The_Customizer Posted May 17, 2014 Posted May 17, 2014 "Indeed, this evil that lurks before is far more dangerous than anything you have ever seen Grimwald. Cover your butt, there is a long fun ride ahead!" Quote
LordoftheNoobs Posted May 17, 2014 Posted May 17, 2014 "Wait, the Regret? .....What is the Regret?" Quote
The_Customizer Posted May 17, 2014 Posted May 17, 2014 "He is the one who created the Oculoids that we have been fighting." Quote
Endgame Posted May 17, 2014 Author Posted May 17, 2014 (edited) The voice drones on after the pathetically small window of time to answer had passed. "CORRECT ANSWER: Daranza INPUTTED ANSWER: No answer recieved. INTRUDER! INTRUDER! INDTRUDER!" The tiles in the room bgin to shake and rumble, the floor seperating into partitions and spreading out. Before long, 6 mechanical apparitions slither out from underground spreading out their horrid claws. Two even draw massive swords, the security system humming to life... Six mechanical hands emerge from the floor, tirggered by the party! "CURRENT LIFEFORMS IN TRANSIT: A gnome, a elf/wood hybrid, a psuedo-human, and an automaton." "PASSWORD TEST: Failed." "COURSE OF ACTION: Remove intruders!" The huge mechanical hands lunge towards the party, seemingly attempting to strangulate the heroes! The heroes frantically draw their weapons, desperate to dispatch this horrid security system. Prepare For Battle! "Intruder." Sword Dauntlet (Left), Level 60 Mechanical HP: 400/400 SP: 5 Immune to Blindness and Sleep! Specials: Slice and Dice: Both Sword Dauntlets cooperate to deliver a flurry of blows to the heroes. All heroes take 30 damage, disregarding SP. Skewer: One Sword Dauntlet attempts to impale its massive blade through the hero who rolled Special Damage. That player takes damage equal to their level and begins to Bleed, defying row and SP. If both Sword Dauntlets are active, Slice and Dice is used. If one remains, Skewer is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: 35 gold "Begone." Sword Dauntlet (Right), Level 60 Mechanical HP: 400/400 SP: 5 Immune to Blindness and Sleep! Specials: Slice and Dice: Both Sword Dauntlets cooperate to deliver a flurry of blows to the heroes. All heroes take 30 damage, disregarding SP. Skewer: One Sword Dauntlet attempts to impale its massive blade through the hero who rolled Special Damage. That player takes damage equal to their level and begins to Bleed, defying row and SP. If both Sword Dauntlets are active, Slice and Dice is used. If one remains, Skewer is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: 35 gold "Obey." Magic Dauntlet (Left), Level 40 Mechanical HP: 400/400 SP: 5 Immune to Sealing and Jinxing! Specials: Puppetmaster: The Dauntlets hex the hero who rolled Special Damage into complete compliance. That hero will remain hexed until the puppetstring binding them to the Dauntlet's will is cut. Infernal Burst: In a blast of fire, all heroes recive the Burning 7 effect. If both Magic Dauntlets are active, Puppetmaster is used. If only one remains, Infernal Burst is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: Emergency Essence "Serve." Magic Dauntlet (Right), Level 40 Mechanical HP: 400/400 SP: 5 Immune to Sealing and Jinxing! Specials: Puppetmaster: The Dauntlets hex the hero who rolled Special Damage into complete compliance. That hero will remain hexed until the puppetstring binding them to the Dauntlet's will is cut. Infernal Burst: In a blast of fire, all heroes recive the Burning 7 effect. If both Magic Dauntlets are active, Puppetmaster is used. If only one remains, Infernal Burst is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: Nostrum "Leave." Claw Dauntlet (Left), Level ?? Mechanical HP: 400/400 SP: 5 Immune to Blindness and Sealing! Specials: Crush: The Dauntlet targets the hero who rolled Special Damage. If one of the Claw Dauntlets is not destroyed by the end of next round, both Claw Dauntlets will close in on the hero, crushing them in an iron grip and knocking them out instantly. Claw Scrape: With a slash of its claws, the Claw Dauntlet halves the hero's current health and SP. Passive Specials: Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Mirror Potential: The Claw Dauntlet's level is equal to the level of the hero targetting it times 2. Drops: Dauntlet Index "Die." Claw Dauntlet (Right), Level ?? Mechanical HP: 400/400 SP: 5 Immune to Blindness and Sealing! Specials: Crush: The Dauntlet targets the hero who rolled Special Damage. If one of the Claw Dauntlets is not destroyed by the end of next round, both Claw Dauntlets will close in on the hero, crushing them in an iron grip and knocking them out instantly. Claw Scrape: With a slash of its claws, the Claw Dauntlet halves the hero's current health and SP. If both Claw Dauntlets are active, Crush is used. If not, Claw Scrape is. Passive Specials: Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Mirror Potential: The Claw Dauntlet's level is equal to the level of the hero targetting it times 2. Drops: 35 gold The Party: Arthur Justus Regulus VII, a Hero Who Is Actually Worth Something (played by Flipz), Level 31.75 Skirmisher, 22-year-old male Human *Immune to Fragile and all Poisons* *Only Receives One Negative Effect At A Time* [ Currently in: Six Thousand Feet Under] *Party Leader!* *Hastened!