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I considered adding something like that to Overheal, but assumed it'd be pretty unlikely that a Priest would want (and have enough ether to) stack a ton of health on just one hero. How about the ether cost is changed to 'for every ten health the hero has above their maximum health, the Overheal costs an additional ether'? So if 30 health is overhealed, it's cost 4 ether (1 for every ten health plus the base of 1), if an additional 30 health is added and the hero has taken no damage since last overheal, it'd be 7, etc...thoughts? I'll probably change the Shield, then. Perhaps they restore the entire party to full health, revive all downed heroes, give everyone the Blessed effect, then the rolls are reduced by one for next round? Like I said, I'm not entirely satisfied with Marauder's Shield. Maybe Blade Dance - The hero attacks all enemies with power equal to the weapon power of their primary weapon plus their level, then does the same with power equal to the weapon power of their secondary weapon plus their level. All enemies gain the Confused effect. It's more of an AoE damage class with the dual swords and everything. Archmage's Shield does restore ether. Every two enemies hit restored one ether. No, these aren't the Basic Class upgrades, they're just standalone Expert Classes now. I mentioned the Shield's upgrade above, is it reasonable? This class is fairly straightforward. I got the idea from Beast Warrior's Bite roll. They don't feel any particular role other than damage, but the draw is that they're pretty much entirely self-sustaining. VAMPIRE These cunning bloodsuckers sustain themselves by feeding on opponents. · Additional Health: +10 · Weapons: Vampires wield vicious weapons like daggers, longswords, greatswords, axes, scythes, whips, and broomsticks. · Job Traits: Intimidation: (See Black Knight/Berserker), Bloodsucker - Vampires thrive on blood, and can restore full health outside of battle by feeding on others. Blood for Blood – Vampires may choose to expend 10 health to remove a negative effect from themselves both inside and out of battle. · Battle Style: Insatiable: Vampires feed on the blood of their enemies. 1. SHIELD: Sucked Dry – The vampire feeds on the target, dealing damage equal to one quarter of the enemy’s health, ignoring defenses, and restoring the same amount of health to themselves. Health absorbed can exceed maximum health. The vampire cannot feed again until their health is below the maximum value. 2. EXTRA CRITICAL HIT/STARVED FEEDING: The vampire deals damage equal to three times their weapon power added to their level. Alternatively, the vampire may choose to feed, dealing damage equal to twice their level, ignoring defenses, and restoring the same amount of health to themselves. 3. HIT/FEED: The vampire deals damage equal to their weapon power added to their level. Alternatively, the vampire may choose to feed, dealing damage equal to their level, ignoring defenses, and restoring the same amount of health to themselves. 4. VAMPIRE’S CURSE/LESSER FEED: The vampire is struck by the opponent’s attack, but in return, the vampire inflicts the opponent with the cursed- and jinxed- effects. Alternatively, the vampire may choose to feed, dealing damage equal to half their level, ignoring defenses, and restoring the same amount of health to themselves. 5. DAMAGE: The vampire is struck by the opponent’s attack. 6. SPECIAL DAMAGE: The vampire is struck by the opponent’s special skill.
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Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
You all get Wolfgang rep. Like I said, group decision. -
Pretty much.
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Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
"Reasonable enough to me. I'll be happy to kill any hero who gets in the way of my guys, too. But you might want to think about it, vampire. Ulric's building a world that'll be good for everyone - your kind included." Reg looks around, helping up Big Red. Gontzo stuffs his hat back on with his stubby arms. "Alright, I'll make sure your sympathies to the cause are noted. We're out of here. Gotta recruit some more muscle....maybe someone with a little more brains this time," he glares at Feldorin's corpse. "Tell Moke he's off the hook. And monk, for the future...you might wanna think about just how bad we are compared to some of your employers. I can promise you we're fighting for a goal greater than at least most of them." Goldjaw leads the surviving Sewer Wolves out of the tunnel opposite the party and Zylstra. Moke mumbles and sits up, rubbing the side of his head. "Wh-What happened? Where's Reg, and the s-s-slug...?" -
Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
"What would you know about speed, you creeky, arthritic old bastard?" "You miss my point. We're not criminals. Heck, the only reason we take money from the gnomes is because we're sitting out here guarding the sewers anyway. You'd do the same. It's not like we hurt the little buggers. Most of the time," he adds, glancing at Moke, who Pretzel can tell is starting to come to. -
How considerate.
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Only reason the weapon choice is so good is that they're almost exclusively healers, so their weapons, being used rarely, can at least be of a wide variety. Overheal's simple enough. By spending 3 ether rather than just 1, you restore the amount of health equal to your matter to your ally as normal...but disregarding maximum health. Might increase the ether cost of it a little if others think it's too powerful. As for the Shield....maybe, yeah. Originally it was just Guardian Angel but the roll reduction was only one. Do you think that's more reasonable? And yeah, I use Special Mirror in my classes as often as I can when it's not too out of place or overpowered.
