of Blindness, 1 Scroll of Weakening, Scroll of Fragility, Scroll of Sealing, Garnet, Sapphire, Hood of Belthazar Bluehood (+4 to Power, -6 to Ether), Hamantasch (consumable, lucky + blessed effects upon consumption for the length of one battle), Admantite Shard, Everlasting Venom. Remedy, Seventh Heaven, Tonic, Milk, Emergency Essence Debts: 128 Gold Arthur, 1 gold Docken, 75 gold Sorrow Arthur Justus Regulus VII (played by Flipz), Level 25 2/3 Sorcerer, 21-year-old male Human *Immune to Sealed* [ Currently in: Quest #70: The Syndicate] *Encouraged!* *Hastened!* *Lucky!* Power: 38 (25 + WP:13) Health: 8/37 (Basic Health: 5 + Level Bonus: 23 + Class Boost: 4 + Permanent Boost: 4*) Ether: 26/35 (Basic Ether: 5 + Level Bonus: 23 + Class Boost: 1 + Robe of the Archmagi: 5) Defense: 3 (Robe of the Archmagi) Gold: 1000 (Owed 128 gold by Boomingham; owed 50 gold by Grimwald Gjinko; owed 70 gold by En Sabah Nur,) Equipment: Unlucky Horseshoe (WP:13, retrievable, causes Jinxed-effect; throwing weapon), Robe of the Archmagi (Bodywear, SP:3, Max Ether +5, Immune to Sealed), Overkill Gloves, Marksman's Monocle Inventory: Weapons: Sir Roderick's Sword (WP:12, Longsword), Staff of the Cultist Battlemage (WP: 7, 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Hollow Blade Dagger (WP:6, dagger, hollow-blade), Staff of Ennon - (WP: 5, Light-Elemental, Restores 2 ether on a roll of 2, 3, or 4), Healing Staff (WP:5; heals instead of damaging), Healing Staff (WP:5; heals instead of damaging), Spider Leg (WP:8, doubled against flying enemies; spear; unsuitable) Artifacts: Shackles of War (Accessory, Prevents anyone from fleeing battles), Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent), Ancient Crown (Headwear, First successful strike of battle deals Cursed-effect), Jester's Hat (Headwear, Wearer may choose to gain one immunity from targeted enemy), Stingy Gloves Gems: Opal (Ice), Amethyst (Darkness), Topaz (Lightning), Diamond (Light), Garnet (Earth), Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass Scrolls: Scroll of Blindness, 2x Scroll of Sealing (1x Lent to De'kra), Scroll of Confusion, Scroll of Sleep, 2x Scroll of Frailty (1x Lent to Nyx), Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success), Scroll of Poisoning (Grants target’s weapon the Badly Poisoned effect for one battle at the cost of 5 ether), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether.), Scroll of Weakening, Consumables: Grand Potion x10, Remedy x10, Elixir x5, Nostrum x 2, Smelling Salts x 3, Mead x 2, Jinxy Juice x2, Ether Core, Noxious Venom (When used on a weapon, the weapon deals the Badly Poisoned effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), Zoot's Plaything, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Tesla Bomb, Grand Tonic, Double Rainbow, Bright Polish, Exterlate, Tonic, Emergency Essence x2 Arnulf Bishop (Shoker86) *Encouraged!* *Immune to Fragile!* 30 yrs old male human Rogue Level 12 Power: 22 (12+9+1) Defense: 4 Health: 11/18 (7+11) Gold: 186 Equipment: Cheesy Dagger (WP:8, Double damage to vermin), Emerald Hood (SP: 4, Immunity to Fragile), Sticky Gloves Inventory: Leather Armor(SP:1), 4 Potions, 2 Venoms, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Bedroll, 1 Mead, Smelling Salts, Mulled Wine, Remedy x2, Tricorne (SP:3), Name: Unknown. Most call him "Em," though his real name remains largely mysterious. Unknown age male human ranger Level 12 Power: 20 Health: 16/17 Gold: 90 Equipment: Aquabow (WP: 7, Water-elemental), Ranger's Quiver (+1 WP to all Bows/Crossbows), Syndicate Cowl (SP: 2, Immune to Doomed effect), Inventory: Smoke bomb, Grating Stone, Nostrum, Bedroll, Shovel, Pickaxe, Potion x5, Remedy x4, Gentleman's Hat (SP: 1, suitable for men, headgear. The wearer has a 1/2 chance to not be affected by Asleep.), Venom, Ice Bomb, Grand Potion, Bow(WP:5), Mead x2, White Marksman's Hat - (⅙ chance of Assassination vs. Flying monsters; Headwear) Scarf of Misfortune (Accessory, Wearer deals the Jinxed effect on every third round) "Accursed automatons...!" Nevron Utral, Level 14 Rogue *Encouraged!* HP: 20/20 Power: 21 SP: 1 Equipment: Standard Issue Rapier (WP: 7), Gallant Gauntlets (SP: 1, Handwear. User has a 1/6 chance to become Encouraged at the start of every battle.) Inventory: Trial Brew, Soma, 30 gold, Remedy
