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Everything posted by Endgame
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With your avatar, I'm mistaking you for myself, Kintobor. I'll let you guys roleplay some more before I run a round.
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The Peon giggles rather girlishly, hands on hips, rapier in hilt. "How's your Town Watch patrol tunes coming along Arthur, do you remember this one?" The peon then motions the others back... and flamboyantly gestures at the party, giving fake kisses into the air. The peon then does the unexpected, the last thing the party ever would have expect from a Syndicate grunt... he begins to sing and dance. "Three cheers for the men in red and blue, For the red is the blood of our brothers! The blue is the hue of the sky! Where on high, we protect this fair city," The party can almost hear the triumphant, proud orchestra and beating drums as the peon continues to prance about. What shocks them most is the final lines of the song. The Syndicate Peon begins performing a kick line alone, lifting the hood at the same time. A ginger ponytail unfurls from inside the hood, a broad smile across her face.He was really a she. "And if we should fall, or falter to the call, then expect us to come and aid all!" As she finishes the routine, the look on her face changes quickly from joy to concern, her smile vanishing. She rubs her arm, avoiding eye contact. "Sorry guys, but it is the way it is."
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The peon gets agitated with Arthur, tapping his foot. "Ahem. The question still stands. Do you want to know the safety of your friend? Or do you just not care? Using the compass might help you find her."
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...Will this post relate to 70, by any chance?
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Quest 68 was an enjoyable read, Zepher. Your battles were just hard enough to the point where they seemed fair but also challenging, and that Rat Queen battle will be remembered for some time. My only issue with the quest was it felt scripted - probably because of the fact it literally was. The entire plot, besides the ending, was essentially laid out very early on. It made the quest a bit predictable, in my mind. Howver, that ending was chilling, and probably one of the best out of - topped only by 53.
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Hey, a rose by any other name.
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We just grumble quietly. Quite right, Scuba.
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Automaton is my first language - after all, I am Skynet Junior.
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Magnus's translation guide: . = Silent ! = Loud remark ? = Question/Expression of surprise ~ = Taunt @ = Swearing
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QM Note: I love you all too. Even Dannylonglegs! "Got it, Boomingham. You're one of the heroes who got in Patricia's favor, right?" Round One of the Syndicate HQ Brawl >Boomingham VS Syndicate Peon (Duelist) (front): Hit (11+25=36+5=41x2=82x2=164-2=162 damage) >Arthur VS Syndicate Peon (Bomb) (back): Damage Hit (13x2=26+25=51x2=102-6=96 damage, Jinxed effect transferred.) >Arthur (Darkness) VS Syndicate Peon (Bomb) (back): Special Damage Damage Confuse Critical Hit (12x2=24+25=49x4=196-6=190 damage) >Nevron VS Syndicate Peon (Rapier) (back): Special Damage (Quick Reflexes: Syndicate Peon is Dodgy!) >Arnulf VS Magnus (back): Miss >Em VS Syndicate Peon (Cleric) (back): Critical Hit (7x2=14+12=26+1=27 damage) >Chromoid A VS Boomingham: 17-12=5 damage - Counterstrike puts the Chromoid in the Green >Chromoid B VS Arthur: 17-3=14 damage >Chromoids revert back to Blue The battles against the fiendish automatons begin. Boomingham locks swords with the Duelist, Scupperer triumphing over his blade. H knocks him backwards and slashes, doing a good amount of damage to the Syndicate Peon. Arthur lobs his horseshoe at the Bomber, still sour with him after their encounter in the armory. As the bomber, shakes off his dizziness from the horseshoe the sorceror follows up with a blast of darkness, leaving the Bomber hanging by a thread. Nevron locks blades with the rapier-weilding Peon, the Syndicate member none too happy about the town watchman's assault. He moves quickly, ready to evade any attacks that come his way. Arnulf swings at Magnus but the automaton steps backwards, preparing to smash down with his trident. Arnulf thinks it would be best to move out of the automaton's way before it flattens him, the rogue rejoining his party. Em fires off a shot at the cleric, doing a good amount of damage. The Chromoids march in synchonization drilling into Arthur and Boomingham. The battle rages on! ". . ~" Magnus, Level 42 Mechanical HP: 1000/1000 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. "*pant*... Not... now...!" Syndicate Peon (Bomb), Level 22 Humanoid *Jinxed!* HP: 24/310 SP: 6 Immune to Confusion! Specials: Cryo Blast: Throws a ice bomb at the party, exploding upon impact. All heroes have a 1/3 chance of becoming Fragile for 3 rounds from the firigid blast. Pyro Blast: Throws a fire bomb at the party. All heroes take damage equal to their level from the seering blast. 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: 40 gold "Nnnrgh... Engarde, paladin!" Syndicate Peon (Duelist), Level 22 Humanoid *Bleeding!* HP: 113/270 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 "Barely a scratch." Syndicate Peon (Cleric), Level 11 Humanoid HP: 473/500 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 "There's still time for you to flee, lads." Syndicate Peon (Rapier), Level 23 Humanoid *Dodgy! 3 rounds remaining* HP: 300/300 SP: 3 Immune to Jinxing and Frailty! Specials: Mass Mugging: The Syndicate Peon mugs every hero. All heroes lose 10 gold (cannot be retrieved) and take 11 damage, disregarding SP. Quick Reflexes: The Syndicae Peon becomes Dodgy for the next 3 rounds, having a 1/2 chance of evading physical attacks. Specials decided by die roll. Passive Specials: Lust: This Peon seeks hismaster's favor, defying the SP of those who have a higher level then him. Strong Will: Darkness does not deal double damage to this Syndicate peon. 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: 42/47 (+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: 11/37 (Basic Health: 5 + Level Bonus: 23 + Class Boost: 4 + Permanent Boost: 4*) Ether: 22/35 (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 [Mulled Wine]), 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: 144 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), 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) 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, Syndicate Cowl (SP: 2, Immune to Doomed effect) "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 Clearing his throat, the Syndicate Peon addresses Arthur in his typical boyish voice. "So, Arthur, it was Arthur wasn't it? You probably doubt my statements on the red head's current predicament. She's still her. Would you like to see her? Go ahead, use your compass."