* Power: 42 (31 + WP:11) Health: 54/54 (Basic Health: 5 + Level Bonus: 30 + Class Boost: 15 + Permanent Boost: 4*) Ether: 36/36 (Basic Ether: 5 + Level Bonus: 30) Defense: 20 40 (Arm Shield: 14 + Duke's Coat-of-Arms: 5 + Unicorn Helmet: 1) Gold: 198 (Owed 128 gold by Boomingham) Equipment: Gladiator Trident (WP: 11, Spear, causes bleeding effect), Arm Shield (SP:14), Duke's Coat-of-Arms (Protects against Fragile and all Poisons, SP; 5, suitable for knights, dragoons, skirmishers and regulators; bodywear), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors; headwear), Zap-Tap Badge (Artefact, Accessory. Has a 1/2 chance to deal Electric damage to an opponent who has dealt damage to a hero, equal to the hero's level.), Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent Inventory: Weapons: Zoot's Rebel (WP:20 broomstick, suitable to Arthur only), Sir Roderick's Sword (WP:12, Longsword), Sword of the Vampir (WP:17, user is Jinxed), Duplovian Swift Halberd (WP:3, stuns on successful hits, Hollow [Ambrosia] halberd),Spider Leg (WP:8, doubled against flying enemies; spear), (Unsuitable weapons: Ammit (Greatsword, WP 6, gains 5 Ether for each kill), Artifacts: Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing), Shackles of War (Accessory, Prevents anyone from fleeing battles), Jester's Hat (Headwear, Wearer may choose to gain one immunity from targeted enemy), Stingy Gloves (Handwear, wearable by everybody. Prevents enemies from ever stealing gold from you.), Minoid Card Key, Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent (Unsuitable Artifacts: Sticky Gloves (Handwear, Increases the amount of gold stolen by 50% (rounded up), suitable for rogues and beast warriors) (sent to Isaac Shawe) ) Gems: Opal (Ice), Amethyst (Darkness), Topaz (Lightning), Diamond (Light), Garnet (Earth), Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass Scrolls: All Lent! Consumables: *Healing: Potion, Grand Potion x1, Tonic, Grand Tonic , Ether Core, Remedy x6, Elixir x4, Sushi x3 *Status: Nostrum x3, Hurricane, Smelling Salts, Mead x2, Ambrosia x2, Dragon Scale, Jinxy Juice x2, *Venoms: Exterlate, Noxious Venom (When used on a weapon, the weapon deals the Poisoned-by-10 effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), *Permanent Improvement: Bright Polish x2, Grating Stone, Ella's Pie (Permanently boosts max. ether by 5 but permanently decreases max. health by 5 when consumed.), *Bombs: Smoke Bomb x5, 3 Bones, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Pumpkin Bomb (Causes stunned-, poisoned-, asleep-, blinded-, sealed- and confused-effects to all opponents when used.), *Currency: Scrap Metal x2, Silver Ore x2 Erdathcath Madilinas, 199 years old, Level 21.33 Druid *Hastened!* Power: 36 Health: 35/35 Ether: 24/24 Gold: 592 Equipped: Tritech Handcannon (WP:15, Fire-elemental *Poison 10*), Satchel of Awesomeness (Permanent Lucky-effect; bodywear), Overkill Gloves, Mage's muffler (protects from sealing) Inventory: Longbow (WP:7), Helmet (+1 max. health), 6 Potions, 3 Grand Potions, 6 Mead, 2 Smelling Salts, 15 Venoms, 3 Deadly Venoms, 2 Floral Bombs, 2 Ice Bombs, 2 Lightning Bombs, 1 Fire Bomb, 3 Smoke Bombs, 2 Water Bombs, 2 Holy Bomb, 2 Dirt Bombs, 2 Air Bombs, Bone, Skeleton Decoy, Bedroll, Shovel, Pickaxe, Telescope, Saber teeth, Scroll of Weakening, Snake Eye Charm (protects from petrified), , Jinxy Juice, Grand Tonic x2, Love Potion, Blind Fury, Grating Stone, Jinxy Juice, Mythril Shard, Unlucky Horseshoe (WP:13, retrievable, causes Jinxed-effect; throwing weapon), Staff of Ennon - (WP: 5, Light-Elemental, Restores 2 ether on a roll of 2, 3, or 4), Scroll of Sleep, Scroll of Frailty, Scroll of Blindness, Scroll of Confusion, Healing Staff (WP: 5), Silver Ore, Amulet of Optimism (Adds the confused-effect to all attacks; suitable to Erdathcath only; accessory), Elixir 69 year old male gnome Cleric (Immune to Weakened) *Hastened!* Level: 14 Power: 23 (14 + 8 + permanent boost of 1) SP: 0 Health: 22/22 Ether: 18/18 Gold: 228 Equipment: Knotted Broom (WP: 6), Noble Mask (Wearer gains gold equal to the number of enemies after each victorious battle; headwear), Lens of Speed Reading (Accessory, Allows a scroll to be read in addition to a normal action. Suitable for scroll users.), Inventory: Shovel, Pickaxe, Scroll of Frailty, Scroll of Sleep, Mead, Remedy x3, Potion x2, Bone x2, Grand Potion, Bunch of Cherries (10/10 cherries that each restore 1 ether when eaten), Chaotic Bomb (Causes 100 random elemental damage to all opponents), Bedroll, Ice Bomb, Root beer (Restores 10 health, or can be used as a bomb against Undead enemies for 20 damage (Does not affect non-Undead enemies)), Ambrosia, Scroll of Blindness, Scroll of Confusion, Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success), Scroll of Poisoning (Grants target’s weapon the Poisoned 10 effect for one battle at the cost of 5 ether), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether.), Scroll of Weakening, Healing Staff (WP: 5), Smoke Bomb, Plague Venom, Staff of the Cultist Battlemage (WP: 7, 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Tricorne (suitable for anyone, SP: 3, headwear), Grand Tonic x2, Pugilist's Gloves (+2 power/immune to Weakened), Scarf of Misfortune (Accessory, Wearer deals the Jinxed effect on every third round), Splinter Broom (WP: 8, defies SP), Opal, Amethyst, Diamond "Stirlance, Macbrick, Page 5, Paragraph 2: QUOTE: "To battle once emore, comrades!" END QUOTE." Minoid, Level 19.5 Drilling Automaton HP: 31/31 Power: 32 SP: 2 Equipment: Minoid Drill Arm (WP: 13), Iron Shell (SP: 2), Scanning Eye (Allows the Minoid to analyze most foes before battle. If in battle, it can spend a turn to analyze the fight) Inventory: Remedy x2, Grand Potion, Hollow Blade Dagger (WP:6, dagger, hollow-blade [Phoenix Essence]), Quick bow (WP: 6, Suitable to rangers, provides hastened effect for one round each battle) Edited May 17, 2014 by Endgame Quote