  2. The cleric at least seems to contemplate the option. "Hm. The Stealer lives for his work - As Karie saw, he has almost no personal possessions. His work is his obsession - It is the only thing that keeps him going. He hardly eats; he rarely sleeps. I've seen him go three days without a morsel of food or a second of sleep. Even then, he is hardly happy... The only time I've ever seen him really happy was when he was with you, Karie. His work, his ideals, is the only things that he lives for. I don't think he'd be content wandering the streets of Eubric, seeing the city degrade into the very thing he was trying to stop - to put it lightly. Whether or not you could convince him to stand down is... Dubious."
  3. Flipz, do you have any brain bleach left.
  4. The cleric raises an eyebrow. "What good will that do? Your former party - or your current party now, I suppose... Want Masson dead."
  5. The cleric averts his eyes, dropping his voice to a murmur. "What... what will Masson do?"
  6. I realize now that putting "Lust" and "desires Masson's favor" in the same sentence is a very unfortunate way to word things in Karie's special. I considered naming one of my feature quests Paragons of Olegaia... Then I read the acronym.
  7. Technically she drank a mead in a sidequest, so she should be at Level 29. No Harvester involved in her entry into the Syndicate, that much I can say.
  8. QM Note: Right you are, Flipz! Thankfully, the damage distribution is the same. The Peons startle backwards, concerned. Even the automatons emit an odd whirring sound. "Karie... Karie, we'll get you through this, alright?" "Stay safe until you're okay to fight, alright? Magnus can defend you if need be. We all can." Round Three of the Syndicate HQ Brawl >Arthur casts Frailty on Syndicate Peon (Duelist) (back): Success! >Boomingham VS Karie (front): Hit (0 damage; Karie dodges!) >Arthur (Darkness) VS Syndicate Peon (Cleric) (back): Damage Critical Hit (13x2=26+25=51x4=204 damage) >Arnulf VS Syndicate Peon (Duelist) (back): Hit (8+12=20x2=40/2=20-2=18 damage) >Em chugs a potion (back) >Nevron VS Syndicate Duelist (back): Shield: Mug (7x3=21+14=35x2=70x2=140/2=70-2=68 damage, 68 gold earned) >Magnus VS Arthur (back): Blind! >Chromoid A VS Boomingham: 17-12=5 damage - Boomingham counterstrikes, turns Green >Chromoid B VS Arthur: 17-3=14 damage >Chromoids revert back to Blue Karie's mind shatters, the once energetic woman reduced to sobs. Arthur weakens the Duelist, Boomingham rushing the treasonous rogue. She evades a collosal attack that would've left her half dead. Arthur flings a ball of darkness at the Cleric, the peon reeling backwards from the blow. Em stands back and heals up as Arnulf locks sword with the duelist, scoring a good hit. Nevron rushes in and with a skillful manuever repels the duelist's sword backwards, disarming up by bashing the hilt of his rapier into the Syndicate member's wirst. he follows up with a stab that leaves the duelist on the brink of death, the bleeding finishing the job. The battle rages on! "@ ~ ." Magnus, Level 42 Mechanical *Blind! 