Jump to content

CMP

Eurobricks Archdukes
  • Posts

    14,661
  • Joined

  • Last visited

Everything posted by CMP

  1. Dreyrugr splits off from the party.
  2. Nice. Some modding and you'd have Yoda. I love his expression, and those teeth are just nasty. The buckler is simple but effective. What have you used for the eyes? I can't tell.
  3. Nessa's compass whirled around and pointed down the left path.
  4. According to Bricklink he's just a generic miner. And I always thought Rex was the engineer, anyway.
  5. That's Hoke's face, I believe. This is the one used for Arthur.
  6. Upgrades are constructed as normal, yes. They can still Backfire when being constructed, but they don't have a lifespan, and last as long as the automaton/ballista does. Good point about the gems...I think I'll add that in. Yeah. No, each lifespan lasts just as long as it's constructed for. The Mechanical Decoy, though, can also break when its total health is run out, so don't think it gets the party out of free hits. (Which is the only thing it gets heroes out of...it's basically a Skeleton Decoy, if that wasn' clear). The Automated Neutralizer...at first, it was removes all negative effects from a random party member, which I thought was useless, but now I'm starting to thing picking and choosing is too much. Maybe it only removes one chosen negative effect from one chosen party member per round instead? Only the Mechanical Decoy. I didn't want to complicate too much, engineers will just be worrying about them falling apart. Example (these would show up in the party): Automaton *Hastened* *Fire Elemental* Level 30 Rounds Left: 2 Automated Neutralizer Rounds Left: 4 Mechanical Decoy Health: 40/40 Rounds Left: 2 (And then this would just be in the Engineer's inventory/equpiment) (Ballista, WP: 7, wind elemental, pierces SP, 1 round left) Maybe...I did mean to work in WP some more. But the way I see it, they're kind of like a Minstrel's instruments. The WP really doesn't matter that much, because you probably won't be attacking much, you'll be singing (or in this case, constructing). What you're really going for is special effects that help out your construction/repair. The weapons used are tools, so I assume a ranged weapon that pierced SP to boot would be pretty beneficial, since you couldn't really take any weapons over, unless I decided to change that. It's just a weapon, but you'd still have to make sure it doesn't fall apart.
  7. Vash and Pala haven't shown up for 24 hours, I'll assume they follow. The party departs from the Magpie. They head north, and to the Apothecary. It's currently closed. Around the back, they do indeed find a rusted manhole in the ground. One by one, each hero drops down into the sewer. The ground, oddly, isn't the disgusting sludge they expected, but a moist, loose mud. This particular sewer had apparently been unused for some time. Immediately ahead of them they see a fork in the path. Will the party go left, or right?
  8. I give up, Microsoft. I can't find the bright side of this. PS4 it is.
  9. "Ya' wanna chop up the R.O.U.S, Tesni? Faelan will slice through it like a.... well, like a flaming sawblade through butter."
