Notable for his Noble Heritage and Skill with Dual Blades.
Bit late there. You kind of have to, you know, go with the latest post. The posters vote on the actions of an individual character. Each poster does not make an individual character.
I'd update but I have to leave soon and besides, I want a few more people to post.
In the bag they find the Pieces of Anglo, a prince of noble descent whom upon death let his body parts be turned into enchanted jewelry , and his mystic dual blades which he left to his brother, Edward.
You cannot find a godly sword on the ground unless I put a godly sword there in the first place.
No, I am not going to stick a bunch of artifacts in a bag that our character has been carrying provisions and whatnot in.
You can't magically find something in a bag. You can, say "search for Pieces of Anglo in bag", for an example, although since you won't be carrying around jewelry made out of a prince you would be better off saying "search inside the bag".
Rollback Post to RevisionRollBack
Did something happen to you in your childhood to give you this unreasonable fear of rutabaga?
You double check your bag of provisions to make sure everything is in place; inside is 10 rations, your lantern and a spare (you hook one to your belt), 15 OZ of lantern oil, your knife, flint and steel, and 4 lengths of rope. You leave everything in the bag save for one lantern and leave the tent.
Several people are outside, sitting around a campfire and eating sausages. Almost everybody is here. Their names are:
-Frederick. He is the expedition leader. He is skilled in swordplay and is a fair Arcane magician.
-Abel, the Vitamancer. He's comparable to you in magical skill. He is, of course, the vitamancer of the group.
-Jeremy. He is an explorer and is comparable to Frederick in swordplay skill, though he is worse in Arcane magics.
-Rodrick, another explorer, comparable to Jeremy in power, though he prefers a spear to a sword.
-Alexander, another explorer, comparable to Rodrick.
-A group of 5 mercenaries hired for meatshields protection. They're all axe-wielders, strong but crude. They never told you their names. Each has a red bandana.
There's also a Divinator named Thomas, though he's in his tent. You can see him moving around in there.
What will you do? You are feeling slightly hungry.
The Magician (1.4x magical damage dealt, 1.4x physical damage taken, always gain Mana on level up, increased spell discovery rate).
Spells:
[XXX] indicates an element, [XXX] indicates a spell, [XXX] indicates a spell unique to you.
Arcane:
Force: Moves an object within line of sight. Costs [X] mana per turn, with [X] being increased with a more massive object and [X] being decreased by a higher level.
Cryomancy:
The Cryonic Chamber: Freeze an enemy (or yourself) solid in ice. Costs 40 CP every turn, immobilizes an enemy. Deals 5 Ice and 20 Mundane Damage each turn; the mundane damage cannot be blocked. While inside the ice, Mundane damage deals only 80% of the damage it would normally do. If cast on yourself or someone friendly, deals no Mundane damage.
Ice Shape: Form a permanent object out of ice in exchange for [X] MCP. [X] varies depending on what the object is.
Temporary Ice Shape: Form a temporary object out of ice in exchange for [X] CP. [X] varies depending on what the object is. Every 3 turns, you must pay [X] CP or let the object melt.
Ice Ball: Blast a sphere of cryonic energy at your opponent for 10 CP. 10 Ice base damage.
Snowdrift: Blast a stream of snow at your enemy. Inflicts Slowness on an enemy and deals 7 Ice base damage for 20 CP.
(I was hoping more people would post, but apparently not.
"Is everyone ready?" You ask to everyone.
Frederick replies "We're going to leave after we finish eating. We still need to pack up the tents and load them on the mules, of course, but otherwise we're ready."
"What about Thomas? He's rummaging around in his tent for whatever reason." Abel asks.
Rodrick says "I don't know, but he's been up all night doing something."
"He's been doing something all right. Kept me up all night..." One of the barbarians mutters.
Since you don't plan on having a breakfast, there isn't much to do but wait. Unless, of course, you would like to check in with Thomas.
The Magician (1.4x magical damage dealt, 1.4x physical damage taken, always gain Mana on level up, increased spell discovery rate).
Spells:
[XXX] indicates an element, [XXX] indicates a spell, [XXX] indicates a spell unique to you.
Arcane:
Force: Moves an object within line of sight. Costs [X] mana per turn, with [X] being increased with a more massive object and [X] being decreased by a higher level.
