caekdaemon
Data Realms Elite
Joined: Sun Nov 01, 2009 3:00 pm Posts: 4144 Location: Hell.
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Re: Roll to Dodge - Fantasy
Rolling as scheduled.
EDIT : I knew I forgot something. Actually rolling now.
EDIT EDIT : Rolling. Since the majority of players did not select a free skill, then I won't give anyone any to keep the game at it's present pace.
Pre-roll Events Isariaz looks at the gathered party and smiles. He states confidently, "Ready or not, here I come." In a flicker of light, he disappears as he teleports. The party looks around, wondering where he has gone.
Maart3n/Amras Culnámo [2] You sheath your dagger and summon a glaive while yelling over to the Wraith, asking "Wraith, are you in any way able to aid our fight?", but the Wraith doesn't reply. The conjuring was difficult thanks to the upsurge in magical energies when the herald teleported, but you manage to do it anyway. Though the weapon is warped slightly, though it should get the job done if the man attacks you, Weapon summoned, - Warped Glaive, 12 to 16 damage.. You smile, at least it isn't bleeding like the one from earlier. You hear something from your side as Isariaz charges you with his sword. Time feels to slow down as you fight him, glaive against blade. Your reactions are much faster, allowing you to launch your own attack against the man before he can.
Battle calculations : Summoned Glaive - 13 damage vs 5 + 6 + 14 - 20% = 20 - no damage.
You swing your glaive, the large blade edge slamming into the edge of his shield according to plan, then you thrust forward. The blade, bypassing the shield completely, hits his chainmail. There is a grinding noise as the blade is deflected by the armour, along with the snapping of a few links on his chainmail. Isariaz pushes the glaive backwards with his shield, then advances forward, sword over shield.
Battle calculations : Draconic Longsword - 15 damage vs 6 total armour = 9 points of damage - 1 hit point remaining.
Isariaz brings his blade around onto your glaive, the force of the blow throwing it from your hands as he approaches for the kill. You reach for your dagger futilely as he thrusts his blade forward. You step backwards to try to avoid the blow, but fail as it punches through your leather armour into your abdomen. You feel the cold steel cut through your skin, your intestines and then out the back of your armour completely. You stumble, your legs giving way beneath you as he pulls the blade from your body. He looks down at your crumpled form and says, with a smile, "One down." Your vision fades to black as your senses collapse around you as you fall unconscious. A voice speaks into your mind. Now do you see the futility that is your struggle?
Race : Elf Factions Sikhari Elves, Inventory Clothes - Equipped. 2 bags of health potions. Leather Armour - Equipped, blocks 4 to 6 damage. Dagger - Equipped, 1 to 4 damage. Traits Polearm I - Polearms are a special type of weapon in that they allow you to hit enemies from a further distance than regular ones, thanks to the benefit of a long shaft. Polearm I means that you are capable of wielding the weapon properly and thus take no penalties to weapon usage. In addition, using a polearm to thrust with will reduce the armour rating of a foe wearing heavy armour by the damage of the weapon. This applies only to your attacks. Blade Dancing I - Ignore an enemy's shield when attacking. This ability is toggled on and off. Excessive use in long bursts can result in fatigue. With time, you'll get used to the excessive demands required of it and the fatigue penalty will lessen. Conjuration Magic II - You can summon an assortment of items. They'll remain stable for a few minutes tops, but are still as powerful as their predecessors. Conjuration Rebind - An item you have conjured can be passed safely to someone else without the item dematerializing. Abilities Summon Weapon II - You can summon a weapon at any time you need. They won't be too deadly, but they'll get the job done. They'll last a minute or two. Summon Armour II - If needed, you can summon weak armour which'll last only a few minutes. This can make a good pre-combat action to ready yourself for a fight. Summon NPC II - Sometimes you just need a distraction. You can conjure a weak creature to fight at your side for a little while. In the heat of battle, having someone else for an enemy to focus on could be a life saver. Conjure Duplicate I - You can conjure a simple copy of yourself. They have a fairly bad facial structure, a poor copy, but they can pass for you in low light or in the midst of a fight. They can't do much, more like a mannequin than a person. Conjure Barricade I - If you need to, you can summon a physical barricade in front of you to stop enemies from passing a path. The barricade is weak but'll last for a minute or two, enough time to make a getaway or to prepare for a fight. Stats Health : Near death - 1 hit point remaining. Unconscious - Unable to action, resolves upon health returning above 3.