2 rounds remaining* HP: 972/1000 SP: 8 Immune to Confusion, Jinxing, and Frailty Specials: Quad-Dazer: Sweeps the entire enemy party with a blue beam of energy. All heroes lose 3 power, 3 max and current ether, 3 max and current HP, and two SP, regardless of SP or Row for the rest of the battle. All permanent stats will be restored when the battle is complete. Trident Turmoil: Cuts the HP of the hero who rolled Special damage, as well as the heroes above and below him in the battle order in half, disregarding row and SP. Rotor Manuever: Magnus rotates its trident around like a rotor, effectively creating a bladed shield around him. For the next 2 rounds he will Counterstrike. Specials decided by die roll. Passive Specials: Surge Protector: After magnus is under half HP, Magnus' surge protectors kick in, removing its weakness to Electricity. Drops: Topaz "Blue is safe." Chromoid A, Level 17 Mechanical HP: 1/1 Color: Blue Immune to Jinxing! Specials: Drill Drive: The Chromoid drives its drill appendage into the hero who rolled Special Damage. That hero takes 22 damage (disregarding SP) and has their SP disabled for the next 3 rounds. Swift Servos: The Chromoid picks up the pace, hastening itself at the end of the round for the next 3 rounds. Passive Specials: Color-Coded: The Chromoid cannot take damage until it is in the red. Each succesful hit on the Chromoid brings it down one color in the cycle: Blue -> Green -> Yellow -> Red. (Hit the Chromoid while it is Blue and it'll turn Green.) Maitenace Protocol: At the end of every round, the Chromoid's color will move back one in the rotation. (If left Red at the end of the round, it'll move back to yellow.) Machine Logic: The Chromoid defies row when attakcing a hero of higher level then it. Drops: Chromoid Drill "Blue is safe." Chromoid B, Level 17 Mechanical HP: 1/1 Color: Blue Immune to Jinxing! Specials: Drill Drive: The Chromoid drives its drill appendage into the hero who rolled Special Damage. That hero takes 22 damage (disregarding SP) and has their SP disabled for the next 3 rounds. Swift Servos: The Chromoid picks up the pace, hastening itself at the end of the round for the next 3 rounds. Passive Specials: Color-Coded: The Chromoid cannot take damage until it is in the red. Each succesful hit on the Chromoid brings it down one color in the cycle: Blue -> Green -> Yellow -> Red. (Hit the Chromoid while it is Blue and it'll turn Green.) Maitenace Protocol: At the end of every round, the Chromoid's color will move back one in the rotation. (If left Red at the end of the round, it'll move back to yellow.) Machine Logic: The Chromoid defies row when attakcing a hero of higher level then it. Drops: 40 gold. "Hang in there, Karie." Syndicate Peon (Cleric), Level 11 Humanoid HP: 213/500 Immune to Jinxing, Sealing, and Stun! Specials: Miracle: The Syndicate Cleric removes 1 round from every negative effect that is inflicted to the enemy party, restoring 50 HP to all of his allies. Passive Specials: Utter Defiance: The Cleric defies both SP and Row while attacking. Adept Healer: Rolls of Damage have a 50/50 chance of becoming Special Damage. Drops: Grand Potion, Grand Tonic "..." Syndicate Peon Karie, Level 23 Humanoid *Dodgy! 1 rounds remaining* *Blind! 2 rounds remaining* HP: 300/300 SP: 3 Immune to Jinxing and Frailty! Specials: Mass Mugging: Karie mugs every hero. All heroes lose 10 gold (cannot be retrieved) and take 11 damage, disregarding SP. Quick Reflexes: Karie becomes Dodgy for the next 3 rounds, having a 1/2 chance of evading physical attacks. Specials decided by die roll. Passive Specials: Lust: Karie seeks Masson's favor, defying the SP of those who have a higher level then her. Strong Will: Darkness does not deal double damage to Karie. Drops: 80 gold. The Party: Lord Lawrence Boomingham (Zepher) 46 Years Old, Human, Level 25 2/3 Paladin *Immune to Fragile, Sleep and Weakened* *Encouraged!* Power: 39 (+5**) Defense: 12 Health: 32/47 (+3*) Ether: 21/24 Gold: 38 Equipment: Scupperer (Great Sword, WP: 11, Darkness Fire, causes Bleeding Effect for 5 Damage until remedied or healed to full health) Round Metal Shield (SP: 7), Counterstrike Gloves (On Free Hits, Deals damage to enemy equal to Boomingham's level), Heavy Armor (SP: 5, Immunity to Fragile), Tome of Affluence (Generates 10 Gold if equipped for the entirety of a battle, immunity to sleep and weakened, accessory) ****Pseudo's Blessing's Blessing (Not an Artifact, +4 Power) Inventory: Frozen Saber (Great Sword, WP: 9, Light Ice, stunned effect), Bedroll, Mead, Fire Brandy (Encouraged, Immunity to Ice), Emerald Lamp of Summoning, Lens of Speed Reading (Accessory, Allows a scroll to be read in addition to a normal action. Suitable for scroll users.), Scroll of Recklessness (Encouraged and Fragile for rest of battle, 5 ether, 50/50 chance), Scroll of Blindness, 1 Scroll of Weakening, Scroll of Fragility, Scroll of Sealing, Garnet, Sapphire, Hood of Belthazar Bluehood (+4 to Power, -6 to Ether), Hamantasch (consumable, lucky + blessed effects upon consumption for the length of one battle), Admantite Shard, Everlasting Venom. Remedy, Seventh Heaven, Tonic, Milk, Emergency Essence Debts: 128 Gold Arthur, 1 gold Docken, 75 gold Sorrow Arthur Justus Regulus VII (played by Flipz), Level 25 2/3 Sorcerer, 21-year-old male Human *Immune to Sealed* [ Currently in: Quest #70: The Syndicate] *Encouraged!* *Hastened!* *Lucky!* Power: 38 (25 + WP:13) Health: 8/37 (Basic Health: 5 + Level Bonus: 23 + Class Boost: 4 + Permanent Boost: 4*) Ether: 26/35 (Basic Ether: 5 + Level Bonus: 23 + Class Boost: 1 + Robe of the Archmagi: 5) Defense: 3 (Robe of the Archmagi) Gold: 1000 (Owed 128 gold by Boomingham; owed 50 gold by Grimwald Gjinko; owed 70 gold by En Sabah Nur,) Equipment: Unlucky Horseshoe (WP:13, retrievable, causes Jinxed-effect; throwing weapon), Robe of the Archmagi (Bodywear, SP:3, Max Ether +5, Immune to Sealed), Overkill Gloves, Marksman's Monocle Inventory: Weapons: Sir Roderick's Sword (WP:12, Longsword), Staff of the Cultist Battlemage (WP: 7, 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Hollow Blade Dagger (WP:6, dagger, hollow-blade), Staff of Ennon - (WP: 5, Light-Elemental, Restores 2 ether on a roll of 2, 3, or 4), Healing Staff (WP:5; heals instead of damaging), Healing Staff (WP:5; heals instead of damaging), Spider Leg (WP:8, doubled against flying enemies; spear; unsuitable) Artifacts: Shackles of War (Accessory, Prevents anyone from fleeing battles), Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent), Ancient Crown (Headwear, First successful strike of battle deals Cursed-effect), Jester's Hat (Headwear, Wearer may choose to gain one immunity from targeted enemy), Stingy Gloves Gems: Opal (Ice), Amethyst (Darkness), Topaz (Lightning), Diamond (Light), Garnet (Earth), Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass Scrolls: Scroll of Blindness, 2x Scroll of Sealing (1x Lent to De'kra), Scroll of Confusion, Scroll of Sleep, 2x Scroll of Frailty (1x Lent to Nyx), Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success), Scroll of Poisoning (Grants target’s weapon the Badly Poisoned effect for one battle at the cost of 5 ether), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether.), Scroll of Weakening, Consumables: Grand Potion x10, Remedy x10, Elixir x5, Nostrum x 2, Smelling Salts x 3, Mead x 2, Jinxy Juice x2, Ether Core, Noxious Venom (When used on a weapon, the weapon deals the Badly Poisoned effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), Zoot's Plaything, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Tesla Bomb, Grand Tonic, Double Rainbow, Bright Polish, Exterlate, Tonic, Emergency Essence x2 Arnulf Bishop (Shoker86) *Encouraged!* *Immune to Fragile!* 30 yrs old male human Rogue Level 12 Power: 22 (12+9+1) Defense: 4 Health: 11/18 (7+11) Gold: 186 Equipment: Cheesy Dagger (WP:8, Double damage to vermin), Emerald Hood (SP: 4, Immunity to Fragile), Sticky Gloves Inventory: Leather Armor(SP:1), 4 Potions, 2 Venoms, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Bedroll, 1 Mead, Smelling Salts, Mulled Wine, Remedy x2, Tricorne (SP:3), Name: Unknown. Most call him "Em," though his real name remains largely mysterious. Unknown age male human ranger Level 12 Power: 20 Health: 16/17 Gold: 90 Equipment: Aquabow (WP: 7, Water-elemental), Ranger's Quiver (+1 WP to all Bows/Crossbows), Syndicate Cowl (SP: 2, Immune to Doomed effect), Inventory: Smoke bomb, Grating Stone, Nostrum, Bedroll, Shovel, Pickaxe, Potion x5, Remedy x4, Gentleman's Hat (SP: 1, suitable for men, headgear. The wearer has a 1/2 chance to not be affected by Asleep.), Venom, Ice Bomb, Grand Potion, Bow(WP:5), Mead x2, White Marksman's Hat - (⅙ chance of Assassination vs. Flying monsters; Headwear) Scarf of Misfortune (Accessory, Wearer deals the Jinxed effect on every third round) "We have a conspiracy to snuff out." Nevron Utral, Level 14 Rogue *Encouraged!