Cryomancy:
The Cryonic Chamber: Freeze an enemy (or yourself) solid in ice. Costs 40 CP every turn, immobilizes an enemy. Deals 5 Ice and 20 Mundane Damage each turn; the mundane damage cannot be blocked. While inside the ice, Mundane damage deals only 80% of the damage it would normally do. If cast on yourself or someone friendly, deals no Mundane damage.
Ice Shape: Form a permanent object out of ice in exchange for [X] MCP. [X] varies depending on what the object is.
Temporary Ice Shape: Form a temporary object out of ice in exchange for [X] CP. [X] varies depending on what the object is. Every 3 turns, you must pay [X] CP or let the object melt.
Ice Ball: Blast a sphere of cryonic energy at your opponent for 10 CP. 10 Ice base damage.
Snowdrift: Blast a stream of snow at your enemy. Inflicts Slowness on an enemy and deals 7 Ice base damage for 20 CP.
Seeing as there's not much else to do, you decide to check in with Thomas. You open up a tent flap and see him stuffing a cork on a potion with a light red fluid inside. Several other bottles resting on a collapsable alchemy station are filled with a similar fluid, as well as some filled with a cyan fluid and a couple with a bright orange fluid. You recognize the first two as vitality and mana potions respectively, each of which have been rather diluted (hence their bright colors).
"Ah! Just in the knick of time." Thomas says, noticing you enter the room. He looks rather tired, but he's fairly energetic regardless. "I spent all night mixing up these potions for our journey... Given how forgetful and reckless Frederick is, it's no surprise that he forgot to bring some." He chuckles, and notions towards the potions. "There are thirty-five vitality potions, thirty mana potions, and three energy potions." (The bright orange potion must be the energy potion.) "Everyone in the Guild gets five vitality potions--the mercenaries get none--us Mages each get ten mana potions and one energy potion. Bring some of these to everyone, will you?"
You put your potions in your bag and head outside to divvy up the potions. Everybody thanks you as you pass them out (except for the Mercenaries, of course, but they have their own).
You eat 1/2 of a ration and your hunger is restored to 100/100. You are once again Full.
Seeing as there is nothing left to do and that Thomas is finished with his business, Frederick decides that it is time to depart from the campsite. The tents are packed up on to the pack horses and you depart towards the Guile Rocks.
It takes until noon, but you eventually reach the Guile Rocks. You traverse down the main pass through the mountains until you reach the place where you have heard the people are vanishing. You are overlooking a canyon with a river at the bottom. On your left, a narrow path slopes further up the mountain. A bit behind you, a slightly wider and rougher path slopes down to the bottom of the canyon. What will you do?
The Magician (1.4x magical damage dealt, 1.4x physical damage taken, always gain Mana on level up, increased spell discovery rate).
Spells:
[XXX] indicates an element, [XXX] indicates a spell, [XXX] indicates a spell unique to you.
Arcane:
Force: Moves an object within line of sight. Costs [X] mana per turn, with [X] being increased with a more massive object and [X] being decreased by a higher level.
Cryomancy:
The Cryonic Chamber: Freeze an enemy (or yourself) solid in ice. Costs 40 CP every turn, immobilizes an enemy. Deals 5 Ice and 20 Mundane Damage each turn; the mundane damage cannot be blocked. While inside the ice, Mundane damage deals only 80% of the damage it would normally do. If cast on yourself or someone friendly, deals no Mundane damage. Not affected by range.
Ice Shape: Form a permanent object out of ice in exchange for [X] MCP. [X] varies depending on what the object is.
Temporary Ice Shape: Form a temporary object out of ice in exchange for [X] CP. [X] varies depending on what the object is. Every 3 turns, you must pay [X] CP or let the object melt.
Ice Ball: Blast a sphere of cryonic energy at your opponent for 10 CP. 10 Ice base damage. Long range.
Snowdrift: Blast a stream of snow at your enemy. Inflicts Slowness on an enemy and deals 7 Ice base damage for 20 CP. Medium range.
Be logical. Do note that if something goes awry you will have a chance to react (basically a reaction check if there's anything like that in D&D which I don't know because I've never played it). If you are able to react in time, you'll be given a certain amount of IRL time to post a solution; if nobody answers, you act as if you failed the check. If nobody comes to a consensus, I pick the first logical reply. Based on how well you pass the check, you get more time to react; if you barely pass, you won't get much time, but if you pass by a lot, you'll get a lot of time.