Kebbit/Bitter Pill the Observing [1] You quickly start thinking of how to support your comrades in their defense against the Herald. It comes to you quickly, from what you know of their biological bodies their senses can be overwhelmed by too much input too quickly. In the centre of your being, you pull energy from the immaterial realm and process it into a sonic attack with the intent of stunning the Herald so the others can make the kill. You keep your attention focused on him, even after he teleports. You move the charged orbs of power to the surface of your form, ready to fire. When the herald warps reality and reappears, you state clearly, "I will break your body and eat your knowledge.".
You spin and fire each orb in sequence, creating a cone of sonic attacks. But you watch as each bolt hits one of your teammates or misses completely. They had moved into the target zone and your aim was sufficiently off to, instead of hitting the Herald, you hit your comrades.
Four of them, and the Canisean, too. A voice speaks into your thoughts, Alaris from the sense of it. Well done, Wraith. A pity you picked the wrong side. I could use people with that kind of power. You watch as a sword is ran through the Elf and feel his life force weaken to almost nothing. A pang of guilt fills your core, perhaps he wouldn't have been harmed if the others had reached him in time?
Race : Wraith Factions Observers, Knowledge Sound II - The knowledge of what sound is. At Sound II, you are now capable of rough communication. You are no poet, but you can talk and understand what the others are trying to say if they speak simply. Energy II - The entire world is comprised of energy. Some theorize even matter is energy. By tapping into the non-corporeal plane, you have infinite energy at your beck and call. You simply have to bring it into existence by using your body as a mobile fissure. By studying the transformation of energies and how energy can be generated, you have gained a more intimate knowledge of what energy is. You can now shape the bolts of energy accordingly, allowing you to project other known things. Chemistry I - Chemistry is simply the knowledge of what the world is made out of. You can create elements that you know of and project them in a way you desire. Temperatures can be controlled via your other knowledge, otherwise they'll materialize at the temperature of the area around you. Biological I - The biologicals around you appear to be powered by chemical reactions. They are "alive", whatever that means, but you know that they appear to be capable of thought. They are comprised of chemical components, just like everything else, very different from yourself. You have a basic understanding that they are alive, now being able to differentiate a tree from a rock, or a person from a table. Additional knowledge will allow you to apply your knowledge properly on biologicals, such as healing them. Physics I - The understanding of the physical world that everything else is inside. The laws of physics come under this. While you are not capable of breaking or even bending the laws themselves, you can manipulate the local physical space around you thanks to your non corporeal nature. You can now teleport short distances. Traits Observer I - You are an Observer, a Wraith in the physical plane. You are noncorporeal and lack a physical form in the traditional sense. But you can still be harmed. You gain power and size by learning of new things. Explore the world, read books and more to gain more power. You can create the things you learn, but some things can only be learned by a greater Observer. Form Shifting I - Whereas conjurers create items, you become them. Your power is not increased by the transition, it is just represented differently. You can hold the shifted form indefinitely, but the quality of your transition will increase as you gain power, as well as by practice. Abilities Become Weapon I - If desired, you can become a weapon that other people can use. At your current strength, you are quite weak but it would still be better than fighting bare handed. As your size and skill increases, so will the power of your weapon form. Become Armour I - When you become armour, the armour is truly alive. Do not fear, though, if the armour is struck you won't take damage, instead, the stability of your armour form will decrease. For now, your armour is weak, but you can cover the entire body of a person by spreading out. Formshift I - Whenever you want, you can turn into anything you have learnt. The power of that form is linked to your own power. Only with practice and growth will you become truly great. Observer Projection I - Once you have learnt something, you can create it as needed. For now, the quantity is small and the quality poor...But time improves all things. Observer Mindbreak I - By forcing yourself onto the senses of a sentient being, you can show them flashes of the true forms of things you have learnt. As you learn more things, your ability to break minds will only improve. Stats Integrity - Good
TorrentHKU/Amboss Symphonian [3] You cheer at the fact that you haven't just been effortlessly slaughtered, shouting, "Wot? We're alive?!" Alaris looks at you with a smile. You realize then that you aren't out of the frying pan just yet and send your Lead Golem who you've named Pubber to charge after the Herald. The Herald vanishes, but when he reappears yell to the golem, "Pubber, beat that kn-" Something slams into your back, completely unexpected and coming from the direction of the Wraith. Your ears scream with pain as you collapse to the floor, stunned by the barrage of horrific sounds. Your golem stands there for a brief moment, then clenches it's fists to walk towards the Wraith, assuming you meant the one that attacked you.