* HP: 20/20 Power: 21 SP: 1 Equipment: Standard Issue Rapier (WP: 7), Gallant Gauntlets (SP: 1, Handwear. User has a 1/6 chance to become Encouraged at the start of every battle.) Inventory: Trial Brew, Soma, 30 gold, Remedy
  9. Proggs can live infinitely (and grow infinitely) until they die. The Mythrogg was invincible - nobody would ever be able to kill him from the outside, but defects from his creation process essentially gave him ether cancer. To his credit, he fought it for quite some time. Good point on the Council of the Watchful Eye, though.
  10. Random question: Who would the oldest character in the Heroica Universe be? I know the largest thus far is the Mythrogg (a little bit over 3,000 years, The Regret a few months behind) but I get the feeling I'm missing someone.
  11. Even if Violetta was alive, it probably wouldn't have worked anyway. Sorrow wouldn't approve of the courtship.
  12. "Treason, however, is rather clean cut." Nevron spits.
  13. And then let the Syndicate take their place! I'm only actually allowed about 16 different members of the Syndicate - having dozens of masked men running around Eubric would be a bit crazy, Sandy said, and I'm inclined to agree. Of course, re-using Syndicate members to make it seem like there is more of them (Such as the bomber) is acceptable.
  14. Is plotting a devious boss battle

    1. Show previous comments  2 more
    2. Dannylonglegs

      Dannylonglegs

      I love that power. It's pure evil on a stick. I may hire you to devise my boss battles from now on. >:D

    3. Endgame

      Endgame

      As long as I'm not the ones facing them!

    4. Dannylonglegs

      Dannylonglegs

      we'll see... >:)

  15. Is plotting a devious battle

  16. Sandy killed my combo. I had hosted quests 36, 46, and 56. And I'm going to miss 76, too.
  17. Like CallMePie has said, it is really hard to judge. Almost all Wolfgang low-rankers have been portrayed as ruthless thugs and delinquents , and the lieutenants were only ever portrayed committing crimes... Heck, the only time we saw the two heads they were both stirring chaos and being manipulative. We've never really been portrayed a positive image of the Wolfgang.
  18. "I don't understand why you are villainizing The Stealer, anyway... Karie was once his most vocal opposer, but now she stands under our banner. Surely you must see some merit in our goals? We don't want this bloodshed either, heroes." The duelist speaks quietly. "Hey, we've all screwed up. Some more then others. Maybe that is what all of the Syndicate members have in common. But you shouldn't feel ashamed, Karie. We're actually able to change Eubric. And without killing, it'll change for the better."
  19. "Mizuki, go for Brown Horse E. It can't touch you. Leave the White Horse untargetted, the rest of you, and go ballistic on the rest. I'll take care of the ringleader." I attack Edward twice, switching to Brown Horse B when it bites the dust. Order: Sorrow Mizuki Thormanil Grimwald Romulus
  20. At least the Syndicate is cool and their leader is a genuinely nice guy underneath all of the aloof-ness. Wonder what would happen if Karie sidded with the Wolfgang with his party?
  21. QM Note: Good catch, fixed.
  22. Wolfgang VS Houses isn't all that unreasonable, especially with all of the heads of houses possibly being Baba's Manchurian Agents. Speaking of which, only the Masked Man escaped Baba's control...
  23. The chosen option will be largely determined by the party's reaction, yes. And don't worry, none of them end too great for Karie. One is pretty good... for about 15 minutes.