You guys mostly want to take the bottom path, so we'll do that.
You take the lead of the party and begin walking down the lower path to investigate; it's too narrow for the horses so you have to leave them on the main path.
Suddenly, you hear a loud cracking noise, and a large chunk of rock falls out from underneath you! (Lower than 33/100 fails the reaction check. Roll: 50. You pass.)
Time seems to slow down around you. (You have 6 hours to respond.)
The Magician (1.4x magical damage dealt, 1.4x physical damage taken, always gain Mana on level up, increased spell discovery rate).
Spells:
[XXX] indicates an element, [XXX] indicates a spell, [XXX] indicates a spell unique to you.
Arcane:
Force: Moves an object within line of sight. Costs [X] mana per turn, with [X] being increased with a more massive object and [X] being decreased by a higher level.
Cryomancy:
The Cryonic Chamber: Freeze an enemy (or yourself) solid in ice. Costs 40 CP every turn, immobilizes an enemy. Deals 5 Ice and 20 Mundane Damage each turn; the mundane damage cannot be blocked. While inside the ice, Mundane damage deals only 80% of the damage it would normally do. If cast on yourself or someone friendly, deals no Mundane damage. Not affected by range.
Ice Shape: Form a permanent object out of ice in exchange for [X] MCP. [X] varies depending on what the object is.
Temporary Ice Shape: Form a temporary object out of ice in exchange for [X] CP. [X] varies depending on what the object is. Every 3 turns, you must pay [X] CP or let the object melt.
Ice Ball: Blast a sphere of cryonic energy at your opponent for 10 CP. 10 Ice base damage. Long range.
Snowdrift: Blast a stream of snow at your enemy. Inflicts Slowness on an enemy and deals 7 Ice base damage for 20 CP. Medium range.
Also, could I make a game kinda like this? I'll acknowledge you in the OP.
((I realized that I probably posted that update at an inopportune moment, so just this once i'll let the time check slide, though it won't quite go as well as if you had done it in time. Yes, you can make a game like this if you want.))
Instinctively, you reach out and grab the nearest ledge. Of course, this ledge happens to be a bit of rock jutting out from the side of the canyon. You're several feet below the ledge that the main party is on, and without assistance, you can't reach the party. Your hands have scraped on the rock, but you have suffered no significant VP damage. However, you are inflicted with INSIGNIFICANT BLEEDING.
Abel, however, was not as lucky. He's a newer recruit to your guild and has never been to the Guile Rocks, so he was unable to react swiftly enough to grab to safety. You can see him tumble down to the bottom of the canyon. He lays on a small island in the middle of the stream, probably unconscious or dead (he's lying down and isn't moving).
"Abel!" Alexander shouts, peering over the edge.
"Hold on, Alex." Frederick says, grabbing the collar of his tunic. "We don't need another person falling in there."
"Vladmir!" He directs at you. "You have ways to get down there and back up safely. We'll try to come down ASAP. I'll try to assess Abel's health." He begins casting a spell; probably Detect Vitality.
What will you do? You hear an unpleasant rumbling coming from the rock face.
Vlad Gardnier the Magician
Cryomancer (+5 Ice Resistance)
Level 5
Insignificant Bleeding (10% increased vulnerability to disease and status effects, instantly kills you if you hit 0 VP)
The Magician (1.4x magical damage dealt, 1.4x physical damage taken, always gain Mana on level up, increased spell discovery rate).
Spells:
[XXX] indicates an element, [XXX] indicates a spell, [XXX] indicates a spell unique to you.
Arcane:
Force: Moves an object within line of sight. Costs [X] mana per turn, with [X] being increased with a more massive object and [X] being decreased by a higher level.
Cryomancy:
The Cryonic Chamber: Freeze an enemy (or yourself) solid in ice. Costs 40 CP every turn, immobilizes an enemy. Deals 5 Ice and 20 Mundane Damage each turn; the mundane damage cannot be blocked. While inside the ice, Mundane damage deals only 80% of the damage it would normally do. If cast on yourself or someone friendly, deals no Mundane damage. Not affected by range.