  10. Party Monk Pretzel and His 99 Pieces, (Played by Palathdaric) 463-year-old male "hermit" Paladin *Party Leader* Level: 17.5 Power Bonus: 0 Defense: 12 Health: 37/37 Ether: 25/26 Gold: 250 Equipment: Cross of Light (WP:10; Light; Staff), Fashionable Shield (SP:7), Ethereal Cloak (Backwear; SP:2; Max Ether +4), Tricorn (Headwear; SP:3) 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), Tonic, Grand Tonic (2), Ether Core (2), Remedy (2), Soma, Phoenix Essence, Neutralizer, Venom (2), Deadly Venom (5), Paralyzing Venom (2), Smoke Bomb (5), 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), Tasty Pretzel (Consumable) - 1/3 chance each of granting lucky, hastened and encouraged-effects upon consumption., , Rito Feather (consumable, grants the hastened- and blessed-effects upon use for one battle), Soothing Slippers (Footwear, Meditate restores 5 ether) Erik Tyrvarr (Myrddyn) 19 years old male human barbarian. *Immune to Fragile* *Sealed, 4 rounds* Level: 14 Power Bonus: 7 under a negative effect Defense: 4 Health: 21/21 Gold: 6 Equipment: Titanic Axe (WP:11, Earth-elemental, has 1/6 chances of inflicting petrified-effect; axe), Emerald Hood (SP: 4, headwear, protects from Fragile), Hide of The Suffering (Bodywear, Power +7 when under a negative status effect. Doesn't stack.) Inventory: Spear (WP: 9, spear), 2 Death Progg claws, 5 Bones, Barbarian's Boots (Natural Respite>Restoration; footwear), Mead, Peacekeepers totem (Grants the "Diplomacy"-job trait; suitable to Erik only; accessory), Sharkskin Armour (SP +1, immune to water; bodywear), Twin Axe (WP: 5, dual strike-axe), Voltedge (WP: 13, Lightning-elemental; greatsword/longsword), Flash Bomb (Deals the Confused effect to the target for 3 turns.), Phoenix Essence Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Black Knight *Immune to Stunned, Water and Fire* Level: 17.5 Power Bonus: 0 Defense: 9 Health: 37/37 Gold: 45 Equipment: Crow-Claw Dagger (WP: 6, 50/50 chance to stun enemy on successful attack, Darkness), 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), Impervious Shield (SP: 5) (Grants immunity to Fire) Inventory: Venom x3, Bedroll, Remedy, Smelling Salts x3, Mead x2, Shuriken (WP:5, Wind), 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, Phoenix Essence x2, Soma, Mulled Wine, Robe of the Magi, Strategist's Shako (Suitable for anyone, +5 power while in the front row, +5 SP while in the back, headwear) Nessa Anárion 59 years old female elven Ranger Level: 14.5 Power Bonus: 1 WP Defense: 2 Health: 20/20 Gold: 13 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), venom'd), Ranger's Quiver (WP: +1), Ranger's Cowl (Suitable to rangers, SP: 2, headwear) Inventory: Bedroll, Magic Compass, Venom (2), Nostrum (2), Mead, Smelling Salts, Phoenix Essence, 8 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) Sylph Solanum (Dannylonglegs) unknown age, unknown race Druid *Immune to Sealed* *Second Party Leader* Level: 23.66 Power Bonus: 1 WP Defense: 3 Health: 39/39 Ether: 12/31 Gold: 136 Equipment: Shrapnel Bow (WP: 10, Bow. Every successful hit drops the target's SP by 1) , Ranger's Quiver (WP +1 to bows and crossbows), 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, 1 Smoke Bomb, 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) "No. Traditional Selkreeth weapon. Deal with it and I deal with you," retorted Zasies, spinning the bloodied mace in her hand idly. "I wish you all luck. Be on your guard - there are older, and fouler things than Bonapartes in the deep places of the world." Will the party head out?
  11. I have the Rat's Hide equipped. And Zepher, when you say damage to the Rat Queen is divided, do you really mean by the number of rats, or among the number of rats? Atramor turned his eyes away from Althior poisoning Ellaria, pulling the Gaia Bomb out of his cloak and hurling it into the horde of rats rapidly approaching from the back row. "Switch weapons and go hit Johnny, Russel." Battle Order >Atramor uses Gaia Bomb Soldier vs. Duke Captain A vs. Rodent of Unusual Size Captain B vs. General Footsoldier A vs. Rat Queen Footsoldier B vs. Giant Rat Leader Russel vs. King Russel vs. King Tesni vs. >Althior revives Ellaria Ellaria
  12. Well, more than one machine can be active at a time, but remember each one only has a set number of rounds it can exist before falling apart - and even while trying to repair it (or build more) there's always the chance of a Backfire or a Malfunction, which I figure balances it out enough. And I'm not sure what you mean by the physical attacks thing.
  13. Here I was just about to start writing it...and thinking I couldn't be any more lost. We just got to the Duke, and he already looks dead. I thought that's where Act IV ended.