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Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
Gontzo manages to force Pretzel off of him with his crossbow weakly. Reg strides between them before the monk can even think about shackling him. "We're weakened, I'll give you that, but without numbers on your side you can't expect to finish the job, monk." AKA, this is a group decision. Two votes for letting the Sewer Wolves go, one for imprisoning/offing them. 3/5 votes needed to decide. "Already live a life of non-violence, if that wasn't obvious. I may not fight literally for Ulric's cause, but I am willing to die for it...plus me and Reg go way back. We haven't been a gang for some time, monk. Things are changing, faster than you might think." Little Red rolls her eyes at Pretzel's lecturing and glances at Nessa. "Where did you dig up that old fossil?" -
What in particular makes it overpowered? And I have no idea how that happened.
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Psh, starts? "Tarn, help gator boy out with the Tiger Slayer. Nagure, see if ya' can't take out the Tigress. Benji, quit playin' with your food and finish him. I'll heal the Living King with the Pheles Rod again. Thalion, bring Touching the Sky back down to earth, will ya'? Tesni keeps on Sacred Water, of course, while Topazor, Emeray, and Aquamarq only can go for the Conqueror. Just in case he tries to kill me usin' their elements, they won't affect me. When he's down, they can go for Touching the Sky, along with the rest of the automatons, and if he falls, they can move to the God of Death. Lee can continue his attack on the Demon King. I'll heal the Living King with Conspirator then, but if he's already down, I'll switch to the God of Death." "Tarn takes 12 damage, Nagure takes none, Benji takes 17, I'll take 19. Nothin' we can't handle." Atramor once more points out the targets, then heals the Living King through the Pheles Rod from the back row, then does so again through Conspirator. If the Living King is already down, he will instead heal the God of Death from the back with Conspirator.
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There is an insane lack of healers in the Expert Classes. PRIEST These pious healers rely on their gods to ignore the limits of humanity in keeping their allies alive. · Additional Health: +5 · Additional Ether: +5 · Weapons: Priests make use of simple weapons such as daggers, staves, wands, hammers, and broomsticks. They may also use scrolls. · Job Traits: Healing – (See Cleric), Clairvoyance – (See Prophet), Purity - A priest’s healing causes double damage to undead. · Battle Style: Devout: Priests follow their path faithfully, letting no mortal boundary stop them from healing. 1. SHIELD: Prophecy: The priest is given a vision of the future. All rolls during the duration of the next round are reduced by two. 2. CRITICAL HIT/HEAL MORE/OVERHEAL MORE: The priest deals damage equal to twice their weapon power added to their level. Alternatively, they may restore the same amount of health to themselves or one of their allies at the cost of one ether. At the cost of two additional ether, they can ignore the target’s maximum health while healing. (WP: 15 x 2 + level 30 = 60 damage, or 60 health restored) 3. HIT/HEAL/OVERHEAL: The priest deals damage equal to their weapon power added to their level. Alternatively, they may restore the same amount of health to themselves or one of their allies at the cost of one ether. At the cost of two additional ether, they can ignore the target’s maximum health while healing. (WP: 15 + level 30 = 45 damage, or 45 health restored) 4. MEDITATE/HEAL LESS/OVERHEAL LESS: The priest concentrates to recover one ether. Alternatively, they may restore health equal to their level to themselves or one of their allies at the cost of one ether. At the cost of two additional ether, they can ignore the target’s maximum health while healing. 5. DAMAGE: The priest e is struck by the enemy’s attack. 6. SPECIAL MIRROR: The priest is struck by the opponent’s special skill, but causes the same effect to the opponent right back.