  24. I legitmately have no clue what happens to Karie when the battle ends. Kintobor pretty much ran all possible options by me, and it is his discretion to choose what happens to Karie. Also, what do you mean "never learns"? Heroica drools, Syndicate rules.
  25. Nevron can only nod, a steely determination in his eyes. " I sincerely hope you are what I am, Karie. An infiltrator into the Syndicate. Works on ne side of the law, but reports back to the other. I can only hope that you aren't a traiotr... but is is seeming more and more likely you are. You may have helped save me, yeah - but right now you're fighting alongside the very people we were sent to stop. If this carries on Arnulf may be quite right." "Fatal flaw in your arguement - The Stealer isn't evil." "Ulric is a mass murderer who uses and disposes of even the people who trust him most. It happened to Kayla, doubtlessly it will happen again." Round Two of the Syndicate HQ Brawl >Arthur casts Blindness on Magnus (back): Success! >Boomingham VS Syndicate Peon (Bomb) (front): Damage Hit (11+25=36x4=144-6=138 damage) >Arthur drinks Elixir from hollow Blade (back) >Arthur casts Blindness on Karie (back): Success! >Nevron VS Syndicate Peon (Cleric) (front): Critical Hit (7x2=14+14=28x2=56 damage) >Arnulf VS Magnus (back): Shield: Mug (8x3=24+12=36x2=72/2=36-8=28 damage, 28x1.5=42 gold earned) >Em VS Syndicate Peon (Duelist) (back): Hit (7+12=19=2-17 damage) >Chromoid A VS Arthur: 17-3=14 damage >Chromoid B VS Boomingham: 17-12=5 damage, Counterstrike puts it in the Green >Chromoids revert back to Blue Fighting Karie wasn't going to be easy for the party. Arthur reads off his scrolls, chugging down an Elixir in a hidden compartment of his dagger. He blinds Magnus and Karie, rendering them unable to attack directly. Boomingham ends the Bomber with a swift slash of his sword, deepneing the wounds Arthur had left him. He crumples to the ground, dead. The rest of the party does well, the Chromoids once again going after Arthur and Boomingham. The battle rages on! "! . !" Magnus, Level 42 Mechanical *Blind! 3 rounds remaining* HP: 972/1000 SP: 8 Immune to Confusion, Jinxing, and Frailty Specials: Quad-Dazer: Sweeps the entire enemy party with a blue beam of energy. All heroes lose 3 power, 3 max and current ether, 3 max and current HP, and two SP, regardless of SP or Row for the rest of the battle. All permanent stats will be restored when the battle is complete. Trident Turmoil: Cuts the HP of the hero who rolled Special damage, as well as the heroes above and below him in the battle order in half, disregarding row and SP. Rotor Manuever: Magnus rotates its trident around like a rotor, effectively creating a bladed shield around him. For the next 2 rounds he will Counterstrike. Specials decided by die roll. Passive Specials: Surge Protector: After magnus is under half HP, Magnus' surge protectors kick in, removing its weakness to Electricity. Drops: Topaz "Blue is safe." Chromoid A, Level 17 Mechanical HP: 1/1 Color: Blue Immune to Jinxing! Specials: Drill Drive: The Chromoid drives its drill appendage into the hero who rolled Special Damage. That hero takes 22 damage (disregarding SP) and has their SP disabled for the next 3 rounds. Swift Servos: The Chromoid picks up the pace, hastening itself at the end of the round for the next 3 rounds. Passive Specials: Color-Coded: The Chromoid cannot take damage until it is in the red. Each succesful hit on the Chromoid brings it down one color in the cycle: Blue -> Green -> Yellow -> Red. (Hit the Chromoid while it is Blue and it'll turn Green.) Maitenace Protocol: At the end of every round, the Chromoid's color will move back one in the rotation. (If left Red at the end of the round, it'll move back to yellow.) Machine Logic: The Chromoid defies row when attakcing a hero of higher level then it. Drops: Chromoid Drill "Blue is safe." Chromoid B, Level 17 Mechanical HP: 1/1 Color: Blue Immune to