  14. Atramor has to monologue? Damn it, where's Arthur when you finally need him??
  15. I was talking to her...now I'm really confused. Atramor stares, and turns to Althior, gripping the Pheles Rod with determination. His glare is enough to get the message across.
  16. An old favorite I've been trying to figure out for some time. Engineer Additional Health: +5 Weapons: Engineers can only use specific tools and some of their own constructions in battle, but gems can also benefit their constructions. Job Traits: Intuitive: Engineers are highly adept in repairing and understanding many forms of machinery, Flee: (See Rogue), Gadgetry: Engineers can build and use gadgets outside of battle, but are still prone to malfunction. Battle Style: Constructive: Engineers design various helpful gadgets to assist in combat. 1. SHIELD: Eureka! – The engineer focuses their mindset. If constructing, the built device lasts for ten rounds. If repairing, the engineer extends a device’s lifespan by ten rounds. If attacking, the engineer strips the target of defense and deals damage equal to three times their weapon power added to their level, along with the Weakened and Fragile effects. ((WP: 15 x 3) + level 30 = 75 damage) 2. CRITICAL HIT/STURDY CONSTRUCTION/MAJOR REPAIR: The engineer deals damage equal to twice their weapon power added to their level. ((WP: 15 x 2) + level 30 = 60 damage.) Alternately, the engineer may build a device that lasts for the next five rounds, or, if applicable, extend a device’s lifespan by the same. 3. HIT/CONSTRUCTION/REPAIR: The engineer deals damage equal to their weapon power added to their level. (WP: 15 + level 30 = 45 damage.) Alternately, the engineer may build a device that lasts for the next three rounds, or, if applicable, extend a device’s lifespan by the same. 4. ANALYZE/WEAK CONSTRUCTION/MINOR REPAIR: The engineer inspects their target, pointing out weak points and lowering their level by a quarter. Alternately, the engineer may build a device that lasts for the next round, or, if applicable, extend a device’s lifespan by the same. 5. DAMAGE/BACKFIRE/MALFUNCTION: The engineer is struck by the opponent’s attack. If constructing, the engineer instead takes damage equal to their weapon power. If repairing, the device instead malfunctions, reducing its lifespan by one round. 6. SPECIAL DAMAGE/SERIOUS BACKFIRE/SEVERE MALFUNCTION: The engineer is struck by the opponent’s special skill. If constructing, the engineer instead takes damage equal to their level. If repairing, the device instead malfunctions, falling apart instantly. CONSTRUCTIONS Automaton Automatons act separately from the engineer, dealing damage equal to the engineer’s level per round until it falls apart. Only one automaton can be active at a time. Automatons can be enhanced with the Encouraged Upgrade (Automaton deals double damage), the Hastened Upgrade (Automaton can attack two targets in one round), or an Elemental Upgrade (Automatons deals damage of an element available to the Engineer). Upgrades are bound to the Automaton, and do not fall apart until it does. Only one upgrade can be active at a time. Mechanical Decoy Decoys can absorb free hit damage equal to the engineer’s health before being destroyed or before falling apart. Only one decoy can be active at a time. In addition to lengthening its lifespan, repairing a Decoy also restores health to it equal to the engineer’s weapon power added to their level. Automated Neutralizer Automated Neutralizers remove all negative effects from a chosen party member once per round until it falls apart. Ballista The Ballista is a temporary weapon that can only be used by the Engineer until it falls apart. It’s a ranged weapon that pierces Defense, and its weapon power is equal to the tool used to assemble it Ballista can be enhanced with an Elemental Upgrade (The Ballista deals damage of an element available to the Engineer). It's been hard to figure out a way to keep it (relatively) simple and balanced. As fun a class it is, though, I can't imagine it appeals to a ton of people, seeing how hard it is a flavor to get your character into, but nonetheless I'm proud of it. Thoughts?
  17. I knew somebody would make that connection. No, I just find the idea of a murderous halfling hilarious. And it's hard to make him look threatening unless he's dual-wielding something. And it's hard to be realistic about his size unless they're knives.