Flipz Posted May 17, 2014 Posted May 17, 2014 (edited) OOC: Why am I listed as a Mystic Knight? Also, I gave the Phoenix Essence to Minoid and told him to put it in the Hollow-Blade Dagger. "We need the magic...things...Blinded, Grimwald--be sure to use both your regular and scroll actions. If by some miracle they're both Blind and you have actions remaining, Frail Minoid's target. Minoid, Quick Bow on one of the claws, Back Row--for simplicity, make it the Left one. Erdathcath, Jinx one of these swords, then target the other with your handcannon. Grimwald, you might take a Free Hit this Round, depending on how this all works out--we'll patch you up next Round." Arthur drinks a Nostrum and throws his Gladiator Trident at a Dauntlet according to the following conditions: 1.) if a Magic Dauntlet is not Blind, attack that Dauntlet. 2.) if both Magic Dauntlets are Blind and Minoid has not rolled Special Damage, attack whichever Dauntlet Erdathcath has made Jinxed. 3.) if both Magic Dauntlets are Blind and Minoid has rolled Special Damage, attack the weakest Claw Dauntlet. Battle Order: Grimwald Grimwald Arthur Minoid Erdathcath Erdathcath Arthur Edited May 17, 2014 by Flipz Quote
Endgame Posted May 17, 2014 Author Posted May 17, 2014 QM Note: You wrote the stats up, not me. Also, Phoenix Essence fixed. Quote
The_Customizer Posted May 17, 2014 Posted May 17, 2014 Erdathcath throws the unlucky Horseshoe at the Sword Dauntlet (left), she attacks the (right) Sword Dauntlet with her Handcannon. If the horseshoe does not jinx the Sword Dauntlet (left) she throws it at the (right) Sword Dauntlet, instead of her handcannon. "Today, you will regret the time you tried to kill me and my friends!" Quote
Endgame Posted May 18, 2014 Author Posted May 18, 2014 (edited) The Dauntlets all give Erdathcath an icy glare. These machines didn't seem to have nearly as much personality as the Oculoids... if you could call what they have "personality." "Sociopathic, abusive tendencies" would be more apt. Round One Of The Intruder Excluder! >Grimwald blinds Magic Dauntlet (left) (back): Failure! >Grimwald blinds Magic Dauntlet (left) (back): Failure! >Grimwald blinds Magic Dauntlet (left) (back): Failure! >Grimwald blinds Magic Dauntlet (left) (back): Success! >Arthur drinks a Nostrum (back) >Minoid VS Claw Dauntlet (left) (back): Critical Hit (6x2=12+19=31x2=62 damage) >Erdathcath throws her Unlucky Horseshoe at Sword Dauntlet (left) (back): Damage Hit (13+21=34x2=68-5=63 damage) >Erdathcath VS Sword Dauntlet (right) (back): Critical Hit Critical Hit (15x2=30+21=51x2=102-5=97 damage) >Arthur VS Magic Dauntlet (right) (back): Damage Shield: Phalanx! >Magic Dauntlet (left) VS Grimwald (back): Blinded, nothing happens. >Claw Dauntlet (right) VS Grimwald (back): (14x2=28/2=14 damage) >Magic Dauntlet (right) and Claw Dauntlet (left) are Counterstriking! The sudden appearance of the swarm of hands disorients Grimwald, the gnome only capable of Blinding omne Dauntlet before he becomes weary. Arthur. Erdathcath, and the Minoid start trading blows with the Dauntlets. Each hero swiftly avoids the opposition's counterattack, each getting in at least one potent attack in. Arthur is the exception, but of the good kind. He puts up his shield, safeguarding the entire party with a sturdy phalanx. A good thing, too, as two Dauntlets were now on the defensive themselves... "Perish." Sword Dauntlet (Left), Level 60 Mechanical *Jinxed!* HP: 337/400 SP: 5 Immune to Blindness and Sleep! Specials: Slice and Dice: Both Sword Dauntlets cooperate to deliver a flurry of blows to the heroes. All heroes take 30 damage, disregarding SP. Skewer: One Sword Dauntlet attempts to impale its massive blade through the hero who rolled Special Damage. That player takes damage equal to their level and begins to Bleed, defying row and SP. If both Sword Dauntlets are active, Slice and Dice is used. If one remains, Skewer is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: 35 gold "Fall." Sword Dauntlet (Right), Level 60 Mechanical *Poison 10!* HP: 293/400 SP: 5 Immune to Blindness and Sleep! Specials: Slice and Dice: Both Sword Dauntlets cooperate to deliver a flurry of blows to the heroes. All heroes take 30 damage, disregarding SP. Skewer: One Sword Dauntlet attempts to impale its massive blade through the hero who rolled Special Damage. That player takes damage equal to their level and begins to Bleed, defying row and SP. If both Sword Dauntlets are active, Slice and Dice is used. If one remains, Skewer is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: 35 gold "Obey us." Magic Dauntlet (Left), Level 40 Mechanical *Blind! 3 rounds remaining* HP: 400/400 SP: 5 Immune to Sealing and Jinxing! Specials: Puppetmaster: The Dauntlets hex the hero who rolled Special Damage into complete compliance. That hero will remain hexed until the puppetstring binding them to the Dauntlet's will is cut. Infernal Burst: In a blast of fire, all heroes recive the Burning 7 effect. If both Magic Dauntlets are active, Puppetmaster is used. If only one remains, Infernal Burst is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: Emergency Essence "Serve us." Magic Dauntlet (Right), Level 40 Mechanical *Counter Striking!