You roll to the side and watch Amras get a sword through the stomach and fall to the floor limp. A voice speaks into your mind as Isariaz stands still, his blade dripping with blood. Look upon the Herald of your eradication. He comes for you, too.
Race : Dwarf Factions The Deeplands, Inventory Clothes, - Equipped Axe - Equipped. 6 to 8 damage. Leather Armour - Equipped. Blocks 4 to 6 damage. Golems Pubber the Lead Golem - Status : Intact, Quality : Average, Attack power - 6 to 12. Micro-Lead Golem I - Status : Intact, Quality : Good, Attack power - 1 to 3, capable of lock picking and other small tool tasks. Traits Affinity for Machinery II - All dwarves have the ability to glance at a machine and guess how it works. But some are more gifted at it than others. Your natural affinity for machinery means that you can dismantle and recreate objects that you have seen. You now have the ability to dismantle fairly complex machines, like catapults or crossbows and learn how they work. In addition, more spare parts will be yielded from dismantling an object. Golemworks II - Creating a golem, a living machine, is a difficult task. Only few are capable, and fewer still are truly great at it. You can produce golems of a variety of sizes, from as big as a man to as small as a cup and they'll be generally better. In addition, you can create items suitable for their usage. Abilities Create Golem II - With the proper resources at hand as well as the proper tools and with your expertise, you can create a golem. All you need is the materials and a half decent forge. They are starting to become more detailed. While they can look around and move quite well, if rigidly, they are still fairly weak by golem standards. Create/Dismantle machine II - When glancing at an object, it can be quite clear how that object came into existence. A few screw holes here, a weld there all tell the story of how an object came to be. It also says how an object can be taken apart. You can now create copies of machines from what you know and they are less likely to have any technical faults. Knowledge Sharing I - Sometimes you can just describe a machine to someone and they'll understand how it works. If you know what a machine does, you can describe how it works to anyone at the same knowledge level as you and they'll be able to create one. You can craft an item at the same time, and the other person can learn and craft at the same time as well. Create Golem Item I - Golems have different needs when it comes to equipment than normal people. They are far stronger and thus can carry more weight, but are typically less dextrous, so things that require fine movement typically fall flat when used by a regular Golem, in addition to ergonomic issues brought about by metallic appendages. Stats Health : Good, Stunned - Expires next turn, action this turn skipped.
CaveCricket48/Paladin Amelia Oaks [4] You wait for Isariaz to reappear, gripping the mace tightly through your gloves. You noticed that the armour the apprentice was selling was half decent, though nowhere near worth the price he was selling it at. At close inspection, it wasn't made of steel but rather of iron, a substantial difference in quality. Isariaz is wearing a heavier version of this armour, in between medium and heavy. You hear a crunch as Isariaz reappears, attacking Amras. You run over, mace ready to break his bones when something hits you in the back. You stagger and fall forward, as the elf lands next to you, a hole in his stomach. A horrific screeching fills your ears and you can hardly think straight. You vaguely hear Isariaz say something, but you don't know what, you could barely hear the man say something at all! A voice speaks into your mind, cutting through the raging sounds. How does it feel to know that those under your command are dying? That there is nothing you can do to save them?