Jinxing! Specials: Drill Drive: The Chromoid drives its drill appendage into the hero who rolled Special Damage. That hero takes 22 damage (disregarding SP) and has their SP disabled for the next 3 rounds. Swift Servos: The Chromoid picks up the pace, hastening itself at the end of the round for the next 3 rounds. Passive Specials: Color-Coded: The Chromoid cannot take damage until it is in the red. Each succesful hit on the Chromoid brings it down one color in the cycle: Blue -> Green -> Yellow -> Red. (Hit the Chromoid while it is Blue and it'll turn Green.) Maitenace Protocol: At the end of every round, the Chromoid's color will move back one in the rotation. (If left Red at the end of the round, it'll move back to yellow.) Machine Logic: The Chromoid defies row when attakcing a hero of higher level then it. Drops: 40 gold. "I won't go down that easily!" Syndicate Peon (Duelist), Level 22 Humanoid *Bleeding!* HP: 91/270 SP: 2 Immune to Blindness and Sealing! Specials: Have At You!: Makes a witty remark to the hero who rolled Special Damage, hastening the Syndicate Peon for 3 rounds and Enraging the hero for 3 rounds. Skewer: The Syndicate peon attempts to skewer an artery, reducing that hero's HP to 1 and Weakening them. Specials alternate. Passive Specials: Lust: This Peon seeks his master's favor, defying the SP of those who have a higher level then him. Drops: Mead, Nostrum "Good, but not good enough." Syndicate Peon (Cleric), Level 11 Humanoid HP: 417/500 Immune to Jinxing, Sealing, and Stun! Specials: Miracle: The Syndicate Cleric removes 1 round from every negative effect that is inflicted to the enemy party, restoring 50 HP to all of his allies. Passive Specials: Utter Defiance: The Cleric defies both SP and Row while attacking. Adept Healer: Rolls of Damage have a 50/50 chance of becoming Special Damage. Drops: Grand Potion, Grand Tonic "..." Syndicate Peon Karie, Level 23 Humanoid *Dodgy! 2 rounds remaining* *Bllind! 3 rounds remaining* HP: 300/300 SP: 3 Immune to Jinxing and Frailty! Specials: Mass Mugging: Karie mugs every hero. All heroes lose 10 gold (cannot be retrieved) and take 11 damage, disregarding SP. Quick Reflexes: Karie becomes Dodgy for the next 3 rounds, having a 1/2 chance of evading physical attacks. Specials decided by die roll. Passive Specials: Lust: Karie seeks Masson's favor, defying the SP of those who have a higher level then her. Strong Will: Darkness does not deal double damage to Karie. Drops: 80 gold. The Party: Lord Lawrence Boomingham (Zepher) 46 Years Old, Human, Level 25 2/3 Paladin *Immune to Fragile, Sleep and Weakened* *Encouraged!* Power: 39 (+5**) Defense: 12 Health: 37/47 (+3*) Ether: 21/24 Gold: 38 Equipment: Scupperer (Great Sword, WP: 11, Darkness Fire, causes Bleeding Effect for 5 Damage until remedied or healed to full health) Round Metal Shield (SP: 7), Counterstrike Gloves (On Free Hits, Deals damage to enemy equal to Boomingham's level), Heavy Armor (SP: 5, Immunity to Fragile), Tome of Affluence (Generates 10 Gold if equipped for the entirety of a battle, immunity to sleep and weakened, accessory) ****Pseudo's Blessing's Blessing (Not an Artifact, +4 Power) Inventory: Frozen Saber (Great Sword, WP: 9, Light Ice, stunned effect), Bedroll, Mead, Fire Brandy (Encouraged, Immunity to Ice), Emerald Lamp of Summoning, Lens of Speed Reading (Accessory, Allows a scroll to be read in addition to a normal action. Suitable for scroll users.), Scroll of Recklessness (Encouraged and Fragile for rest of battle, 5 ether, 50/50 chance), Scroll of Blindness, 1 Scroll of Weakening, Scroll of Fragility, Scroll of Sealing, Garnet, Sapphire, Hood of Belthazar Bluehood (+4 to Power, -6 to Ether), Hamantasch (consumable, lucky + blessed effects upon consumption for the length of one battle), Admantite Shard, Everlasting Venom. Remedy, Seventh Heaven, Tonic, Milk, Emergency Essence Debts: 128 Gold Arthur, 1 gold Docken, 75 gold Sorrow Arthur Justus Regulus VII (played by Flipz), Level 25 2/3 Sorcerer, 21-year-old male Human *Immune to Sealed* [ Currently in: Quest #70: The Syndicate] *Encouraged!