* HP: 400/400 SP: 5 Immune to Sealing and Jinxing! Specials: Puppetmaster: The Dauntlets hex the hero who rolled Special Damage into complete compliance. That hero will remain hexed until the puppetstring binding them to the Dauntlet's will is cut. Infernal Burst: In a blast of fire, all heroes recive the Burning 7 effect. If both Magic Dauntlets are active, Puppetmaster is used. If only one remains, Infernal Burst is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: Nostrum "Exit." Claw Dauntlet (Left), Level ?? Mechanical *Counter Striking!* HP: 338/400 SP: 5 Immune to Blindness and Sealing! Specials: Crush: The Dauntlet targets the hero who rolled Special Damage. If one of the Claw Dauntlets is not destroyed by the end of next round, both Claw Dauntlets will close in on the hero, crushing them in an iron grip and knocking them out instantly. Claw Scrape: With a slash of its claws, the Claw Dauntlet halves the hero's current health and SP. Passive Specials: Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Mirror Potential: The Claw Dauntlet's level is equal to the level of the hero targetting it times 2. Drops: Dauntlet Index "Punishment is in order." Claw Dauntlet (Right), Level ?? Mechanical HP: 400/400 SP: 5 Immune to Blindness and Sealing! Specials: Crush: The Dauntlet targets the hero who rolled Special Damage. If one of the Claw Dauntlets is not destroyed by the end of next round, both Claw Dauntlets will close in on the hero, crushing them in an iron grip and knocking them out instantly. Claw Scrape: With a slash of its claws, the Claw Dauntlet halves the hero's current health and SP. If both Claw Dauntlets are active, Crush is used. If not, Claw Scrape is. Passive Specials: Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Mirror Potential: The Claw Dauntlet's level is equal to the level of the hero targetting it times 2. Drops: 35 gold The Party: Arthur Justus Regulus VII, a Hero Who Is Actually Worth Something (played by Flipz), Level 31.75 Skirmisher, 22-year-old male Human *Immune to Fragile and all Poisons* *Only Receives One Negative Effect At A Time* [ Currently in: Six Thousand Feet Under] *Party Leader!* *Hastened!* *Lucky!* *Phalanx! 3 rounds remaining* Power: 42 (31 + WP:11) Health: 54/54 (Basic Health: 5 + Level Bonus: 30 + Class Boost: 15 + Permanent Boost: 4*) Ether: 36/36 (Basic Ether: 5 + Level Bonus: 30) Defense: 20 40 (Arm Shield: 14 + Duke's Coat-of-Arms: 5 + Unicorn Helmet: 1) Gold: 198 (Owed 128 gold by Boomingham) Equipment: Gladiator Trident (WP: 11, Spear, causes bleeding effect), Arm Shield (SP:14), Duke's Coat-of-Arms (Protects against Fragile and all Poisons, SP; 5, suitable for knights, dragoons, skirmishers and regulators; bodywear), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors; headwear), Zap-Tap Badge (Artefact, Accessory. Has a 1/2 chance to deal Electric damage to an opponent who has dealt damage to a hero, equal to the hero's level.), Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent Inventory: Weapons: Zoot's Rebel (WP:20 broomstick, suitable to Arthur only), Sir Roderick's Sword (WP:12, Longsword), Sword of the Vampir (WP:17, user is Jinxed), Duplovian Swift Halberd (WP:3, stuns on successful hits, Hollow [Ambrosia] halberd),Spider Leg (WP:8, doubled against flying enemies; spear), (Unsuitable weapons: Ammit (Greatsword, WP 6, gains 5 Ether for each kill), Artifacts: Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing), Shackles of War (Accessory, Prevents anyone from fleeing battles), Jester's Hat (Headwear, Wearer may choose to gain one immunity from targeted enemy), Stingy Gloves (Handwear, wearable by everybody. Prevents enemies from ever stealing gold from you.), Minoid Card Key, Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent (Unsuitable Artifacts: Sticky Gloves (Handwear, Increases the amount of gold stolen by 50% (rounded up), suitable for rogues and beast warriors) (sent to Isaac Shawe) ) Gems: Opal (Ice), Amethyst (Darkness), Topaz (Lightning), Diamond (Light), Garnet (Earth), Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass Scrolls: All Lent! Consumables: *Healing: Potion, Grand Potion x1, Tonic, Grand Tonic , Ether Core, Remedy x6, Elixir x4, Sushi x3 *Status: Nostrum x2, Hurricane, Smelling Salts, Mead x2, Ambrosia x2, Dragon Scale, Jinxy Juice x2, *Venoms: Exterlate, Noxious Venom (When used on a weapon, the weapon deals the Poisoned-by-10 effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), *Permanent Improvement: Bright Polish x2, Grating Stone, Ella's Pie (Permanently boosts max. ether by 5 but permanently decreases max. health by 5 when consumed.), *Bombs: Smoke Bomb x5, 3 Bones, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Pumpkin Bomb (Causes stunned-, poisoned-, asleep-, blinded-, sealed- and confused-effects to all opponents when used.), *Currency: Scrap Metal x2, Silver Ore x2 Erdathcath Madilinas, 199 years old, Level 21.33 Druid *Hastened!* Power: 36 Health: 35/35 Ether: 24/24 Gold: 592 Equipped: Tritech Handcannon (WP:15, Fire-elemental *Poison 10*), Satchel of Awesomeness (Permanent Lucky-effect; bodywear), Overkill Gloves, Mage's muffler (protects from sealing) Inventory: Longbow (WP:7), Helmet (+1 max. health), 6 Potions, 3 Grand Potions, 6 Mead, 2 Smelling Salts, 15 Venoms, 3 Deadly Venoms, 2 Floral Bombs, 2 Ice Bombs, 2 Lightning Bombs, 1 Fire Bomb, 3 Smoke Bombs, 2 Water Bombs, 2 Holy Bomb, 2 Dirt Bombs, 2 Air Bombs, Bone, Skeleton Decoy, Bedroll, Shovel, Pickaxe, Telescope, Saber teeth, Scroll of Weakening, Snake Eye Charm (protects from petrified), , Jinxy Juice, Grand Tonic x2, Love Potion, Blind Fury, Grating Stone, Jinxy Juice, Mythril Shard, Unlucky Horseshoe (WP:13, retrievable, causes Jinxed-effect; throwing weapon), Staff of Ennon - (WP: 5, Light-Elemental, Restores 2 ether on a roll of 2, 3, or 4), Scroll of Sleep, Scroll of Frailty, Scroll of Blindness, Scroll of Confusion, Healing Staff (WP: 5), Silver Ore, Amulet of Optimism (Adds the confused-effect to all attacks; suitable to Erdathcath only; accessory), Elixir 69 year old male gnome Cleric (Immune to Weakened) *Hastened!