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Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
"Can't promise that, sweetheart. We may look a bunch of thugs to you, but we're helping bring a new age to Eubric....a better one than the hell it's going through now, at least. If we....cough.....were bent on killing, don't you think there'd be a lot less people in the city up the ways there?" The cleric shifted as Nessa poured the essence over him, rubbing his eyes tiredly as they opened. "...I...what happened? I saw...spiders....servants of Mercutio....I...was almost sure I was...?" Little Red cut her father off, hugging him tightly. "Thank you, thank you! I....I w-won't ever forget this. Thank you." -
Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
Totally forgot Erik should have 30 gold for killing Gontzo, Little Red, and Feldorin. It's been added. Round Sixteen of Round Two >Sylph vs. Difur (Shrapnel Bow) - Special Guard: Beg to Difur (Sylph's health reduced to 1, Sylph Afraid) >Sylph vs. Difur (Shrapnel Bow) - Shield: Roots of Life (Everyone gains 34 health, negative effects removed, Nessa revived, -1 ether) Erik vs. Difur (Twin Axe) - Special Damage: The Fall Guy (Difur absorbs all attacks next round) Dreyrugr vs. Reg (Crow-Claw Dagger) - Shield: Arrogant Prick (Drawn to Difur, 42 x 2 = 84 damage, loot already stole (forgot to remove it), Difur KO'd) Pretzel vs. Difur Reg (Flying Cross) - Special Damage: Third Strike (Pretzel KO'd) >Nessa vs. Difur Reg (Silver Crossbow) - Aim (8 x 2 - 4 = 12 damage) >Nessa vs. Difur Reg (Silver Crossbow) - Hit (23 x 2 - 4 = 42 damage, Reg KO'd) Sylph overruns the sewer tunnel with weeds even as Difur beats him into the ground and takes cover. It's not enough to keep Dreyrugr from leaping out from the shadows, sinking his blade into the dwarf's neck from behind, the wound instantly fatal. Reg throws Pretzel into the wall, but it leaves his back open to a pair of bolts from Nessa. THE BATTLE IS VICTORIOUS! Everyone gains experience, except Pretzel. The enemies drop 50 gold and 3 Mulled Wines. Dreyrugr grabs his stuff from Gontzo. Party leader, how will the loot be divided? x3 Mulled Wines 50 gold The sewer falls quiet as the battle ends at last. Reg staggers from Nessa's final attack, and nearly slides into unconsciousness. Little Red is desperately trying to awaken her father. Gontzo shakes his head as he comes to. Feldorin and Difur are motionless. "Okay....alright....you got us. You win. We'll...cough....we're done messing with the lil' village." "Dad? Please get up....." "But, okay, listen...I can't imagine you have any thoughts of leaving us alive, I'm...." Reg spits a mouthful of blood onto the ground. "....I'm not that stupid. Look, we get the message, we're not coming back to this side of the sewers....will you let us go? If you do....cough.....if you do, I'll put in a good word for you guys with the Wolfgang. Trust me...you'll be happy I did once the scales start tipping around here. What....do you say?" Party Monk Pretzel and His 99 Pieces, (Played by Palathdaric) 463-year-old male "hermit" Paladin *Party Leader* *Immune to Fragile* Level: 18 Power Bonus: 0 (5 in the front row) Defense: 11 (16 in the back row) Health: 1/38 Ether: 4/23 Gold: 0 Equipment: Cross of Light (WP:10; Light; Staff), Fashionable Shield (SP:7), Lighter Armor (SP: 4, immune to fragile, bodywear), Strategist's Shako (Suitable for anyone, +5 power while in the front row, +5 SP while in the back, headwear) Inventory: Heavy Flail (WP: 5; deals "Fragile" effect; Mace), Flying Cross (WP:6; Darkness, Fire, Wind; Broomstick), Steak (WP:1, instantly kills vampires on successful hits, suitable for all), Potion (2), Grand Potion (4), Ether Core (2), Remedy, Soma, Phoenix Essence, Venom (2), Deadly Venom (5), Paralyzing Venom (2), Holy Bomb, Commerz Cannonball, Scroll of Sealing, Bedroll, Magnifying Glass, Pickaxe, Shovel, Magic Shovel (will always find something when used, limited to three uses per quest), Bone (3), Rito Feather (consumable, grants the hastened- and blessed-effects upon use for one battle), Soothing Slippers (Footwear, Meditate restores 5 ether), Grating Stone, Smoke Bomb, Magnificent Magniscope (Magnifying Glass/Telescope), Scroll of Disenchantment (Removes all positive effects from all opponents at the cost of 5 ether, 50/50 chance of casting), Impervious Shield (SP: 5) (Grants immunity to Fire) Erik Tyrvarr (Myrddyn) 19 years old male human barbarian. *Immune to Fragile* Level: 15 Power Bonus: 0 Defense: 8 Health: 22/22 Gold: 30 Equipment: Titanic Axe (WP:11, Earth-elemental, has 1/6 chances of inflicting petrified-effect; axe), Hunter's Plate (SP: 4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors), Emerald Hood (SP: 4, headwear, protects from Fragile) Inventory: Spear (WP: 9, spear), Mead, Peacekeepers totem (Grants the "Diplomacy"-job trait; suitable to Erik only; accessory), Twin Axe (WP: 5, dual strike-axe), Phoenix Essence, Smoke Bomb, Diamond, 2 Bones, Barbarian's Boots (Natural Respite>Restoration; footwear) Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Black