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Heirophant_of_the_Broken Crew
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Posted: Sat Jul 12, 2008 5:28 am
The receptionist sparks a little before the desk opens and the two potions you requested are moved up on a tiny elevator. As you move to the next room. As soon as you enter you see the imp staring you down with hateful eyes while the skeletons just look hungry...you really don't know which is worse at this point. Suddenly the skeletons spit up in perfect sycrinization, driven by some unseen force as they reach out with sharpened claws and even sharper teeth. Drawing on your own powers and the powers of the potions you manage to block the majority of the damage, allowing only a small cut from one of the skeletons to slip through. The imp just stands there as you counterattack, its look of hate changing quickly to one of horror as your sword easily removes its head. You reverse movement quickly, slipping under the waiting arms of one skeleton to cut the second in half at the waist. It still comes at you though, bringing a whole new meaning to the term "ankle-biter".
Skeleton 1: 1/10 Skeleton 2: 10/10 Imp: 0/5
Van: 14/15
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LindseyIV rolled 6 6-sided dice:
2, 5, 6, 2, 4, 6
Total: 25 (6-36)
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Posted: Sat Jul 12, 2008 10:54 am
Van, kicks the first skeleton hard, following up with more slashes from his sword.
Regeneration +1 Fury Using Combat Dice Defensively Attack Skeleton 2: 7 damage Attack Skeleton 2: 7 damage Special Attack (TK Strike) Skeleton 1: 2 damage Action Stunning Blow Skeleton 1
AP: 0 MP: 2
(By the way, you do realize the character's name is Van, not Varnis right?) ...goddammit...>.<
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Heirophant_of_the_Broken Crew
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Posted: Sat Jul 12, 2008 3:44 pm
The two skeltons attack you, combining their efforts in an attempt to bring you down. However, their efforts fall just short of their mark as you ruthelessly end their unnatural existance.
Skeleton 1: 0/10 Skeleton 2: 0/10 Imp: 0/5
Van: 9/15
Congratulations, you have completed round 5! Your reward is one CP (character point) and an Imp Toast. You may distribute it at the end of the tournament.
Your current rewards are 250 chips, Strength Potion, Defense Potion, Combat Potion, Goblin Juice, Imp Toast, Goblin Patroller Token, a Shop Ticket and 1CP.
Round six is against two Wraiths.
You rush onto the next floor, attempting to catch up to the mysterious woman who claims to be Iris and the man they call Borus. However, all you see on the next floor is several vaporized outlines of bodies and a couple random, unusable items.
People you can talk to: Slightly-singed Receptionist Droid, CP31 (you're not the only one who can make Star Wars references! mrgreen )
Or you may continue to round 6.
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LindseyIV rolled 2 12-sided dice:
12, 12
Total: 24 (2-24)
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Posted: Sat Jul 12, 2008 10:02 pm
As Van enters the room all his senses are assaulted by the small holocaust before him. The stench of burnt flesh fills the air, and the smoke from the burns, sting his nostrils and eyes. All these people . . . dead?! He gasps. Their deaths had been so swift and violent that he could still feel faint traces of their terror, lingering like a haze in the room. Van walked over to the receptionist desk, to make a purchase and quickly head out to the next arena, but the burn outline of a small child stops him dead in his tracks. Kneeling beside it he could feel the phantom imprints . . . impressions of a young little girl, her life cut far too short. Van stands back up trying to choke back tears.
This monster must be brought down, before he can do any more harm. But Van also realized that even if he caught up with this Borus, he was obviously no match for the crazed traitor. Van numbly submits his potion order. He equips them, then makes his way swiftly to his next challenge.
(Purchasing 2 elixir of actions. When Van arrives at the next arena he will drink one elixir of action, then attack the Wraiths.)
Van steps into the arena with tear stained eyes. The wraith float before him. Van raises his light sword to block their incoming attacks, then parries with some of his own.
Regeneration +1 Elixir of Action +2AP Using Combat Dice Offensively Fury Attack Wraith 2: 7+12=19 damage Attack Wraith 2: 7=12=19 damage Special attack (TK Strike) Wraith 1: 2 damage Action: Guard
AP: 0 MP: 1
(Hot d**n! What a combat dice roll! Wish I could have that for round seven.)
(P.S My Star Wars analogies are still better! But nice try young Padawan! xp )
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Heirophant_of_the_Broken Crew
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Posted: Sun Jul 13, 2008 2:29 am
You enter into combat, your lightsword leading as you deflect both wraith's spells. Coming in hard you blow the first wraith back, your power causing him to flicker between the coporal and etheral worlds. You then turn your attention on the second wraith, your sword weaving dizzying patterns around its feeble defense before you shear the creature in half. With a powerful shriek that seems to drain your very strength the creature fades from existance, leaving only one wraith standing and awaiting its doom.
Wraith 1: 18/20 (+1 magic) Wraith 2: 0/20
Van: 15/15 (-2 attack)
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LindseyIV rolled 2 12-sided dice:
4, 7
Total: 11 (2-24)
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Posted: Sun Jul 13, 2008 3:08 am
Pressing his advantage, Van continues his attack, giving no quarter to the Wraith.