* *Hastened!* *Lucky!* Power: 38 (25 + WP:13) Health: 22/37 (Basic Health: 5 + Level Bonus: 23 + Class Boost: 4 + Permanent Boost: 4*) Ether: 29/35 (Basic Ether: 5 + Level Bonus: 23 + Class Boost: 1 + Robe of the Archmagi: 5) Defense: 3 (Robe of the Archmagi) Gold: 1000 (Owed 128 gold by Boomingham; owed 50 gold by Grimwald Gjinko; owed 70 gold by En Sabah Nur,) Equipment: Unlucky Horseshoe (WP:13, retrievable, causes Jinxed-effect; throwing weapon), Robe of the Archmagi (Bodywear, SP:3, Max Ether +5, Immune to Sealed), Overkill Gloves, Marksman's Monocle Inventory: Weapons: Sir Roderick's Sword (WP:12, Longsword), Staff of the Cultist Battlemage (WP: 7, 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Hollow Blade Dagger (WP:6, dagger, hollow-blade), Staff of Ennon - (WP: 5, Light-Elemental, Restores 2 ether on a roll of 2, 3, or 4), Healing Staff (WP:5; heals instead of damaging), Healing Staff (WP:5; heals instead of damaging), Spider Leg (WP:8, doubled against flying enemies; spear; unsuitable) Artifacts: Shackles of War (Accessory, Prevents anyone from fleeing battles), Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent), Ancient Crown (Headwear, First successful strike of battle deals Cursed-effect), Jester's Hat (Headwear, Wearer may choose to gain one immunity from targeted enemy), Stingy Gloves Gems: Opal (Ice), Amethyst (Darkness), Topaz (Lightning), Diamond (Light), Garnet (Earth), Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass Scrolls: Scroll of Blindness, 2x Scroll of Sealing (1x Lent to De'kra), Scroll of Confusion, Scroll of Sleep, 2x Scroll of Frailty (1x Lent to Nyx), Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success), Scroll of Poisoning (Grants target’s weapon the Badly Poisoned effect for one battle at the cost of 5 ether), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether.), Scroll of Weakening, Consumables: Grand Potion x10, Remedy x10, Elixir x5, Nostrum x 2, Smelling Salts x 3, Mead x 2, Jinxy Juice x2, Ether Core, Noxious Venom (When used on a weapon, the weapon deals the Badly Poisoned effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), Zoot's Plaything, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Tesla Bomb, Grand Tonic, Double Rainbow, Bright Polish, Exterlate, Tonic, Emergency Essence x2 Arnulf Bishop (Shoker86) *Encouraged!* *Immune to Fragile!* 30 yrs old male human Rogue Level 12 Power: 22 (12+9+1) Defense: 4 Health: 11/18 (7+11) Gold: 186 Equipment: Cheesy Dagger (WP:8, Double damage to vermin), Emerald Hood (SP: 4, Immunity to Fragile), Sticky Gloves Inventory: Leather Armor(SP:1), 4 Potions, 2 Venoms, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Bedroll, 1 Mead, Smelling Salts, Mulled Wine, Remedy x2, Tricorne (SP:3), Name: Unknown. Most call him "Em," though his real name remains largely mysterious. Unknown age male human ranger Level 12 Power: 20 Health: 6/17 Gold: 90 Equipment: Aquabow (WP: 7, Water-elemental), Ranger's Quiver (+1 WP to all Bows/Crossbows), Syndicate Cowl (SP: 2, Immune to Doomed effect), Inventory: Smoke bomb, Grating Stone, Nostrum, Bedroll, Shovel, Pickaxe, Potion x6, Remedy x4, Gentleman's Hat (SP: 1, suitable for men, headgear. The wearer has a 1/2 chance to not be affected by Asleep.), Venom, Ice Bomb, Grand Potion, Bow(WP:5), Mead x2, White Marksman's Hat - (⅙ chance of Assassination vs. Flying monsters; Headwear) Scarf of Misfortune (Accessory, Wearer deals the Jinxed effect on every third round) "We have a conspiracy to snuff out." Nevron Utral, Level 14 Rogue *Encouraged!* HP: 20/20 Power: 21 SP: 1 Equipment: Standard Issue Rapier (WP: 7), Gallant Gauntlets (SP: 1, Handwear. User has a 1/6 chance to become Encouraged at the start of every battle.) Inventory: Trial Brew, Soma, 30 gold, Remedy
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