Knight *Immune to Water, Wind, and Fire* Level: 18.5 Power Bonus: 0 Defense: 9 Health: 37/37 Gold: 25 Equipment: Voltedge (WP: 13, Lightning-elemental; greatsword/longsword), Dragonbrand Shield (SP: 8, immune to wind and fire, shield), Sharkskin Armour (SP +1, immune to water; bodywear), Inventory: Venom x3, Bedroll, Remedy, Smelling Salts, Mead x2, Net (if used in combat, 1/3 chance to slow enemy, 1/3 chance to be useless, 1/3 chance slow self, lasts 3 rounds, retrievable), Nostrum x2, Throwing Dagger (WP:3), Fauxthril Scythe (WP:5), 4 Bones, Bow (WP: 4), Grand Potion x2, Phoenix Essence x2, Soma, Mulled Wine, Crow-Claw Dagger (WP: 6, 50/50 chance to stun enemy on successful attack, Darkness), The Muckraker – WP: 13, earth and water elemental, deals the weakened effect, greatsword, Shuriken (WP:5, Wind), Gloves of the Undead Assassin (For every enemy the wearer kills, it gains 5 HP, Immunity to Water, Usable by anyone, Handgear), Black Knight's Armour (SP:4, protects from stunned-effect) Nessa Anárion 59 years old female elven Ranger Level: 15.5 Power Bonus: 7 under negative effect Defense: 3 Health: 21/21 Gold: 0 Equipment: Darkness Silver Crossbow with Raven-Slayer Bolts and Newty Mag (WP: 8, darkness elemental (WP: +3 vs. werefolk (removable)) (WP: +4 vs. Aquatic vermin (removable) (usable by ex-Amphibians only)), Tricorne (Headwear; SP:3), Hide of The Suffering (Bodywear, Power +7 when under a negative status effect. Doesn't stack.) Inventory: Bedroll, Magic Compass, Venom (2), Nostrum (2), Mead, Phoenix Essence, 7 Potions, Merry Bow (WP:7, ranged, steals 1 gold with each successful hit except Shield-skills), Opal, Pseudos Hood (can damage undead with normal attacks), Ranger's Quiver (WP: +1), 2 Bones, Ranger's Cowl (Suitable to rangers, SP: 2, headwear) Sylph Solanum (Dannylonglegs) unknown age, unknown race Druid *Immune to Sealed* *Second Party Leader* *Hastened* Level: 24.33 Power Bonus: Defense: 5 Health: 1/40 Ether: 7/36 Gold: 136 Equipment: Shrapnel Bow (WP: 10, Bow. Every successful hit drops the target's SP by 1) , Ethereal Cloak (Backwear; SP:2; Max Ether +4), 20-20 glasses (headwear, +1 turn of effect for scrolls), Robe of the Archmagi (Bodywear; SP: 3; Max Ether +5, immune to "Sealed") Inventory: Scroll of Frailty, Scroll of Sleep, Scroll of Blindness, Scroll of Sealing, Scroll of Confusion, Scroll of Ice Armour, 2 Potions, 1 Grand Potion, 3 Tonics, 1 Venom, 2 Fire Bombs, 1 Ice Bomb, 3 Water Bombs, 2 Lightning Bombs, 1 Floral Bomb, 7 Bones, Trial Brew x3, Helmet (Max. health +1)), Emerald, Bedroll, Shovel, Pickaxe, Magnifying Glass, Signet Ring, Saber Teeth, Journal of The Bleeding,Tale of the Invincible King, Psych Documents, Journal of The Wound, Suffering's Journal, Robe of the Magi (Bodywear, SP: 1), Smoke Bomb, , Nessa's Gold (13), Ranger's Quiver (WP +1 to bows and crossbows), Erik's Gold (1), Pretzel's Junk (54 gold, Scrap Metal, Emerald, Garnet), Dreyrugr's Gold (112) -
You can go ahead and post a battle order/actions if you'd like. Must be a busy weekend for everyone.
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I meant to say like, not think, sorry. It's obvious there's a correlation between the two given our two confirmed scum and the other townies thus far, I just don't like the method of using them to deduce the scum.
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My hair!! Sorry for the inactivity as of late. I'm comfortable placing a vote: Abraham Petruzzi (Fred Daniel Yam). I don't think the business of going through CMFs to find scum, but I suppose it's not unlike if it was asking for roles to do the same census to make sure no claims conflict. His quiet, middle-of-the-road attitude isn't doing anything for the town.
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Shoot, I forgot. Well, four enemies is good enough. Atramor smirked even as the feeling of inevitable death washed over him and the four darker enemies. But he would recover from it. They wouldn't be so lucky. "I'll heal the Living King with the Pheles Rod, so that Tesni can keep goin' at Sacred Water. Thalion should sling a spell at the Judge, and Nagure can keep up the heat on his target. Nagure, if ya' manage to take down the Rainbow Tiger, swing at the Tiger Slayer. Lee should keep attackin' the Demon King, and take a swing at the God of Death, too. All the automatons should go for the Conqueror. Once he's no longer stunned, they should go for the Divine Physician, and if he's no longer stunned, the Judge, then Touching the Sky, then Sacred Water, even if he's still functioning. I'll heal the Living King with Conspirator, Tarn can take out the Divine Physician. Once that's all done, Benji can spare me a Remedy and then tear up the Tiger Slayer." "I'll take four free hit damage, Tesni will take one, Thalion takes nine, Lee takes seven, and Nagure takes six. Sound alright?" Atramor charged a healing spell through the Pheles Rod at the Living King from the back row, then another through Conspirator, also from the back row, both weapons in hand and aimed at the undead.