* Level: 14 Power: 23 (14 + 8 + permanent boost of 1) SP: 0 Health: 6/22 Ether: 14/18 Gold: 228 Equipment: Knotted Broom (WP: 6), Noble Mask (Wearer gains gold equal to the number of enemies after each victorious battle; headwear), Lens of Speed Reading (Accessory, Allows a scroll to be read in addition to a normal action. Suitable for scroll users.), Inventory: Shovel, Pickaxe, Scroll of Frailty, Scroll of Sleep, Mead, Remedy x3, Potion x2, Bone x2, Grand Potion, Bunch of Cherries (10/10 cherries that each restore 1 ether when eaten), Chaotic Bomb (Causes 100 random elemental damage to all opponents), Bedroll, Ice Bomb, Root beer (Restores 10 health, or can be used as a bomb against Undead enemies for 20 damage (Does not affect non-Undead enemies)), Ambrosia, Scroll of Blindness, Scroll of Confusion, Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success), Scroll of Poisoning (Grants target’s weapon the Poisoned 10 effect for one battle at the cost of 5 ether), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether.), Scroll of Weakening, Healing Staff (WP: 5), Smoke Bomb, Plague Venom, Staff of the Cultist Battlemage (WP: 7, 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Tricorne (suitable for anyone, SP: 3, headwear), Grand Tonic x2, Pugilist's Gloves (+2 power/immune to Weakened), Scarf of Misfortune (Accessory, Wearer deals the Jinxed effect on every third round), Splinter Broom (WP: 8, defies SP), Opal, Amethyst, Diamond "Stirlance, Macbrick, Page 5, Paragraph 2: QUOTE: "To battle once emore, comrades!" END QUOTE." Minoid, Level 19.5 Drilling Automaton HP: 31/31 Power: 32 SP: 2 Equipment: Minoid Drill Arm (WP: 13), Iron Shell (SP: 2), Scanning Eye (Allows the Minoid to analyze most foes before battle. If in battle, it can spend a turn to analyze the fight) Inventory: Remedy x2, Grand Potion, Hollow Blade Dagger (WP:6, dagger, hollow-blade [Phoenix Essence]), Quick bow (WP: 6, Suitable to rangers, provides hastened effect for one round each battle) Edited May 18, 2014 by Endgame Quote
Flipz Posted May 18, 2014 Posted May 18, 2014 OOC: Left Sword Jinxed? "Leave the two counter-strikers be, I'll take their Free Hits. Erdy, take out the left Sword. Master Grimwald, heal yourself, then work on Frail-ing the Left Sword and then the claws. Minoid, you're on the Right Claw this time." Arthur throws his Gladiator Trident at Sword Dauntlet (left), then follows up his attack, Zoot's Rebel using an inky tentacle to strike at Sword Dauntlet (right) from the Back Row, his body levitating slightly as he did so. Battle Order: Grimwald Arthur Arthur Grimwald Minoid Erdathcath Erdathcath OOC: Free Hits should be: Magic Dauntlet (left) vs. Grimwald--no effect, Blind Magic Dauntlet (right) + Claw Dauntlet (left) vs. Arthur--40+31=71/4=17.75-SP:20=0 damage Quote
LordoftheNoobs Posted May 19, 2014 Posted May 19, 2014 Grimwald heals himself, then Frails the Left Sword until successful, then does the same to the Claws. Quote
The_Customizer Posted May 19, 2014 Posted May 19, 2014 (edited) Erdathcath uses her Handcannon on the Left Sword, twice. Back row. "Grimwald, Arthur, it is time for us to have some fun!" OOC: My final weeks of the semester are arriving, if I don't post within 5 hours of the last post, Arthur can post for me, I will try to be on here as much as possible though I don't want to delay the quest. Edited May 19, 2014 by The_Customizer Quote
Endgame Posted May 19, 2014 Author Posted May 19, 2014 (edited) QM Note: Understood, The_Customizer. Round Two Of The Intruder Excluder! >Grimwald heals himself (back): Heal (8+13=21 HP healed) >Grimwald casts Frailty on Sword Dauntlet (left) (back): Success! >Arthur VS Sword Dauntlet (left) (back): Special Damage Special Damage Miss Critical Hit (11x2=22+31=53x2=106-5=101 damage) >Arthur VS Sword Dauntlet (right) (back): Special Damage Damage Special Damage Critical Hit (20x2=40+31=71-5=66 damage) >Grimwald casts Frailty on Claw Dauntlet L (back): Failure! >Grimwald casts Frailty on Claw Dauntlet L (back): Success! >Minoid VS Claw Dauntlet (right) (back): Special Damage (Crush!) >Erdathcath VS Sword Dauntlet (left) (back): Damage Damage Damage Hit (15+21=36x2=72x2=144-5=139 damage >Erdathcath VS Sword Dauntlet (left) (back): Special Damage Damage Damage Aim (15x4=60-5=55 damage) >Sword Dauntlet (left) self destructs: All heroes take 12 damage! >Magic Dauntlet (left) VS Grimwald (back): Blinded, nothing happens. >Magic Dauntlet (right) VS Arthur (back): 40/2=20/2=10-20=0 damage >Claw Dauntlet (left) VS Arthur (back): Cloak of Deception, Claw Dauntlet (left) attacks Magic Dauntlet (left): 40x2=80-5=75 damage >No Dauntlets are Counterstriking! Grimwald gets his bearings, unleashing several succesful spells with minimal failure. Arthur, in the meantime, lashes out. He first lobs his trident at one of the mechanical hands, but then switches to the far more powerful Zoot's Rebel. His arm twists and morphs as he draws out the choatic weapon, eventually sending the broomstick flying at one of the Dauntlets with a black tentacle instead of an arm. The Minoid finds himself marked for death, both Claw Dauntlets lining up to crush him. Erdathcath unleashes a series of shots at one of the Sword Dauntlets, but can't kill it completely. Knowing its death was inevitable, the Sword Dauntlet self destructs, the normally ravaging blast softened by Arthur's phalanx. "Fall!" Sword Dauntlet (Right), Level 60 Mechanical *Poison 10!