Race : Human Factions The Kingdom of Terris, The Order of Paladins, Inventory Iron Shield +5 armour protection, - equipped! Iron Chainmail Armour - 12 to 24 armour protection, - equipped! Iron Chainmail Coif - 2 to 5 armour protection, - equipped, providing head blow stun protection. Iron Chainmail Chausses - 3 to 5 - equipped, providing immunity to kneecap strikes. Iron Chainmail Gloves - 3 to 5 - equipped, providing immunity to hand decapitation. Clothes - Equipped Paladin Surcoat - Equipped. Bag of Health Potions - 3 in the bag. Each potion reduces damage status by four. Iron Mace - 8 to 18 damage, bonus against chainmail wielders. Iron Spear - 6 to 22 damage, bonus against heavy armour wielders. Iron Longsword - 14 to 20 damage. Traits Robust I - Humans are famed across the world for their sheer survivability. Blows that would stop other species dead in their tracks will in most cases only cripple a human. All damage taken is down by one, in addition to above average injury healing and partial immunity to instant kill attacks. To improve this trait, you must train your body by being hurt. Holy Reading I - The Order of the Paladin's has always taught the ancient art of Holy Reading, the ability to see into other people's thoughts so as to find out the truth behind their words. For those without practice, however, the thoughts can be clouded and in some cases, they can resist the reading altogether. Abilities Holy Reading I - Some may question the offensive usage of Holy Reading. After all, how is reading a person's mind useful in a fight? The answer is that it allows you to know what their next action will be before they do it. An early warning you can pass onto your team mates, for instance.
Offendo/Ashurbanipal III [6] You grip your axe with devilish glee and look around, waiting for the Herald to teleport in so you can cleave him in half from brain to balls. You look at Amras when a crunch comes from next to him and run over, axe in hand. You watch as the Elf lands a hit on the Herald but the man doesn't even care and runs the elf through on his blade. You start getting second thoughts about running into the fight when something hits your back. You keep running even as your ears pop from some horrific sound. Closing in, you bring your axe into a swing,
Battle calculations - 20 damage vs 12 + 7 + 3 + 4 = 27 - 20% = 20 - No damage inflicted, gear damage on both sides.
You charge at the man like a maniac, screaming. He barely has time to react and brings his shield over to block your swing. With no time to move out of the way, you bring your axe down on the shield. There is a bang as the axe digs into the shield and is stuck inside. You give it a good pull but it doesn't come clear, the shield is tied to the Herald's arm. He shouts at you as your ears start to clear, "Get off!" as he raises his arm and shakes, trying to knock you clear from his destroyed shield. He readies his sword for a thrust.
You think that yes, this was a bad idea after all as you fall from his shield, the stun of the Wraith's bolt finally bringing you down.
Race : Dwarf Factions Glinrock Mountain Inventory Clothes - Equipped Glasses - Equipped Axe - 6 to 8 damage, Good Steel Axe, 12 to 20 damage, equipped! Leather armor - blocks 4 to 6 damage, Weapons Maintenance Kit - Allows you to repair weapons. Traits Affinity for Machinery I - All dwarves have the ability to glance at a machine and guess how it works. But some are more gifted at it than others. Your natural affinity for machinery means that you can dismantle and recreate objects that you have seen. Of course, practice makes perfect and this is no exception. Smithing Excellence I - You have started on the long path of excellence that is metal working. You can already craft Common gear like a professional and never have to worry about a Poor piece of work. Indeed, you can create strong weapons and armour with suitable material, as well as repairing anything Uncommon or below! Abilities Create/Dismantle machine I - When glancing at an object, it can be quite clear how that object came into existence. A few screw holes here, a weld there all tell the story of how an object came to be. It also says how an object can be taken apart. As you practice dismantling objects, you'll get more usable parts from the dismantled ones and the created ones will be better. Repair item I - With time, things break or wear down. Swords aren't as sharp as they used to be, armor plates become loose or other problems. With some care, it is possible to repair items in the field with simple tools. In the case of a Poor item, it is upgraded back to Normal quality. Other items when repaired will stop any quality decay. Create Item I - The functional side of Smithing Excellence allows you to create an item if you have the materials and the tools available. As with all other things, practice makes perfect and with time you'll be able to produce truly legendary weapons and armour. Stats Health : Good,
Foa/Orange the Deftdancer [6] You jump into the air the moment Isariaz reappears and swoop towards him, claws ready. His back is turned and that will be his downfall you think. You smile. The voices say, seperately, We've got him now! Go on! Take his head off! You plan to do exactly that when the Shadow yells, Incoming! The Wraith missed! A bolt of some kind of energy hits one of your wings as all kinds of sounds fill your ears. You lose your concentration at flying and with the one wing now limp, you crash into the ground. Fortunately, you manage to roll and avoid crashing properly. Staggering back to your feet no worse for wear, you'll have to fight this one on foot. The bloody Wraith almost got us killed! You glare at the Wraith angrily as you see most of the team knocked unconscious on the floor by it's action. Amras is in a pool of his own blood, the Wraith missed and stunned most of the entire team, Amboss's golem is going to beat the life out of the Wraith and Ashi actually managed to get something done, if only destroying the Herald's shield.