  18. "Of course." Jules chuckles, hollowly. "You will know him when you see him. He is the halfling that will probably be pointing a pair of knives at your throat. Be wary, he is rightly suspect of anyone attempting to contact him. I cannot say if he knows your murderer, but he's the only person I'm aware of with any direct ties to the Blue Assassins."
  19. One barrel roll while you're riding and your very fate is in the hands of the ground. Don't know if your dragon would take kindly to its master being known as a Dragonslayer.
  20. Thormy wants to be a Dragoon? The guy with the lance named Dragonsbane?
  21. "Very well then. My order employed Blue Assassins regularly to remove targets hunting them, and were usually paid extra if their bodies could be returned to ever serve them and Helvetia...but I digress. I only seriously met one before leaving, but we spoke perhaps a decade or so ago as well. He is known by many names, but his true name - or so he told me - is Posco Padfoot. When last we met, he had apparently fouled up on his latest contract. And Blue Assassins do not tolerate their reputation being damaged with any failure rate. Supposedly he escaped; the only Blue Assassin I know of to have left the order alive. He spoke to me as he was on the run, but he knew there was little time to waste. I pointed him in the direction of Zylstra - the Undertown, the Rathole, the City by the Sewers. It is a settlement of gnomes, primarily, though other shorter folk such as dwarves and halflings have been known to dwell there. Its very existence is quite the secret, for it lies deep underneath Eubric, and the townsfolk at adverse to visitors. It is...difficult to find, but the most direct route is through the manhole just behind the Apothecary. Have you any questions?"
  22. "If my actions were 'erased and perverted'? Hmph. I hoped for that not too long ago...then I came back to my usual logic concernin' regret. There's nothin' you can do about the damn past. Ya' get over it and move on, somethin' you, apparently, ain't learned yet. You've had, what, centuries? and yet here we are, still puttin' on a play of the false version of things. There's a point, mate, when ya' have to realize, ya' have no other choice but to give up. There's no point in tryin' to blot this out. It's spread too far now. Forget about tryin' to set things straight, ya' hardly deserve that anyway. I cast ya' out, ya' rottin', treacherous, soul-eatin' bitch, to die powerless and alone. We'll make sure of it."
  23. It is a puzzle? Thank god, I thought I was just totally lost as to what we were supposed to do.
  24. "Ya' know, ya' remind me of someone else I once knew. Never got along well with her, but maybe you two'll share a drink in hell, ya' sound like ya' have a lot in common. Let's just end this."
  25. I'll go ahead and run the round, you're just about done already. Round Nine of Search and Seizure >Sylph: Seal Henry - Success (Henry sealed, -1 ether) >Pretzel vs. Henry (Heavy Flail) - Meditate (No effect, full ether) Dreyrugr vs. Henry (Crow Claw Dagger) - Special Dodge: Blockade (No effect, sealed) Zasies vs. Henry (Mace) - Counter (25 damage to Zasies, 25 x 2 - 5 = 45 damage) >Nessa vs. Henry (Silver Crossbow) - Critical Hit (32 x 2 x 2 - 5 = 123 damage to Henry) Illdria vs. Henry (Rapier) - Shield: Mug (53 x 2 - 5 = 101 damage, Henry enamored with Illdria, Illdria gains 101 gold) >Erik vs. Henry (Titanic Axe) - Extra Critical Hit (46 x 2 - 5 = 87 damage, no petrify) >Jules vs. Henry (Water) - Damage (25/2 = 13 damage) Henry poisoned and bleeding (-6 health) The party wails on Henry, who's practically just thrashing around aimlessly. Enemies Bonaparte Cadet Henry *Poisoned* *Bleeding* *Enamored with Illdria, 3 rounds* *Sealed, 