* HP: 207/400 SP: 5 Immune to Blindness and Sleep! Specials: Slice and Dice: Both Sword Dauntlets cooperate to deliver a flurry of blows to the heroes. All heroes take 30 damage, disregarding SP. Skewer: One Sword Dauntlet attempts to impale its massive blade through the hero who rolled Special Damage. That player takes damage equal to their level and begins to Bleed, defying row and SP. If both Sword Dauntlets are active, Slice and Dice is used. If one remains, Skewer is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: 35 gold "Obey us, NOW." Magic Dauntlet (Left), Level 40 Mechanical *Blind! 2 rounds remaining* HP: 325/400 SP: 5 Immune to Sealing and Jinxing! Specials: Puppetmaster: The Dauntlets hex the hero who rolled Special Damage into complete compliance. That hero will remain hexed until the puppetstring binding them to the Dauntlet's will is cut. Infernal Burst: In a blast of fire, all heroes recive the Burning 7 effect. If both Magic Dauntlets are active, Puppetmaster is used. If only one remains, Infernal Burst is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: Emergency Essence "Serve us, NOW." Magic Dauntlet (Right), Level 40 Mechanical HP: 400/400 SP: 5 Immune to Sealing and Jinxing! Specials: Puppetmaster: The Dauntlets hex the hero who rolled Special Damage into complete compliance. That hero will remain hexed until the puppetstring binding them to the Dauntlet's will is cut. Infernal Burst: In a blast of fire, all heroes recive the Burning 7 effect. If both Magic Dauntlets are active, Puppetmaster is used. If only one remains, Infernal Burst is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: Nostrum "Prepare for dismantling." Claw Dauntlet (Left), Level ?? Mechanical *Fragile! 3 rounds remaining* *Preparing to crush the Minoid!* HP: 338/400 SP: 5 Immune to Blindness and Sealing! Specials: Crush: The Dauntlet targets the hero who rolled Special Damage. If one of the Claw Dauntlets is not destroyed by the end of next round, both Claw Dauntlets will close in on the hero, crushing them in an iron grip and knocking them out instantly. Claw Scrape: With a slash of its claws, the Claw Dauntlet halves the hero's current health and SP. Passive Specials: Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Mirror Potential: The Claw Dauntlet's level is equal to the level of the hero targetting it times 2. Drops: Dauntlet Index "Punishment is being delivered." *Preparing to crush the Minoid!* Claw Dauntlet (Right), Level ?? Mechanical HP: 400/400 SP: 5 Immune to Blindness and Sealing! Specials: Crush: The Dauntlet targets the hero who rolled Special Damage. If one of the Claw Dauntlets is not destroyed by the end of next round, both Claw Dauntlets will close in on the hero, crushing them in an iron grip and knocking them out instantly. Claw Scrape: With a slash of its claws, the Claw Dauntlet halves the hero's current health and SP. If both Claw Dauntlets are active, Crush is used. If not, Claw Scrape is. Passive Specials: Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Mirror Potential: The Claw Dauntlet's level is equal to the level of the hero targetting it times 2. Drops: 35 gold The Party: Arthur Justus Regulus VII, a Hero Who Is Actually Worth Something (played by Flipz), Level 31.75 Skirmisher, 22-year-old male Human *Immune to Fragile and all Poisons* *Only Receives One Negative Effect At A Time* [ Currently in: Six Thousand Feet Under] *Party Leader!* *Hastened!* *Lucky!* *Phalanx! 2 rounds remaining* Power: 42 (31 + WP:11) Health: 42/54 (Basic Health: 5 + Level Bonus: 30 + Class Boost: 15 + Permanent Boost: 4*) Ether: 36/36 (Basic Ether: 5 + Level Bonus: 30) Defense: 20 40 (Arm Shield: 14 + Duke's Coat-of-Arms: 5 + Unicorn Helmet: 1) Gold: 198 (Owed 128 gold by Boomingham) Equipment: Gladiator Trident (WP: 11, Spear, causes bleeding effect), Arm Shield (SP:14), Duke's Coat-of-Arms (Protects against Fragile and all Poisons, SP; 5, suitable for knights, dragoons, skirmishers and regulators; bodywear), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors; headwear), Zap-Tap Badge (Artefact, Accessory. Has a 1/2 chance to deal Electric damage to an opponent who has dealt damage to a hero, equal to the hero's level.), Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent Inventory: Weapons: Zoot's Rebel (WP:20 broomstick, suitable to Arthur only), Sir Roderick's Sword (WP:12, Longsword), Sword of the Vampir (WP:17, user is Jinxed), Duplovian Swift Halberd (WP:3, stuns on successful hits, Hollow [Ambrosia] halberd),Spider Leg (WP:8, doubled against flying enemies; spear), (Unsuitable weapons: Ammit (Greatsword, WP 6, gains 5 Ether for each kill), Artifacts: Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing), Shackles of War (Accessory, Prevents anyone from fleeing battles), Jester's Hat (Headwear, Wearer may choose to gain one immunity from targeted enemy), Stingy Gloves (Handwear, wearable by everybody. Prevents enemies from ever stealing gold from you.), Minoid Card Key, Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent (Unsuitable Artifacts: Sticky Gloves (Handwear, Increases the amount of gold stolen by 50% (rounded up), suitable for rogues and beast warriors) (sent to Isaac Shawe) ) Gems: Opal (Ice), Amethyst (Darkness), Topaz (Lightning), Diamond (Light), Garnet (Earth), Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass Scrolls: All Lent! Consumables: *Healing: Potion, Grand Potion x1, Tonic, Grand Tonic , Ether Core, Remedy x6, Elixir x4, Sushi x3 *Status: Nostrum x2, Hurricane, Smelling Salts, Mead x2, Ambrosia x2, Dragon Scale, Jinxy Juice x2, *Venoms: Exterlate, Noxious Venom (When used on a weapon, the weapon deals the Poisoned-by-10 effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), *Permanent Improvement: Bright Polish x2, Grating Stone, Ella's Pie (Permanently boosts max. ether by 5 but permanently decreases max. health by 5 when consumed.), *Bombs: Smoke Bomb x5, 3 Bones, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Pumpkin Bomb (Causes stunned-, poisoned-, asleep-, blinded-, sealed- and confused-effects to all opponents when used.), *Currency: Scrap Metal x2, Silver Ore x2 Erdathcath Madilinas, 199 years old, Level 21.33 Druid *Hastened!