Regeneration +1 Using charge from Energy Sword Fury Using combat Dice Offensively Attack Wraith:5+5+4=14 Attack Wraith:5+5+7=17 Special attack Wraith (TK Strike): 2 Action: Stunning Blow
AP: 0 MP: 2
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LindseyIV rolled 2 12-sided dice:
5, 12
Total: 17 (2-24)
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Posted: Mon Jul 14, 2008 12:14 am
In the interests of speed I'm going to go ahead and post my actions for the next round, we can still rp the lounge if you have something planned. But this way afterwards we can go right into the fight.
I will buy 2 defense potions, I'm un equipping the short sword but leaving the energy sword equipped. And I'm equipping the elixir of action, goblin juice, and putting the two defense potions in my potion belt. At the start of the fight I will drink all potions, and attack as follows.
Defense potions x2 +6, Goblin juice +6, Elixir of action +2AP Rolling Combat Dice Offensively Regeneration +1 Fury Attack Goblin Shaman 1: 5+6+5= 16 Attack Goblin Shaman 2: 5+6+12= 23 Special Attack (TK Strike) Skeleton: 2 Action: Guard AP: 0 MP: 1
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LindseyIV rolled 2 12-sided dice:
6, 7
Total: 13 (2-24)
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Posted: Mon Jul 14, 2008 12:33 am
I believe that, after that turn the goblin Shamans should be dead. If they are I will attack the remaining Skeleton as follows.
Potions still in effect defensive potion x2 +6, Goblin Juice +6 Regeneration +1 Rolling Combat Dice Defensively Fury Attack Skeleton: 5+6+6=17 Attack Skeleton: 5+6+7=18 Special Attack (TK Strike) Skeleton: 2 Action: Stunning Blow AP: 0 MP: 2
That should be the end of round 7. Now make it all sound cool!
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Heirophant_of_the_Broken Crew
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Posted: Mon Jul 14, 2008 7:54 am
All the rage at the destruction and killing flows through your veins, breaking through your training and discipline in the blink of an enraged eye. Summoning on your latent gnosis powers you blow the second wraith away with a blast of gnosis-spawned lightning. You march off, each step filled with rage and hate at the one called Borus. You reach the next floor, passing right past Iris as she tends to the wounded and into the next room. Seeing the two shaman you summon your powers again, lifting them from the ground with your gnosis and snapping their necks like twigs under the pressure. You then turn your attention to the remaining skeleton and raise your sword. You wait for it to move, and the second it so much as twitches your sword shears it from head to pelvis. It falls in twain, laying on the ground in a twitching pile of singed bones. You turn to the stairs and head up, ready to fight again.
Wraith: Dead Goblin Shaman 1: Dead Goblin Shaman 2: Dead Skeleton: Dead
Congratulations, you have completed rounds 6 and 7! Your reward is an elixer and a spirit bracer.
Your current rewards are 250 chips, Strength Potion, Defense Potion, Combat Potion, Goblin Juice, Imp Toast, Goblin Patroller Token, a Shop Ticket, 1CP, an Elixer and a Spirit Bracer.
Round eight will be against Mimiru, Sierra and Freeman.
Character name: Freeman (24) counts as a lieutenant Attack: 3 (5) Defense: 4 Combat Dice: 1d12 (4) Magic: 0 (2) Life: 5 (25) Equip: 4 Abilities: Fighter Mage Items: Spell Sword (+2 attack, +2 Magic) Spells: Chill, Stun Bolt, Living Mist Actions: Stunning Blow, Taunt, Smash
Character name: Mimiru (12) Attack: 0 Defense: 3 Combat Dice: n/a Magic: 0 Life: 3 (15) Equip: 0 Abilities: Summoner (6) [ stats=18, Attack: 4, Defense: 2, Combat: 1d6 (2), Life: 4 (20), Abilities: Fury] Items: none Spells: none Actions: Stunning Blow
Character name: Sierra (12) Attack: 0 Defense: 3 Combat Dice: n/a Magic: 4 Life: 2 (10) Equip: 0 Abilities: Healing Items: none Spells: Singe, Energy Burst, Living Mist, Stun Bolt, Lesser Mana Shield Actions: None
As you enter the next arena you see the trio known as Freeman, Mimiru and Sierra helping to tent to the wounded. Freeman is fighting against Borus, and though putting up a valiant fight he is obviously on his last legs. Suddenly, the priests come in, pounding Freeman with healing spells and buffs. The man makes a valiant counter-assault, pushing Borus back and forcing him to retreat...though he does so with a smile. "Don't worry...I'll be back for you later. And next time I'll make sure to kill the priests first..." He begins to fade away, laughing maniacally with the disturbing smile the whole time...
People you may talk to: Freeman Mimiru Sierra
Or, you may continue to round 8.