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Perhaps, but there's room for more than one of each role. AoE damage is very useful. Plus, there's a lack of magic-based classes. I was mostly trying to build a more outright offensive magic role, since Necromancer is currently the only conventional Mage class in the Expert Classes at the moment, and I figured that with spells, you can only go so far as to make them unique. AoE is probably the best enhancement you can get to spells. You have a point, though, it's pretty superior to Cannoneer right now...perhaps I'll remove physical attacks, so that the Archmage'll have to really think about the cost of ether in the long run. Cannoneers at least can attack normally when out of bombs.
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This one's reworked from one of the basic Expert Classes discussed before. I'm hoping Arc Spells won't come across as overpowered due to the major ether cost. ARCHMAGE These amazing mystics channel vast reserves of ether to devastating effect. · Additional Health: +3 · Additional Ether: +8 · Weapons: Archmage use daggers, staves, wands, broomsticks, scrolls, and gems. · Job Traits: Spellcasting (See Mage), Mystic Respite - The archmage gains 5 ether at the end of every battle, Glossolalia (See Prophet) · Battle Style: Magnificent - The archmage has become highly attuned to the power of ether, and can create storms of elemental energy. 1. SHIELD: Chain Spell - The archmage unleashes a powerful spell that rebounds through 3-18 targets, dealing elemental damage to each one equal to their weapon power added to their level. If the target roll is higher than the number of opponents, each opponent can receive multiple strikes. If no element was selected, a random one available to the archmage will be chosen. The archmage draws power from the targets, regaining one ether for every two opponents affected, rounded down. 2. CRITICAL HIT/GREAT SPELL/GREAT ARC SPELL - The archmage deals damage to the opponent equal to twice their weapon power added to their level. Optionally, the archmage casts an elemental spell with the same strength at the cost of 1 ether. This spell can be made to affect all opponents at the cost of 4 additional ether. 3. HIT/SPELL/ARC SPELL - The archmage deals damage to the opponent equal to their weapon power added to their level. Optionally, the archmage casts an elemental spell with the same strength at the cost of 1 ether. This spell can be made to affect all opponents at the cost of 4 additional ether. 4. QUINTESSENCE - The archmage manipulates the very being of the target, giving them the option to switch out one of the target's current types for another at the cost of 10 ether. 5. DAMAGE - The archmage is struck by the opponent's attack. 6. SPECIAL MIRROR - The archmage is struck by the opponent's special skill, but reflects it right back to cause the same effect.
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Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
No worries, it's mostly a few battles from this point on anyway, and you're close to the end anyway. Round Fifteen of Round Two >Sylph seals Difur - Failure (-1 ether) >Sylph seals Difur - Failure (-1 ether) Dreyrugr vs. Difur (Crow-Claw Dagger) - Special Dodge: The Fall Guy (Difur absorbs all attacks next round) Pretzel vs. Difur (Flying Cross) - Hit (29 x 2 - 8 = 50 damage) Pretzel vs. Reg (Flying Cross) - Special Guard: Assault (Reg favors Pretzel) >Nessa vs. Difur (Silver Crossbow) - Hit (23 x 2 - 8 = 38 damage) >Nessa vs. Reg (Silver Crossbow) - Special Damage: Battery (25 damage, Nessa KO'd) Erik vs. Reg (Twin Axe) - Hit (19 - 4 = 15 x 2 = 30 damage) The last two Sewer Wolves won't go out without a fight. Difur holds firm despite being shot with bolts and stabbed with broomsticks. Reg is brought to the bring by Erik's dual swing, but advances on Pretzel. He feints, however, taking a vicious swing at Nessa, slamming her backward into a wall and letting her slide to the ground in a heap. Enemies Difur *Absorbs Damage* Level 21 Humanoid Health: 31/720 Defense: 8 Special I: Beg to Difur – Difur thrashes the hero within an inch health of their life. The hero becomes Afraid. Special II: The Fall Guy – Difur stands in front of his party, drawing all hostile attacks for the duration of the next round. Specials alternate. Drops: 25 gold, Grand Potion Immune to blinded, fragile, weakened, and instant kill. Reg Goldjaw *Favoring Sylph and Pretzel* "Not....over yet." Level 25 Humanoid Health: 20/576 Defense: 4 Special I: Assault - Reg Goldjaw advances on the hero, Favoring them, dealing triple damage to them. Special II: Battery – Reg Goldjaw attacks the hero, ignoring row and defense. Special III: Third Strike – Reg Goldjaw knocks out the hero. Specials used in order. Drops: Nothing Immune to all effects, including instant kill. Party Monk Pretzel and His 99 Pieces, (Played by Palathdaric) 463-year-old male "hermit" Paladin *Party Leader* *Immune to Fragile* *Hastened* Level: 18 Power Bonus: 0 (5 in the front row) Defense: 11 (16 in the back row) Health: 38/38 Ether: 4/23 Gold: 0 Equipment: Cross of Light (WP:10; Light; Staff), Fashionable Shield (SP:7), Lighter Armor (SP: 4, immune to fragile, bodywear), Strategist's Shako (Suitable for anyone, +5 power while in the front row, +5 SP while in the back, headwear) Inventory: Heavy Flail (WP: 5; deals "Fragile" effect; Mace), Flying Cross (WP:6; Darkness, Fire, Wind; Broomstick), Steak (WP:1, instantly kills vampires on successful hits, suitable for all), Potion (2), Grand Potion (4), Ether Core (2), Remedy, Soma, Phoenix Essence, Venom (2), Deadly Venom (5), Paralyzing Venom (2), Holy Bomb, Commerz Cannonball, Scroll of Sealing, Bedroll, Magnifying Glass, Pickaxe, Shovel, Magic Shovel (will always find something when used, limited to three uses per quest), Bone (3), Rito Feather (consumable, grants the hastened- and blessed-effects upon use for one battle), Soothing Slippers (Footwear, Meditate restores 5 ether), Grating Stone, Smoke Bomb, Magnificent Magniscope (Magnifying Glass/Telescope), Scroll of Disenchantment (Removes all positive effects from all opponents at the cost of 5 ether, 50/50 chance of casting), Impervious Shield (SP: 5) (Grants immunity to Fire) Erik Tyrvarr (Myrddyn) 19 years old male human barbarian. *Immune to Fragile* Level: 14.5 Power Bonus: 0 Defense: 8 Health: 21/21 Gold: 0 Equipment: Titanic Axe (WP:11, Earth-elemental, has 1/6 chances of inflicting petrified-effect; axe), Hunter's Plate (SP: 4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors), Emerald Hood (SP: 4, headwear, protects from Fragile) Inventory: Spear (WP: 9, spear), Mead, Peacekeepers totem (Grants the "Diplomacy"-job trait; suitable to Erik only; accessory), Twin Axe (WP: 5, dual strike-axe), Phoenix Essence, Smoke Bomb, Diamond, 2 Bones, Barbarian's Boots (Natural Respite>Restoration; footwear) Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Black Knight *Immune to Water, Wind, and Fire* Level: 18 Power Bonus: 0 Defense: 9 Health: 37/37 Gold: 25 Equipment: Voltedge (WP: 13, Lightning-elemental; greatsword/longsword), Dragonbrand Shield (SP: 8, immune to wind and fire, shield), Sharkskin Armour (SP +1, immune to water; bodywear), Inventory: Venom x3, Bedroll, Remedy, Smelling Salts, Mead x2, Net (if used in combat, 1/3 chance to slow enemy, 1/3 chance to be useless, 1/3 chance slow self, lasts 3 rounds, retrievable), Nostrum x2, Throwing Dagger (WP:3), Fauxthril Scythe (WP:5), 4 Bones, Bow (WP: 4), Grand Potion x2, Phoenix Essence x2, Soma, Mulled Wine, Crow-Claw Dagger (WP: 6, 50/50 chance to stun enemy on successful attack, Darkness), The Muckraker – WP: 13, earth and water elemental, deals the weakened effect, greatsword Nessa Anárion *KO'D* 59 years old female elven Ranger Level: 15 Power Bonus: 7 under negative effect Defense: 3 Health: 21/21 Gold: 0 Equipment: Darkness Silver Crossbow with Raven-Slayer Bolts and Newty Mag (WP: 8, darkness elemental (WP: +3 vs. werefolk (removable)) (WP: +4 vs. Aquatic vermin (removable) (usable by ex-Amphibians only)), Tricorne (Headwear; SP:3), Hide of The Suffering (Bodywear, Power +7 when under a negative status effect. Doesn't stack.) Inventory: Bedroll, Magic Compass, Venom (2), Nostrum (2), Mead, Phoenix Essence, 7 Potions, Merry Bow (WP:7, ranged, steals 1 gold with each successful hit except Shield-skills), Opal, Pseudos Hood (can damage undead with normal attacks), Ranger's Quiver (WP: +1), 2 Bones, Ranger's Cowl (Suitable to rangers, SP: 2, headwear) Sylph Solanum (Dannylonglegs) unknown age, unknown race Druid *Immune to Sealed* *Second Party Leader* *Hastened* Level: 24 Power Bonus: Defense: 5 Health: 40/40 Ether: 8/36 Gold: 136 Equipment: Shrapnel Bow (WP: 10, Bow. Every successful hit drops the target's SP by 1) , Ethereal Cloak (Backwear; SP:2; Max Ether +4), 20-20 glasses (headwear, +1 turn of effect for scrolls), Robe of the Archmagi (Bodywear; SP: 3; Max Ether +5, immune to "Sealed") Inventory: Scroll of Frailty, Scroll of Sleep, Scroll of Blindness, Scroll of Sealing, Scroll of Confusion, Scroll of Ice Armour, 2 Potions, 1 Grand Potion, 3 Tonics, 1 Venom, 2 Fire Bombs, 1 Ice Bomb, 3 Water Bombs, 2 Lightning Bombs, 1 Floral Bomb, 7 Bones, Trial Brew x3, Helmet (Max. health +1)), Emerald, Bedroll, Shovel, Pickaxe, Magnifying Glass, Signet Ring, Saber Teeth, Journal of The Bleeding,Tale of the Invincible King, Psych Documents, Journal of The Wound, Suffering's Journal, Robe of the Magi (Bodywear, SP: 1), Smoke Bomb, , Nessa's Gold (13), Ranger's Quiver (WP +1 to bows and crossbows), Erik's Gold (1), Pretzel's Junk (54 gold, Scrap Metal, Emerald, Garnet), Dreyrugr's Gold (112) -
Interesting idea...fits with the class and would definitely be useful, although that's pretty low. Artisan gets a 25% discount on everything. Maybe a 50% discount on both upgrades when upgrading both weapons at once?