Ice Shape: Form a permanent object out of ice in exchange for [X] MCP. [X] varies depending on what the object is.
Temporary Ice Shape: Form a temporary object out of ice in exchange for [X] CP. [X] varies depending on what the object is. Every 3 turns, you must pay [X] CP or let the object melt.
Ice Ball: Blast a sphere of cryonic energy at your opponent for 10 CP. 10 Ice base damage. Long range.
Snowdrift: Blast a stream of snow at your enemy. Inflicts Slowness on an enemy and deals 7 Ice base damage for 20 CP. Medium range.
Bit late there. You kind of have to, you know, go with the latest post. The posters vote on the actions of an individual character. Each poster does not make an individual character.
I'd update but I have to leave soon and besides, I want a few more people to post.
In the bag they find the Pieces of Anglo, a prince of noble descent whom upon death let his body parts be turned into enchanted jewelry , and his mystic dual blades which he left to his brother, Edward.
No, I am not going to stick a bunch of artifacts in a bag that our character has been carrying provisions and whatnot in.
You can't magically find something in a bag. You can, say "search for Pieces of Anglo in bag", for an example, although since you won't be carrying around jewelry made out of a prince you would be better off saying "search inside the bag".
Anyways, search the bag for something useful, like a first aid kit or a health potion or something like that.
EDIT: This page belongs to me.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Several people are outside, sitting around a campfire and eating sausages. Almost everybody is here. Their names are:
-Frederick. He is the expedition leader. He is skilled in swordplay and is a fair Arcane magician.
-Abel, the Vitamancer. He's comparable to you in magical skill. He is, of course, the vitamancer of the group.
-Jeremy. He is an explorer and is comparable to Frederick in swordplay skill, though he is worse in Arcane magics.
-Rodrick, another explorer, comparable to Jeremy in power, though he prefers a spear to a sword.
-Alexander, another explorer, comparable to Rodrick.
-A group of 5 mercenaries hired for
meatshieldsprotection. They're all axe-wielders, strong but crude. They never told you their names. Each has a red bandana.There's also a Divinator named Thomas, though he's in his tent. You can see him moving around in there.
What will you do? You are feeling slightly hungry.
Vlad Gardnier the Magician
Cryomancer (+5 Ice Resistance)
Level 5
VP: [================] 80/80
MP: [=======================] 120/120
CP: [=======================] 120/120
HG: [====================] 80/100
XP: [======================================] 10/200
Lantern Fuel: [========] 0/50
Strength: 10
Dexterity: 15
Nimbleness: 20
Wisdom: 20
Knowledge: 25
Wits: 20
Inventory and Equipment
Inventory:
8 Rations (+30 hunger)
1 Knife (+2 Att, short)
4 Lengths of Rope
15 OZ of Lantern Oil (+10 Fuel per ounce)
1 Lantern
1 Flint and Steel
Weapon: Quarterstaff (+4 Att, long)
Armor: Cloth Robe (+0 Defense, +2 Ice Res)
Belt: Leather (+0 Defense)
Belt Equipment: Lantern
Defenses:
0 Mundane
0 Arcane
7 Ice
Titles:
The Magician (1.4x magical damage dealt, 1.4x physical damage taken, always gain Mana on level up, increased spell discovery rate).
Spells:
[XXX] indicates an element, [XXX] indicates a spell, [XXX] indicates a spell unique to you.
Arcane:
Force: Moves an object within line of sight. Costs [X] mana per turn, with [X] being increased with a more massive object and [X] being decreased by a higher level.
Cryomancy:
The Cryonic Chamber: Freeze an enemy (or yourself) solid in ice. Costs 40 CP every turn, immobilizes an enemy. Deals 5 Ice and 20 Mundane Damage each turn; the mundane damage cannot be blocked. While inside the ice, Mundane damage deals only 80% of the damage it would normally do. If cast on yourself or someone friendly, deals no Mundane damage.
Ice Shape: Form a permanent object out of ice in exchange for [X] MCP. [X] varies depending on what the object is.
Temporary Ice Shape: Form a temporary object out of ice in exchange for [X] CP. [X] varies depending on what the object is. Every 3 turns, you must pay [X] CP or let the object melt.