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Heroica RPG - Quest #73: Escort Service
Endgame replied to joeshmoe554's topic in The Heroica Archive
"Hm... Noted. I can eat the free hit form the white horse, and the other one is useless against Mizuki. That battle order/action better?" -
Heroica RPG - Quest #73: Escort Service
Endgame replied to joeshmoe554's topic in The Heroica Archive
"Make sure to target the top 3 horses, folks, because that pea-brained white one is completely enamored with Mizuki. If she takes a free hit from it, it won't do anything. Other then that, I can tank a single brown horse, and Romulus and Grimwald can absorb some damage from them, as well. I attack Sir Edward and Brown Horse A, back. Order: Sorrow Mizuki Romulus Grimwald Thormanil Mac Cart -
QM Note: Can someone choose an action for Nevron? Also, woke up this morning and realized nullifying a player's major asset to close a damage gap was not a good idea (hell, I already have chromoids in here, which can just as easily be defeated at level 1 then level 50) so I've reduced the number of of the immunities - now, no enemy has more then 3 effects he is immune to. Hopefully this layout of baddies seems a bit better.
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Hey, kinda hard to tell when you're being serious when you literally dragged me to hell alone and placed me in an impossible boss. Also, because I am a magically magical QM and thus hold domain over all of my mooks... No enemy has more then 3 immunities now, and quite a few have been removed altogether. ...Wait, they let people into North Korea?
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Why have you been persecuting my battles since 48? I Have no problem with receiving criticism, but you've thrown me into an entire revenge plot when I've never even hosted you. There is actually a very good reason why some of these enemies are stacked up with immunities. If every hero had darkness elemental attacks then it wouldn't be needed, but as it stands there is quite the damage gap between heroes. If I want to keep the lower-leveled folk effective, I need to at least make x8 multipliers harder to attain. And there is one enemy I really didn't want to put all of those immunities on, but had to. Besides, I didn't even touch his scroll of Weakening and Sleep, and both are incredibly potent weapons.
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Heroica RPG - Quest #73: Escort Service
Endgame replied to joeshmoe554's topic in The Heroica Archive
"Hmmm... "Uh, Guilty?" Not so sure of yourselves, it would seem?" -
Hey, he did have a kid at one point or another.
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Undead toads? Do you realize what you'd be doing?! Undead toads are at the top of the demon hierarchy, on par with Arch Demons! ...Wait, why am I protesting?
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I wouldn't mind if you nullified some of my advantages, as long as they're built into the enemies and not built into me. (As in, takes away Encouraged on rolls of damage, etc.) Thus is how the game flows.
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Heroica RPG - Quest #73: Escort Service
Endgame replied to joeshmoe554's topic in The Heroica Archive
"I call foul on your jury! It is not assembled of a jury of the steed's peers. Only they would know what is right for their cohort, not a band of strangers." -
Heroica RPG - Quest #73: Escort Service
Endgame replied to joeshmoe554's topic in The Heroica Archive
"So you would instead disrupt the way of life he finds suitable and shatter his reality simply to assert your ideals over him?" -
Balancing for a scroll mage who can dish out 304 damage on a hit, while other party members deal 30, is nightmarish. Don't want the other heroes to become ineffective, so instead I make all of those multipliers harder to get to. I don't pull punches on Specials, though. Every Syndicate member has had a different specialty thus far, so I have quite a pool of specials to utilize. The Bomber is actually the first reused enemy thus far.
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Hm? Being able to get two moves, and incapacitate/stack multipliers/whatever in one round seems pretty good to me... Plus, I've completely neglected your Sleep and Weakening scrolls.
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QM Note: Hey, you get SP VS 3 of the enemies and Elemental weaknesses against 4, and you have an effective scroll versus almost all of them. Also, clerical error: I gave the Cleric immunity to Frailty but never took away the Duelist's immunity to it. it has been fixed.