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Two dozen+ rats isn't insane enough?
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Shadows of Nar Eurbrikka — Introduction and Discussion
CMP replied to Brickdoctor's topic in Nar Eurbrikka Archive
The cyclops guy is kind of already a species, so you're good there. -
Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
I'll autoroll this one, since you're just about done with them anyway, and you've got Guardian Angel up. Round Fourteen of Round Two >Sylph vs. Reg (Shrapnel Bow) - Special Guard: Battery (No effect) >Sylph vs. Reg (Shrapnel Bow) - Damage (No effect) Pretzel vs.Reg (Flying Cross) - Meditate (+1 ether) Pretzel vs. Reg (Flying Cross) - Deflected Damage (No effect) Dreyrugr vs. Reg (Crow-Claw Dagger) - Deflected Damage (No effect) >Nessa vs. Reg (Silver Crossbow) - Special Damage: Third Strike (No effect) >Nessa vs. Reg (Silver Crossbow) - Shield: Tripleshot (23 x 2 - 4 = 42 damage to Reg, 38 to Difur, 42 to Reg) Erik vs. Reg (Titanic Axe) - Damage (No effect) The party just kind of watches Difur and Reg swing uselessly at the angel, save Nessa, who nearly finishes off Reg. Enemies Difur Glances at Reg determinedly. Level 21 Humanoid Health: 119/720 Defense: 8 Special I: Beg to Difur – Difur thrashes the hero within an inch health of their life. The hero becomes Afraid. Special II: The Fall Guy – Difur stands in front of his party, drawing all hostile attacks for the duration of the next round. Specials alternate. Drops: 25 gold, Grand Potion Immune to blinded, fragile, weakened, and instant kill. Reg Goldjaw *Favoring Sylph* Pants, tearing bolts out of his shoulder. "...Damn...it..." Level 25 Humanoid Health: 50/576 Defense: 4 Special I: Assault - Reg Goldjaw advances on the hero, Favoring them, dealing triple damage to them. Special II: Battery – Reg Goldjaw attacks the hero, ignoring row and defense. Special III: Third Strike – Reg Goldjaw knocks out the hero. Specials used in order. Drops: Nothing Immune to all effects, including instant kill. Party Monk Pretzel and His 99 Pieces, (Played by Palathdaric) 463-year-old male "hermit" Paladin *Party Leader* *Immune to Fragile* *Hastened* Level: 18 Power Bonus: 0 (5 in the front row) Defense: 11 (16 in the back row) Health: 38/38 Ether: 4/23 Gold: 0 Equipment: Cross of Light (WP:10; Light; Staff), Fashionable Shield (SP:7), Lighter Armor (SP: 4, immune to fragile, bodywear), Strategist's Shako (Suitable for anyone, +5 power while in the front row, +5 SP while in the back, headwear) Inventory: Heavy Flail (WP: 5; deals "Fragile" effect; Mace), Flying Cross (WP:6; Darkness, Fire, Wind; Broomstick), Steak (WP:1, instantly kills vampires on successful hits, suitable for all), Potion (2), Grand Potion (4), Ether Core (2), Remedy, Soma, Phoenix Essence, Venom (2), Deadly Venom (5), Paralyzing Venom (2), Holy Bomb, Commerz Cannonball, Scroll of Sealing, Bedroll, Magnifying Glass, Pickaxe, Shovel, Magic Shovel (will always find something when used, limited to three uses per quest), Bone (3), Rito Feather (consumable, grants the hastened- and blessed-effects upon use for one battle), Soothing Slippers (Footwear, Meditate restores 5 ether), Grating Stone, Smoke Bomb, Magnificent Magniscope (Magnifying Glass/Telescope), Scroll of Disenchantment (Removes all positive effects from all opponents at the cost of 5 ether, 50/50 chance of casting), Impervious Shield (SP: 5) (Grants immunity