4 rounds* "Mrhh?'" Level 25 Humanoid Health: 113/763 Defense: 5 Special I: Blockade - Doubles his SP. Next round, this SP will be applied to the entire enemy party as well. Special II: Shield…Stab…Bash…Attack….Thing - Deals damage equal to SP and the Stunned effect. Resets SP to 3. Used automatically when SP goes over 15. Special III: Vengeance Strike - Deals damage equal to the hero's level and steals the first artifact equipped in the hero’s inventory, gaining its effects. Specials determined at random unless otherwise specified. Drops: 20 gold, Ranger's Cowl (SP: 2, usable by Rangers only (Headwear)) Immune to fragile, weakened, and stunned. Party Monk Pretzel and His 99 Pieces, (Played by Palathdaric) 463-year-old male "hermit" Paladin *Party Leader* *Encouraged* Level: 17 Power Bonus: 0 Defense: 12 Health: 37/37 Ether: 26/26 Gold: 250 Equipment: Cross of Light (WP:10; Light; Staff), Fashionable Shield (SP:7), Ethereal Cloak (Backwear; SP:2; Max Ether +4), Tricorn (Headwear; SP:3) 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), Tonic, Grand Tonic (2), Ether Core (2), Remedy (2), Soma, Phoenix Essence, Neutralizer, Venom (2), Deadly Venom (5), Paralyzing Venom (2), Smoke Bomb (5), 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), Tasty Pretzel (Consumable) - 1/3 chance each of granting lucky, hastened and encouraged-effects upon consumption., , Rito Feather (consumable, grants the hastened- and blessed-effects upon use for one battle), Soothing Slippers (Footwear, Meditate restores 5 ether) Erik Tyrvarr (Myrddyn) 19 years old male human barbarian. *Immune to Fragile* Level: 13.5 Power Bonus: 7 under a negative effect Defense: 4 Health: 20/20 Gold: 6 Equipment: Titanic Axe (WP:11, Earth-elemental, has 1/6 chances of inflicting petrified-effect; axe), Emerald Hood (SP: 4, headwear, protects from Fragile), Hide of The Suffering (Bodywear, Power +7 when under a negative status effect. Doesn't stack.) Inventory: Spear (WP: 9, spear), 2 Death Progg claws, 5 Bones, Barbarian's Boots (Natural Respite>Restoration; footwear), Mead, Peacekeepers totem (Grants the "Diplomacy"-job trait; suitable to Erik only; accessory), Sharkskin Armour (SP +1, immune to water; bodywear), Twin Axe (WP: 5, dual strike-axe), Voltedge (WP: 13, Lightning-elemental; greatsword/longsword) Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Black Knight *Immune to Stunned, Water and Fire* *Encouraged* Level: 17 Power Bonus: 0 Defense: 9 Health: 37/37 Gold: 45 Equipment: Crow-Claw Dagger (WP: 6, 50/50 chance to stun enemy on successful attack, Darkness), 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), Impervious Shield (SP: 5) (Grants immunity to Fire) Inventory: Venom x3, Bedroll, Remedy, Smelling Salts x3, Mead x2, Shuriken (WP:5, Wind), 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, Phoenix Essence x3, Soma, Mulled Wine, Robe of the Magi, Strategist's Shako (Suitable for anyone, +5 power while in the front row, +5 SP while in the back, headwear), Flash Bomb (Deals the Confused effect to the target for 3 turns.) Nessa Anárion 59 years old female elven Ranger *Encouraged* Level: 14 Power Bonus: 1 WP Defense: 0 Health: 20/20 Gold: 13 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), venom'd), Ranger's Quiver (WP: +1) Inventory: Bedroll, Magic Compass, Venom (2), Nostrum (2), Mead, Smelling Salts, Phoenix Essence, 8 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) Sylph Solanum (Dannylonglegs) unknown age, unknown race Druid *Immune to Sealed* *Second Party Leader* *Encouraged* Level: 23.33 Power Bonus: 1 WP Defense: 3 Health: 39/39 Ether: 13/31 Gold: 76 Equipment: Shrapnel Bow (WP: 10, Bow. Every successful hit drops the target's SP by 1) , Ranger's Quiver (WP +1 to bows and crossbows), 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, 1 Smoke Bomb, 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) Captain Illdria (NPC, controlled by herJJ) "Excellent work, everyone. Let's finish this poor bastard." 