You start to feel very tired, but it passes quickly.
Race : Axin Factions Skaxin Inventory Clothes - Equipped, Leather Armour - Equipped, blocks damage 4 to 6, 12 Javelins - Equipped, damage is 1 to 12 when thrown. 2 to 6 when in melee. Traits Mage Caste I - The caste system of the Axin is a key defining feature of their society, and you are a member of the Mage Caste. You have the natural ability to channel magical energies freely. Where as the Warriors and Hunters might be bigger, you are small, but with the ability to cast spells, just as deadly. The Mage caste tend to have small bodies and be lightly armoured, but are well suited to fighting from the rear of the party. The caste system cripples any physical development past the constraints of your caste, but each caste member comes fairly well developed. No one knows how a caste member develops... Except you, a member of that caste. Channeling I - Whereas the other magical races create new energies, you use what is already there. At the roots of it all, every object is slightly magical. By channeling the existing magic power of an object, you can wield their power to smite your foes. For example, a humble torch on the wall of a castle is magical, but only very faintly. With it's power channeled, it can become a roaring blaze to turn your adversaries to ashes. Practice this ability well and be prepared for changing situations. Pacts I - Be cautious, for the Pacts are truly dangerous. No one knows how the Axin learnt of them, but a few whisper of demonic sorcery and blood magic. You have the unique ability of creating one of these pacts and reaping the rewards. But remember, each pact comes with a price. Pacts are passive buffs. Accepting the pact means accepting the potential consequences of your actions. The pacts are a ladder, but how deep does the ladder go? All pacts are permanent - once you seal a deal you can not back out. Acrobatic I - Describing an Axin as acrobatic is something of a mistake, but it's the only word we have in our language for the physical feats that a Axin is capable of. At this level, you can walk on walls and stay on them. Ceilings however, are just out of your reach. You can sprint at a high speed for a long time and can climb steep cliffs. Abilities Channeling I - You can take the inherent magical power of the land around you and coerce it into doing your bidding. Simply put, you can get the world to do your bidding. But at this point, it will only do a little of what you ask. You must practice and grow to be able to force the world to heed your commands. Form Toggle - You can switch in and out of your humanoid form at any time you want. There is no cool down or other things associated with this ability. Pacts Pact of Blood - By sealing this pact, you gain the ability to take the life force of an enemy and redirect it to your team-mates or yourself whenever you deal damage. The price for this isn't inflicted on you, but on the people you harm who forever lose a part of themselves for all eternity. Pact of Steel - If you seal this pact, you can with but a touch warp the items of those around you, or direct the curse from a distance. These items are a dark mirror of their normal version. Who knows what might happen when used? Those who wield this dark equipment will themselves start to warp with time, for good or ill. You have sealed this pact. Pact of War - The Pact of War is the Pact of Steel on a large scale and more powerful. By further warping the items already cursed by the Pact of Steel, you can push their power even further beyond, at the price of the wielders sanity. Pact of Fire - For but a single drop of blood, you can sign the Pact of Fire. You will receive the ability to hurl dark flames at will, allowing you to destroy enemies. This ability will gain power as you learn how to harness it's demonic might. Pact of Imbuement - Pact of Steel's counterpart - by giving the soul of someone you have killed over to demons, you gain the permanent ability to imbue items with demonic power. Unlike the Pact of Steel, they won't drive their user insane, but they will take their toll on the ones who they hit. Base level imbuement is Daemonic Fire, which will increase the damage of a weapon by one quarter. Stats Health - Good,
Game Events The Herald backs off a bit and throws his shield away, the axe lodged in it. Plubber, believing that Amboss wanted him to beat some kind of knave, heads towards the Wraith who accidentally stunned the majority of the party. Amras is on the floor, a hole through his stomach and in horrific pain, fortunately he is unconscious and unable to notice the pain. By some twist of fate, the blade missed most of his major blood vessels but instead went through a number of organs.
Alaris laughs at the chaos. "You fight like you are all drunk! If I came later, perhaps you would've actually been boozed up."
Game Maps
Map coming soon!
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