to Fire) Erik Tyrvarr (Myrddyn) 19 years old male human barbarian. *Immune to Fragile* Level: 14.5 Power Bonus: 0 Defense: 8 Health: 21/21 Gold: 0 Equipment: Titanic Axe (WP:11, Earth-elemental, has 1/6 chances of inflicting petrified-effect; axe), Hunter's Plate (SP: 4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors), Emerald Hood (SP: 4, headwear, protects from Fragile) Inventory: Spear (WP: 9, spear), Mead, Peacekeepers totem (Grants the "Diplomacy"-job trait; suitable to Erik only; accessory), Twin Axe (WP: 5, dual strike-axe), Phoenix Essence, Smoke Bomb, Diamond, 2 Bones, Barbarian's Boots (Natural Respite>Restoration; footwear) Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Black Knight *Immune to Water, Wind, and Fire* Level: 18 Power Bonus: 0 Defense: 9 Health: 37/37 Gold: 25 Equipment: Voltedge (WP: 13, Lightning-elemental; greatsword/longsword), Dragonbrand Shield (SP: 8, immune to wind and fire, shield), Sharkskin Armour (SP +1, immune to water; bodywear), Inventory: Venom x3, Bedroll, Remedy, Smelling Salts, Mead x2, Net (if used in combat, 1/3 chance to slow enemy, 1/3 chance to be useless, 1/3 chance slow self, lasts 3 rounds, retrievable), Nostrum x2, Throwing Dagger (WP:3), Fauxthril Scythe (WP:5), 4 Bones, Bow (WP: 4), Grand Potion x2, Phoenix Essence x2, Soma, Mulled Wine, Crow-Claw Dagger (WP: 6, 50/50 chance to stun enemy on successful attack, Darkness), The Muckraker – WP: 13, earth and water elemental, deals the weakened effect, greatsword Nessa Anárion *Hastened* 59 years old female elven Ranger Level: 15 Power Bonus: 7 under negative effect Defense: 3 Health: 21/21 Gold: 0 Equipment: Darkness Silver Crossbow with Raven-Slayer Bolts and Newty Mag (WP: 8, darkness elemental (WP: +3 vs. werefolk (removable)) (WP: +4 vs. Aquatic vermin (removable) (usable by ex-Amphibians only)), Tricorne (Headwear; SP:3), Hide of The Suffering (Bodywear, Power +7 when under a negative status effect. Doesn't stack.) Inventory: Bedroll, Magic Compass, Venom (2), Nostrum (2), Mead, Phoenix Essence, 7 Potions, Merry Bow (WP:7, ranged, steals 1 gold with each successful hit except Shield-skills), Opal, Pseudos Hood (can damage undead with normal attacks), Ranger's Quiver (WP: +1), 2 Bones, Ranger's Cowl (Suitable to rangers, SP: 2, headwear) Sylph Solanum (Dannylonglegs) unknown age, unknown race Druid *Immune to Sealed* *Second Party Leader* *Hastened* Level: 24 Power Bonus: Defense: 5 Health: 40/40 Ether: 10/36 Gold: 136 Equipment: Shrapnel Bow (WP: 10, Bow. Every successful hit drops the target's SP by 1) , Ethereal Cloak (Backwear; SP:2; Max Ether +4), 20-20 glasses (headwear, +1 turn of effect for scrolls), Robe of the Archmagi (Bodywear; SP: 3; Max Ether +5, immune to "Sealed") Inventory: Scroll of Frailty, Scroll of Sleep, Scroll of Blindness, Scroll of Sealing, Scroll of Confusion, Scroll of Ice Armour, 2 Potions, 1 Grand Potion, 3 Tonics, 1 Venom, 2 Fire Bombs, 1 Ice Bomb, 3 Water Bombs, 2 Lightning Bombs, 1 Floral Bomb, 7 Bones, Trial Brew x3, Helmet (Max. health +1)), Emerald, Bedroll, Shovel, Pickaxe, Magnifying Glass, Signet Ring, Saber Teeth, Journal of The Bleeding,Tale of the Invincible King, Psych Documents, Journal of The Wound, Suffering's Journal, Robe of the Magi (Bodywear, SP: 1), Smoke Bomb, , Nessa's Gold (13), Ranger's Quiver (WP +1 to bows and crossbows), Erik's Gold (1), Pretzel's Junk (54 gold, Scrap Metal, Emerald, Garnet), Dreyrugr's Gold (112)