25 years old female human Rogue *Encouraged* Level: 26 Power Bonus: 0 Health: 32/32 Gold: 466 Equipment: Rapier (WP: 9, longsword), Cape of Graceful megablocks-Kicking (Suitable for Illdria, wearer deals the Enamored effect, backwear) Jules (NPC, controlled by Dannylonglegs) Long-lived male human Sage *Encouraged* Level: 15 Power Bonus: 0 Health: 12/25 Ether: 16/23 Gold: 0 Equipment: Wooden Rod (WP: 5, staff), Aquamarine, Pointy Hat (Suitable for mages, clerics, and necromancer, +2 maximum ether, headwear) Zasies (NPC, controlled by Palathadric) 72 year old female Selkreeth Berserker *Encouraged* Level: 18 Power Bonus: 0 Health: 32/32 Gold: 27 Equipment: Really, Really, Really, Really, Really Spiky Mace (WP: 7, deals the Bleeding effect, dealing 5 points of damage each round until remedied or fully healed, mace) Party leader, please post a battle order. Everyone, decide who, with what, and from where you wish to attack, or decide whether to use an item or flee. Untargeted enemies will get a free hit at the end of the round. Round Nine of Search and Seizure >Sylph: Blind Henry - Success (Henry blinded, -1 ether) >Pretzel vs. Henry (Heavy Flail) - Damage (No effect, blinded) Dreyrugr vs. Henry (Crow Claw Dagger) - Special Dodge: Shield...Stab...Bash...Attack...Thing (No effect, sealed) Zasies vs. Henry (Mace) - Counter (No effect to Zasies, 25 x 2 - 5 = 45 damage) >Nessa vs. Henry (Silver Crossbow) - Shield: Tripleshot ((23 x 2 x 2 - 5) x 3 = 261 damage to Henry, Henry KO'd) Illdria vs. Henry (Rapier) - >Erik vs. Henry (Titanic Axe) - >Jules does nothing Sylph renders Henry completely, absolutely, and totally helpless. Nessa takes advantage, planting three arrows in his stomach before tearing her Ranger's Cowl off his head. THE BATTLE WAS VICTORIOUS! Everyone gains half a level, except for Sylph and Illdria, who gain a third. The enemies drop 60 gold. Party leader, how will the loot be divided? 60 gold Party Monk Pretzel and His 99 Pieces, (Played by Palathdaric) 463-year-old male "hermit" Paladin *Party Leader* Level: 17.5 Power Bonus: 0 Defense: 12 Health: 37/37 Ether: 26/26 Gold: 250 Equipment: Cross of Light (WP:10; Light; Staff), Fashionable Shield (SP:7), Ethereal Cloak (Backwear; SP:2; Max Ether +4), Tricorn (Headwear; SP:3) 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), Tonic, Grand Tonic (2), Ether Core (2), Remedy (2), Soma, Phoenix Essence, Neutralizer, Venom (2), Deadly Venom (5), Paralyzing Venom (2), Smoke Bomb (5), 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), Tasty Pretzel (Consumable) - 1/3 chance each of granting lucky, hastened and encouraged-effects upon consumption., , Rito Feather (consumable, grants the hastened- and blessed-effects upon use for one battle), Soothing Slippers (Footwear, Meditate restores 5 ether) Erik Tyrvarr (Myrddyn) 19 years old male human barbarian. *Immune to Fragile* Level: 14 Power Bonus: 7 under a negative effect Defense: 4 Health: 21/21 Gold: 6 Equipment: Titanic Axe (WP:11, Earth-elemental, has 1/6 chances of inflicting petrified-effect; axe), Emerald Hood (SP: 4, headwear, protects from Fragile), Hide of The Suffering (Bodywear, Power +7 when under a negative status effect. Doesn't stack.) Inventory: Spear (WP: 9, spear), 2 Death Progg claws, 5 Bones, Barbarian's Boots (Natural Respite>Restoration; footwear), Mead, Peacekeepers totem (Grants the "Diplomacy"-job trait; suitable to Erik only; accessory), Sharkskin Armour (SP +1, immune to water; bodywear), Twin Axe (WP: 5, dual strike-axe), Voltedge (WP: 