* Power: 36 Health: 23/35 Ether: 24/24 Gold: 592 Equipped: Tritech Handcannon (WP:15, Fire-elemental *Poison 10*), Satchel of Awesomeness (Permanent Lucky-effect; bodywear), Overkill Gloves, Mage's muffler (protects from sealing) Inventory: Longbow (WP:7), Helmet (+1 max. health), 6 Potions, 3 Grand Potions, 6 Mead, 2 Smelling Salts, 15 Venoms, 3 Deadly Venoms, 2 Floral Bombs, 2 Ice Bombs, 2 Lightning Bombs, 1 Fire Bomb, 3 Smoke Bombs, 2 Water Bombs, 2 Holy Bomb, 2 Dirt Bombs, 2 Air Bombs, Bone, Skeleton Decoy, Bedroll, Shovel, Pickaxe, Telescope, Saber teeth, Scroll of Weakening, Snake Eye Charm (protects from petrified), , Jinxy Juice, Grand Tonic x2, Love Potion, Blind Fury, Grating Stone, Jinxy Juice, Mythril Shard, Unlucky Horseshoe (WP:13, retrievable, causes Jinxed-effect; throwing weapon), Staff of Ennon - (WP: 5, Light-Elemental, Restores 2 ether on a roll of 2, 3, or 4), Scroll of Sleep, Scroll of Frailty, Scroll of Blindness, Scroll of Confusion, Healing Staff (WP: 5), Silver Ore, Amulet of Optimism (Adds the confused-effect to all attacks; suitable to Erdathcath only; accessory), Elixir 69 year old male gnome Cleric (Immune to Weakened) *Hastened!* Level: 14 Power: 23 (14 + 8 + permanent boost of 1) SP: 0 Health: 10/22 Ether: 10/18 Gold: 228 Equipment: Knotted Broom (WP: 6), Noble Mask (Wearer gains gold equal to the number of enemies after each victorious battle; headwear), Lens of Speed Reading (Accessory, Allows a scroll to be read in addition to a normal action. Suitable for scroll users.), Inventory: Shovel, Pickaxe, Scroll of Frailty, Scroll of Sleep, Mead, Remedy x3, Potion x2, Bone x2, Grand Potion, Bunch of Cherries (10/10 cherries that each restore 1 ether when eaten), Chaotic Bomb (Causes 100 random elemental damage to all opponents), Bedroll, Ice Bomb, Root beer (Restores 10 health, or can be used as a bomb against Undead enemies for 20 damage (Does not affect non-Undead enemies)), Ambrosia, Scroll of Blindness, Scroll of Confusion, Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success), Scroll of Poisoning (Grants target’s weapon the Poisoned 10 effect for one battle at the cost of 5 ether), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether.), Scroll of Weakening, Healing Staff (WP: 5), Smoke Bomb, Plague Venom, Staff of the Cultist Battlemage (WP: 7, 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Tricorne (suitable for anyone, SP: 3, headwear), Grand Tonic x2, Pugilist's Gloves (+2 power/immune to Weakened), Scarf of Misfortune (Accessory, Wearer deals the Jinxed effect on every third round), Splinter Broom (WP: 8, defies SP), Opal, Amethyst, Diamond "Stirlance, Macbrick, Page 5, Paragraph 2: QUOTE: "To battle once emore, comrades!" END QUOTE." Minoid, Level 19.5 Drilling Automaton HP: 19/31 Power: 32 SP: 2 Equipment: Minoid Drill Arm (WP: 13), Iron Shell (SP: 2), Scanning Eye (Allows the Minoid to analyze most foes before battle. If in battle, it can spend a turn to analyze the fight) Inventory: Remedy x2, Grand Potion, Hollow Blade Dagger (WP:6, dagger, hollow-blade [Phoenix Essence]), Quick bow (WP: 6, Suitable to rangers, provides hastened effect for one round each battle) Edited May 20, 2014 by Endgame Quote
The_Customizer Posted May 19, 2014 Posted May 19, 2014 Erdathcath attacks the Sword Dauntlet (Right) twice with her handcannon, back row. "This ought to teach you to mess with us!" Quote
Flipz Posted May 19, 2014 Posted May 19, 2014 OOC: You have been rolling for my Cloak of Deception on those Free Hits against me, right? Also, I believe Claw Dauntlet L should have given me a Free Hit as well. Question: if Minoid rolls Special Damage again this Round, will that reset his timer? What if one of us rolls Special Damage, will it take the heat off Minoid? "Damn it. Minoid, you, me, and Grimwald are going to kill the Left Claw; Grimwald, see if you can't Weaken it in between your two attacks. Erdy, we could use those Roots of yours right about now..." Battle Order: Grimwald Arthur Arthur Grimwald Minoid Erdathcath Erdathcath Arthur whips Claw Dauntlet (Left) twice with his tentacles (Zoot's Rebel) from the Back Row. Quote
Endgame Posted May 20, 2014 Author Posted May 20, 2014 QM Note: I have been rolling for it - and sure enough, your new free hit triggered it. It wouldn't do anything. Quote