Ice Ball: Blast a sphere of cryonic energy at your opponent for 10 CP. 10 Ice base damage.
Snowdrift: Blast a stream of snow at your enemy. Inflicts Slowness on an enemy and deals 7 Ice base damage for 20 CP.
Formulas
For reference.
Attack Formula: Strength*.5+WeaponAtk+Strength*.25±20%
Mattack Formula: Wisdom*.5+SpellDmg+Wisdom*.25±20%
Sausages are part of the provisions. (I meant to say rations instead of provisions. Sorry.)
Also, you don't need to consume an entire ration.
"Is everyone ready?" You ask to everyone.
Frederick replies "We're going to leave after we finish eating. We still need to pack up the tents and load them on the mules, of course, but otherwise we're ready."
"What about Thomas? He's rummaging around in his tent for whatever reason." Abel asks.
Rodrick says "I don't know, but he's been up all night doing something."
"He's been doing something all right. Kept me up all night..." One of the barbarians mutters.
Since you don't plan on having a breakfast, there isn't much to do but wait. Unless, of course, you would like to check in with Thomas.
Vlad Gardnier the Magician
Cryomancer (+5 Ice Resistance)
Level 5
VP: [================] 80/80
MP: [=======================] 120/120
CP: [=======================] 120/120
HG: [====================] 80/100
XP: [======================================] 10/200
Lantern Fuel: [=======] 0/50
Strength: 10
Dexterity: 15
Nimbleness: 20
Wisdom: 20
Knowledge: 25
Wits: 20
Inventory and Equipment
Inventory:
8 Rations (+30 hunger)
1 Knife (+2 Att, short)
4 Lengths of Rope
15 OZ of Lantern Oil (+10 Fuel per ounce)
1 Lantern
1 Flint and Steel
Weapon: Quarterstaff (+4 Att, long)
Armor: Cloth Robe (+0 Defense, +2 Ice Res)
Belt: Leather (+0 Defense)
Belt Equipment: Lantern
Defenses:
0 Mundane
0 Arcane
7 Ice
Titles:
The Magician (1.4x magical damage dealt, 1.4x physical damage taken, always gain Mana on level up, increased spell discovery rate).
Spells:
[XXX] indicates an element, [XXX] indicates a spell, [XXX] indicates a spell unique to you.
Arcane:
Force: Moves an object within line of sight. Costs [X] mana per turn, with [X] being increased with a more massive object and [X] being decreased by a higher level.
Cryomancy:
The Cryonic Chamber: Freeze an enemy (or yourself) solid in ice. Costs 40 CP every turn, immobilizes an enemy. Deals 5 Ice and 20 Mundane Damage each turn; the mundane damage cannot be blocked. While inside the ice, Mundane damage deals only 80% of the damage it would normally do. If cast on yourself or someone friendly, deals no Mundane damage.
Ice Shape: Form a permanent object out of ice in exchange for [X] MCP. [X] varies depending on what the object is.
Temporary Ice Shape: Form a temporary object out of ice in exchange for [X] CP. [X] varies depending on what the object is. Every 3 turns, you must pay [X] CP or let the object melt.
Ice Ball: Blast a sphere of cryonic energy at your opponent for 10 CP. 10 Ice base damage.
Snowdrift: Blast a stream of snow at your enemy. Inflicts Slowness on an enemy and deals 7 Ice base damage for 20 CP.
Formulas
For reference.
Attack Formula: Strength*.5+WeaponAtk+Strength*.25±20%
Mattack Formula: Wisdom*.5+SpellDmg+Wisdom*.25±20%
Name : Scarlett
Known for her excellence in archery and accuracy with a bow.
((Wow, nearly forgot about this. Will update tomorrow.))
While I may end up allowing player-made characters to join in at a certain point (from plotsness) at the moment as a group we all control Vlad. Sorry.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Complipedia
Seeing as there's not much else to do, you decide to check in with Thomas. You open up a tent flap and see him stuffing a cork on a potion with a light red fluid inside. Several other bottles resting on a collapsable alchemy station are filled with a similar fluid, as well as some filled with a cyan fluid and a couple with a bright orange fluid. You recognize the first two as vitality and mana potions respectively, each of which have been rather diluted (hence their bright colors).