13, Lightning-elemental; greatsword/longsword) Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Black Knight *Immune to Stunned, Water and Fire* *Encouraged* Level: 17.5 Power Bonus: 0 Defense: 9 Health: 37/37 Gold: 45 Equipment: Crow-Claw Dagger (WP: 6, 50/50 chance to stun enemy on successful attack, Darkness), 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), Impervious Shield (SP: 5) (Grants immunity to Fire) Inventory: Venom x3, Bedroll, Remedy, Smelling Salts x3, Mead x2, Shuriken (WP:5, Wind), 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, Phoenix Essence x3, Soma, Mulled Wine, Robe of the Magi, Strategist's Shako (Suitable for anyone, +5 power while in the front row, +5 SP while in the back, headwear), Flash Bomb (Deals the Confused effect to the target for 3 turns.) Nessa Anárion 59 years old female elven Ranger Level: 14.5 Power Bonus: 1 WP Defense: 0 Health: 20/20 Gold: 13 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), venom'd), Ranger's Quiver (WP: +1) Inventory: Bedroll, Magic Compass, Venom (2), Nostrum (2), Mead, Smelling Salts, Phoenix Essence, 8 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) Sylph Solanum (Dannylonglegs) unknown age, unknown race Druid *Immune to Sealed* *Second Party Leader* Level: 23.66 Power Bonus: 1 WP Defense: 3 Health: 39/39 Ether: 12/31 Gold: 76 Equipment: Shrapnel Bow (WP: 10, Bow. Every successful hit drops the target's SP by 1) , Ranger's Quiver (WP +1 to bows and crossbows), 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, 1 Smoke Bomb, 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) The cadets begin to stir, waking. Colby and George are first, fleeing for their lives. Drake pursues them. Henry, still reeling from the brutal beatdown he'd just been given, stumbles off the ship, just barely grabbing hold of the pier. "Henry!! Get up here!" Morgan hurriedly hauls her friend up onto the docks. The party can't even consider stopping them before the captain leaps up onto the railing. "If this isn't the last time you pathetic, fumbling doughboys set so much as a barnacle-ridden toe on this deck, it sure as hell will be next time, because when you do, it'll be staring down the barrel of a cannon twice the size of your empty heads!" The cadets run off as fast as they can. "Killian, Melville, I don't care if you go blubbering off to Nemo Bonaparte himself. Next time they send someone back out here, it's not someone who'll shit themselves on sight of a man ten times their age waving around a cross because he's already kicked their megablocks once-" Some of the sailors and other passerby are staring to stare as Illdria continues her tirade. "-or Neron and Neredice forbid, a million year old rotting vampire who can nonetheless cut through their quivering spines like hot butter, and that they should at least be able to point a handcannon properly-" "Captain." "-even if they can't so much as light the damn thing, they could perhaps use them as clubs, something you seaweed-boned morons probably couldn't figure out or even handle-" "Captain." "-you know, maybe it wasn't entirely fair on our part, perhaps we'll replace the adolescent elven ranger with our arthritic dwarven cook-" " 'Scuse me??" "Captain." "What, Jules?" Illdria finally steps off the railing, sheathing her weapon. Half the harbor is staring at the ship at this point. "They're gone." "I know, I'm just sending a message now. I don't want anybody thinking they can touch my ship, much less board it. Now, I've gotta go clean Bonaparte blade off my sword. Monk, barbarian, the rest of you." She nods to the heroes, then heads back into her cabin. Jules watches her go, then turns to the heroes. "Now. If I remember correctly, you were asking after the Blue Assassins?"
×
×
  • Create New...