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LindseyIV rolled 2 12-sided dice:
7, 1
Total: 8 (2-24)
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Posted: Mon Jul 14, 2008 5:45 pm
(Van channeling the dark side eh? twisted Nice! I knew you wouldn't let me down. Hastily buying an elixir of Action.)
Van heads up the stairs dragging his lightsword and leaving a scorched trail of hot molten rock on the floor behind him. He enters the room, eyes burning holes in the retreating Borus. He starts to run after the madman, almost tripping over the fallen victims. Van looks down furiously at them . . . and stops. Van is breathing hard, his body language slowly shifting from rage to something more resembling human.
No. . . this. . . this is not right. He says, calming himself (with great effort) and extinguishing his weapon. He had very nearly gone to far, his masters had always taught him the dangers of dabbling in the more shadowy aspects of his gnosis, a temptation for all of his kind. I am better than this, I will not give in to hate. A few moments of steady breathing and Van can feel the seething energy inside him replaced by his normal gnosis flow. Van looks around, composure regained. Can I be of assistance to anyone?
Van makes a move to the nearest form, stumbles, almost toppling all together. The dark gnosis had taken its toll on his body and soul, even more so than all the confrontations he had fought to get to this point. He turns to Freeman, I realize that to go beyond this point I must defeat you and your team in combat, though . . . I do not think I have much left to give. He says preparing for one last go. Even if I do not make it, that monster must be stopped.
(When Freeman and the others decide to attack Van will do this.)
Re equipping short sword +2 attack Using charge From Energy Sword Elixir of Action +2AP Regeneration +1 Fury Rolling Combat Dice Offensively Attack Freeman: 7+7+7=21 Attack Freeman: 7+7+1=15 Special Attack (TK Strike) Freeman: 2 Action: Guard AP: 0 MP: 1
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Heirophant_of_the_Broken Crew
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Posted: Tue Jul 15, 2008 2:37 am
"Agreed," Freeman says as the priests begin to hastily cast their healing auras around the room. You feel some of your own strength return, enough to at the very least put up a good fight. "Come, my children. We must see if he is truly worthy..." Stepping into the arena with his two adoptive children he turns and brings his sword up before him. "Ready!" He shouts. Immeadiately his children begin to channel their own energies while he charges forth, his sword weaving dizzying circles as you frantically try to parry. Somehow, you manage to get past the whirling blade and score a painful hit the drops him on the spot. Even the healing attempts of Sierra are not enough to prevent his fall. But the burning feeling in your gut is more than enough to tell you the truth of this round: it was all an act. He sacrificed himself to get you...
Freeman: 0/25 Mimiru: 15/15 Sierra: 10/10
Van: 3/15 (Stunned by Freeman/2dmg Atk/5dmg Smash/3dmg Chill/2 Dice)
You stumble backward, alive if only just barely, when suddenly the amber orb in Mimiru's outstretched hands takes shape. It bursts forth from the orb in a rush of flame as the mighty, giant salamander lets out its massive roar.
Mimiru will do nothing Sierra will heal the salamander Salamander will attack twice and use combat die for defence
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Heirophant_of_the_Broken rolled 3 4-sided dice:
2, 1, 1
Total: 4 (3-12)
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Posted: Tue Jul 15, 2008 2:40 am
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Heirophant_of_the_Broken Crew
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Heirophant_of_the_Broken rolled 1 12-sided dice:
2
Total: 2 (1-12)
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Heirophant_of_the_Broken Crew
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Posted: Tue Jul 15, 2008 2:47 am
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LindseyIV rolled 2 12-sided dice:
6, 2
Total: 8 (2-24)
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Posted: Tue Jul 15, 2008 9:52 am
Van winces at the pain, blood quickly stains his robes, pooling on the ground around his boots. His vision starts blurring and the rooms sways. Van uses his gnosis to focus for one last stand, this might be it for him, he realizes.
Van begins to come after the Salamander, but seeing that Sierra about to heal the creature, and suddenly getting an idea, Van quickly darts to Mirimu, throwing his newly acquired token out, as he ran. Van lets loose a flurry of lightblade swipes at the summoner, fighting threw the salamander's attack, his blood flowing from him with renewed vigor.
Regeneration +1 Team, attack with Goblin token Use Combat Dice Defensively Using charge from energy sword Fury Attack Mirimu: 7 Attack Mirimu: 7 SA Telekinetic Strike Mirimu: 2 Action: Guard AP: 1 MP: 2
Use goblin patroller token Use Combat Dice Offensively Attack Mirimu: 3
(I'm not sure how to roll the dice for the Goblin Patroller, since technically there is no D3 dice, so I'll let you roll it, the damage will go to the Mirimu.)
(Also it has been brought to my attention, by Malignant Defector, that fury does not allow you to roll CD twice if you are defending with them. I already rolled two dice and need to know if I just count the first dice only, or if I need to re roll completely.)
(Ok based on advice I will go with the first dice rolled 6)
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Posted: Wed Jul 16, 2008 12:01 am
((In past circumstances just the first dice counts.))
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