"Ah! Just in the knick of time." Thomas says, noticing you enter the room. He looks rather tired, but he's fairly energetic regardless. "I spent all night mixing up these potions for our journey... Given how forgetful and reckless Frederick is, it's no surprise that he forgot to bring some." He chuckles, and notions towards the potions. "There are thirty-five vitality potions, thirty mana potions, and three energy potions." (The bright orange potion must be the energy potion.) "Everyone in the Guild gets five vitality potions--the mercenaries get none--us Mages each get ten mana potions and one energy potion. Bring some of these to everyone, will you?"
You put your potions in your bag and head outside to divvy up the potions. Everybody thanks you as you pass them out (except for the Mercenaries, of course, but they have their own).
You eat 1/2 of a ration and your hunger is restored to 100/100. You are once again Full.
Seeing as there is nothing left to do and that Thomas is finished with his business, Frederick decides that it is time to depart from the campsite. The tents are packed up on to the pack horses and you depart towards the Guile Rocks.
It takes until noon, but you eventually reach the Guile Rocks. You traverse down the main pass through the mountains until you reach the place where you have heard the people are vanishing. You are overlooking a canyon with a river at the bottom. On your left, a narrow path slopes further up the mountain. A bit behind you, a slightly wider and rougher path slopes down to the bottom of the canyon. What will you do?
Vlad Gardnier the Magician
Cryomancer (+5 Ice Resistance)
Level 5
VP: [================] 80/80
MP: [=======================] 120/120
CP: [=======================] 120/120
HG: [===================] 95/100 (Full: Regenerating health)
WT: [===================] 44.2/100 (Slightly Encumbered: -5% Nimbleness)
XP: [=====================================] 10/200
Lantern Fuel: [=] 0/50
Strength: 10
Dexterity: 15
Nimbleness: 20 - 1
Wisdom: 20
Knowledge: 25
Wits: 20
Inventory and Equipment
Inventory:
7 1/2 Rations (+30 hunger) (WT: 1)
1 Knife (+2 Att, very short, melee) (WT: 1)
4 Lengths of Rope (WT: 2)
15 OZ of Lantern Oil (+10 Fuel per ounce) (WT: .5)
1 Lantern (WT: 2)
1 Flint and Steel (WT: .5)
5 Diluted Vitality Potions (+?? VP) (WT: 1.1)
10 Diluted Mana Potions (+?? Universal MP) (WT: 1.1)
1 Diluted Energy Potions (Applies Minor Energetic buff) (WT: 1.2)
Weapon: Quarterstaff (+4 Att, short, melee)
Armor: Cloth Robe (+0 Defense, +2 Ice Res)
Belt: Leather (+0 Defense)
Belt Equipment: Lantern
Defenses:
0 Mundane
0 Arcane
7 Ice
Titles:
The Magician (1.4x magical damage dealt, 1.4x physical damage taken, always gain Mana on level up, increased spell discovery rate).
Spells:
[XXX] indicates an element, [XXX] indicates a spell, [XXX] indicates a spell unique to you.
Arcane:
Force: Moves an object within line of sight. Costs [X] mana per turn, with [X] being increased with a more massive object and [X] being decreased by a higher level.
Cryomancy:
The Cryonic Chamber: Freeze an enemy (or yourself) solid in ice. Costs 40 CP every turn, immobilizes an enemy. Deals 5 Ice and 20 Mundane Damage each turn; the mundane damage cannot be blocked. While inside the ice, Mundane damage deals only 80% of the damage it would normally do. If cast on yourself or someone friendly, deals no Mundane damage. Not affected by range.
Ice Shape: Form a permanent object out of ice in exchange for [X] MCP. [X] varies depending on what the object is.
Temporary Ice Shape: Form a temporary object out of ice in exchange for [X] CP. [X] varies depending on what the object is. Every 3 turns, you must pay [X] CP or let the object melt.
Ice Ball: Blast a sphere of cryonic energy at your opponent for 10 CP. 10 Ice base damage. Long range.
Snowdrift: Blast a stream of snow at your enemy. Inflicts Slowness on an enemy and deals 7 Ice base damage for 20 CP. Medium range.
Formulas
For reference.
Attack Formula: Strength*.5+WeaponAtk+Strength*.25±20%
Mattack Formula: Wisdom*.5+SpellDmg+Wisdom*.25±20%
Author's Note:
Be logical. Do note that if something goes awry you will have a chance to react (basically a reaction check if there's anything like that in D&D which I don't know because I've never played it). If you are able to react in time, you'll be given a certain amount of IRL time to post a solution; if nobody answers, you act as if you failed the check. If nobody comes to a consensus, I pick the first logical reply. Based on how well you pass the check, you get more time to react; if you barely pass, you won't get much time, but if you pass by a lot, you'll get a lot of time.
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
TOPICS I MAKE, Y U NO STAY ALIVE?
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
You take the lead of the party and begin walking down the lower path to investigate; it's too narrow for the horses so you have to leave them on the main path.
Suddenly, you hear a loud cracking noise, and a large chunk of rock falls out from underneath you! (Lower than 33/100 fails the reaction check. Roll: 50. You pass.)
Time seems to slow down around you. (You have 6 hours to respond.)
Vlad Gardnier the Magician
Cryomancer (+5 Ice Resistance)
Level 5
VP: [================] 80/80
MP: [=======================] 120/120
CP: [=======================] 120/120
HG: [==================] 95/100 (Full: Regenerating health)
WT: [==================] 44.2/100 (Slightly Encumbered: -5% Nimbleness)
XP: [====================================] 10/200
Lantern Fuel: [=] 0/50
Strength: 10
Dexterity: 15
Nimbleness: 20 - 1
Wisdom: 20
Knowledge: 25
Wits: 20
Inventory and Equipment
Inventory:
7 1/2 Rations (+30 hunger) (WT: 1)
1 Knife (+2 Att, very short, melee) (WT: 1)
4 Lengths of Rope (WT: 2)
15 OZ of Lantern Oil (+10 Fuel per ounce) (WT: .5)
1 Lantern (WT: 2)
1 Flint and Steel (WT: .5)
5 Diluted Vitality Potions (+?? VP) (WT: 1.1)
10 Diluted Mana Potions (+?? Universal MP) (WT: 1.1)
1 Diluted Energy Potions (Applies Minor Energetic buff) (WT: 1.2)
Weapon: Quarterstaff (+4 Att, short, melee)
Armor: Cloth Robe (+0 Defense, +2 Ice Res)
Belt: Leather (+0 Defense)
Belt Equipment: Lantern
Defenses:
0 Mundane
0 Arcane
7 Ice
Titles:
The Magician (1.4x magical damage dealt, 1.4x physical damage taken, always gain Mana on level up, increased spell discovery rate).
Spells:
[XXX] indicates an element, [XXX] indicates a spell, [XXX] indicates a spell unique to you.
Arcane:
Force: Moves an object within line of sight. Costs [X] mana per turn, with [X] being increased with a more massive object and [X] being decreased by a higher level.
Cryomancy:
The Cryonic Chamber: Freeze an enemy (or yourself) solid in ice. Costs 40 CP every turn, immobilizes an enemy. Deals 5 Ice and 20 Mundane Damage each turn; the mundane damage cannot be blocked. While inside the ice, Mundane damage deals only 80% of the damage it would normally do. If cast on yourself or someone friendly, deals no Mundane damage. Not affected by range.
Ice Shape: Form a permanent object out of ice in exchange for [X] MCP. [X] varies depending on what the object is.
Temporary Ice Shape: Form a temporary object out of ice in exchange for [X] CP. [X] varies depending on what the object is. Every 3 turns, you must pay [X] CP or let the object melt.
Ice Ball: Blast a sphere of cryonic energy at your opponent for 10 CP. 10 Ice base damage. Long range.
Snowdrift: Blast a stream of snow at your enemy. Inflicts Slowness on an enemy and deals 7 Ice base damage for 20 CP. Medium range.
Formulas
For reference.
Attack Formula: Strength*.5+WeaponAtk+Strength*.25±20%
Mattack Formula: Wisdom*.5+SpellDmg+Wisdom*.25±20%
Also, could I make a game kinda like this? I'll acknowledge you in the OP.
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Complipedia
((I realized that I probably posted that update at an inopportune moment, so just this once i'll let the time check slide, though it won't quite go as well as if you had done it in time. Yes, you can make a game like this if you want.))
Instinctively, you reach out and grab the nearest ledge. Of course, this ledge happens to be a bit of rock jutting out from the side of the canyon. You're several feet below the ledge that the main party is on, and without assistance, you can't reach the party. Your hands have scraped on the rock, but you have suffered no significant VP damage. However, you are inflicted with INSIGNIFICANT BLEEDING.
Abel, however, was not as lucky. He's a newer recruit to your guild and has never been to the Guile Rocks, so he was unable to react swiftly enough to grab to safety. You can see him tumble down to the bottom of the canyon. He lays on a small island in the middle of the stream, probably unconscious or dead (he's lying down and isn't moving).
"Abel!" Alexander shouts, peering over the edge.
"Hold on, Alex." Frederick says, grabbing the collar of his tunic. "We don't need another person falling in there."
"Vladmir!" He directs at you. "You have ways to get down there and back up safely. We'll try to come down ASAP. I'll try to assess Abel's health." He begins casting a spell; probably Detect Vitality.
What will you do? You hear an unpleasant rumbling coming from the rock face.
Vlad Gardnier the Magician
Cryomancer (+5 Ice Resistance)
Level 5
Insignificant Bleeding (10% increased vulnerability to disease and status effects, instantly kills you if you hit 0 VP)
VP: [================] 80/80
MP: [=======================] 120/120
CP: [=======================] 120/120
HG: [===================] 95/100 (Full: Regenerating vitality)
WT: [===================] 44.2/100 (Slightly Encumbered: -5% Nimbleness)
XP: [=====================================] 10/200
Lantern Fuel: [=========] 0/50
Strength: 10
Dexterity: 15
Nimbleness: 20 - 1
Wisdom: 20
Knowledge: 25
Wits: 20
Inventory and Equipment
Inventory:
7 1/2 Rations (+30 hunger) (WT: 1)
1 Knife (+2 Att, very short, melee) (WT: 1)
4 Lengths of Rope (WT: 2)
15 OZ of Lantern Oil (+10 Fuel per ounce) (WT: .5)
1 Lantern (WT: 2)
1 Flint and Steel (WT: .5)
5 Diluted Vitality Potions (+?? VP) (WT: 1.1)
10 Diluted Mana Potions (+?? Universal MP) (WT: 1.1)
1 Diluted Energy Potions (Applies Minor Energetic buff) (WT: 1.2)
Weapon: Quarterstaff (+4 Att, short, melee)
Armor: Cloth Robe (+0 Defense, +2 Ice Res)
Belt: Leather (+0 Defense)
Belt Equipment: Lantern
Defenses:
0 Mundane
0 Arcane
7 Ice
Titles:
The Magician (1.4x magical damage dealt, 1.4x physical damage taken, always gain Mana on level up, increased spell discovery rate).
Spells:
[XXX] indicates an element, [XXX] indicates a spell, [XXX] indicates a spell unique to you.
Arcane:
Force: Moves an object within line of sight. Costs [X] mana per turn, with [X] being increased with a more massive object and [X] being decreased by a higher level.
Cryomancy:
The Cryonic Chamber: Freeze an enemy (or yourself) solid in ice. Costs 40 CP every turn, immobilizes an enemy. Deals 5 Ice and 20 Mundane Damage each turn; the mundane damage cannot be blocked. While inside the ice, Mundane damage deals only 80% of the damage it would normally do. If cast on yourself or someone friendly, deals no Mundane damage. Not affected by range.
Ice Shape: Form a permanent object out of ice in exchange for [X] MCP. [X] varies depending on what the object is.
Temporary Ice Shape: Form a temporary object out of ice in exchange for [X] CP. [X] varies depending on what the object is. Every 3 turns, you must pay [X] CP or let the object melt.
Ice Ball: Blast a sphere of cryonic energy at your opponent for 10 CP. 10 Ice base damage. Long range.
Snowdrift: Blast a stream of snow at your enemy. Inflicts Slowness on an enemy and deals 7 Ice base damage for 20 CP. Medium range.
Formulas
For reference.
Attack Formula: Strength*.5+WeaponAtk+Strength*.25±20%
Mattack Formula: Wisdom*.5+SpellDmg+Wisdom*.25±20%
((The bar for lantern fuel has been wonky. I fixed it.))
"C'mon, don't you die on me!"
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
Complipedia