Endgame Posted May 20, 2014 Author Posted May 20, 2014 Round Three Of The Intruder Excluder! >Grimwald VS Claw Dauntlet (left) (back): Critical Hit (8+13=21x4=84 damage) >Grimwald casts Weakness on Claw Dauntlet (left) (back): Success! >Arthur VS Claw Dauntet (left) (back): Damage Critical Hit (20x2=40+31=71x2=142-5=137 damage) >Arthur VS Claw Dauntlet (left) (back): Special Damage Hit (20+31=51x2=102-5=97 damage) >Grimwald VS Claw Dauntlet (left) (back): Miracle (8+13=21 HP healed to everyone) >Minoid VS Claw Dauntlet (left) (back): Critical Hit (6+19=25x2=50 damage) >Erdathcath VS Sword Dauntlet (right) (back): Hit Critical Hit (15x2=30+21=52x2=104-5=99 damage) >Erdathcath VS Sword Dauntlet (right) (back): Aim Critical Hit (15x2=30+21=52x2=104-5=99 damage) >Magic Dauntlet (left) VS Grimwald (back): Blinded, nothing happens. >Magic Dauntlet (right) VS Arthur (back): 40/2=20/2=10-20=0 damage (No deception) >Claw Dauntlet (left) VS Arthur (back): 31x2=62/2=31-20=11/2=6 damage (No deception) >ALL Dauntlets Counterstriking! Two more Dauntlets fall to pieces, the Minoid saved. The rest of the dauntlets quickly pick up the slack, and in a stroke of misfortune all begin to Counterstrike... "Unlikely." Magic Dauntlet (Left), Level 40 Mechanical *Blind! 1 rounds remaining* *Counterstriking!* HP: 325/400 SP: 5 Immune to Sealing and Jinxing! Specials: Puppetmaster: The Dauntlets hex the hero who rolled Special Damage into complete compliance. That hero will remain hexed until the puppetstring binding them to the Dauntlet's will is cut. Infernal Burst: In a blast of fire, all heroes recive the Burning 7 effect. If both Magic Dauntlets are active, Puppetmaster is used. If only one remains, Infernal Burst is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: Emergency Essence "Impossible." Magic Dauntlet (Right), Level 40 Mechanical *Counterstriking!* HP: 400/400 SP: 5 Immune to Sealing and Jinxing! Specials: Puppetmaster: The Dauntlets hex the hero who rolled Special Damage into complete compliance. That hero will remain hexed until the puppetstring binding them to the Dauntlet's will is cut. Infernal Burst: In a blast of fire, all heroes recive the Burning 7 effect. If both Magic Dauntlets are active, Puppetmaster is used. If only one remains, Infernal Burst is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: Nostrum "???" Claw Dauntlet (Right), Level ?? Mechanical *Counterstriking!* HP: 400/400 SP: 5 Immune to Blindness and Sealing! Specials: Crush: The Dauntlet targets the hero who rolled Special Damage. If one of the Claw Dauntlets is not destroyed by the end of next round, both Claw Dauntlets will close in on the hero, crushing them in an iron grip and knocking them out instantly. Claw Scrape: With a slash of its claws, the Claw Dauntlet halves the hero's current health and SP. If both Claw Dauntlets are active, Crush is used. If not, Claw Scrape is. Passive Specials: Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Mirror Potential: The Claw Dauntlet's level is equal to the level of the hero targetting it times 2. Drops: 35 gold The Party: Arthur Justus Regulus VII, a Hero Who Is Actually Worth Something (played by Flipz), Level 31.75 Skirmisher, 22-year-old male Human *Immune to Fragile and all Poisons* *Only Receives One Negative Effect At A Time* [ Currently in: Six Thousand Feet Under] *Party Leader!* *Hastened!* *Lucky!* *Phalanx! 1 rounds remaining* Power: 42 (31 + WP:11) Health: 48/54 (Basic Health: 5 + Level Bonus: 30 + Class Boost: 15 + Permanent Boost: 4*) Ether: 36/36 (Basic Ether: 5 + Level Bonus: 30) Defense: 20 40 (Arm Shield: 14 + Duke's Coat-of-Arms: 5 + Unicorn Helmet: 1) Gold: 198 (Owed 128 gold by Boomingham) Equipment: Gladiator Trident (WP: 11, Spear, causes bleeding effect), Arm Shield (SP:14), Duke's Coat-of-Arms (Protects against Fragile and all Poisons, SP; 5, suitable for knights, dragoons, skirmishers and regulators; bodywear), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors; headwear), Zap-Tap Badge (Artefact, Accessory. Has a 1/2 chance to deal Electric damage to an opponent who has dealt damage to a hero, equal to the hero's level.), Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent Inventory: Weapons: Zoot's Rebel (WP:20 broomstick, suitable to Arthur only), Sir Roderick's Sword (WP:12, Longsword), Sword of the Vampir (WP:17, user is Jinxed), Duplovian Swift Halberd (WP:3, stuns on successful hits, Hollow [Ambrosia] halberd),Spider Leg (WP:8, doubled against flying enemies; spear), (Unsuitable weapons: Ammit (Greatsword, WP 6, gains 5 Ether for each kill), Artifacts: Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing), Shackles of War (Accessory, Prevents anyone from fleeing battles), Jester's Hat (Headwear, Wearer may choose to gain one immunity from targeted enemy), Stingy Gloves (Handwear, wearable by everybody. Prevents enemies from ever stealing gold from you.), Minoid Card Key, Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent (Unsuitable Artifacts: Sticky Gloves (Handwear, Increases the amount of gold stolen by 50% (rounded up), suitable for rogues and beast warriors) (sent to Isaac Shawe) ) Gems: Opal (Ice), Amethyst (Darkness), Topaz (Lightning), Diamond (Light), Garnet (Earth), Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass Scrolls: All Lent! Consumables: *Healing: Potion, Grand Potion x1, Tonic, Grand Tonic , Ether Core, Remedy x6, Elixir x4, Sushi x3 *Status: Nostrum x2, Hurricane, Smelling Salts, Mead x2, Ambrosia x2, Dragon Scale, Jinxy Juice x2, *Venoms: Exterlate, Noxious Venom (When used on a weapon, the weapon deals the Poisoned-by-10 effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), *Permanent Improvement: Bright Polish x2, Grating Stone, Ella's Pie (Permanently boosts max. ether by 5 but permanently decreases max. health by 5 when consumed.), *Bombs: Smoke Bomb x5, 3 Bones, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Pumpkin Bomb (Causes stunned-, poisoned-, asleep-, blinded-, sealed- and confused-effects to all opponents when used.), *Currency: Scrap Metal x2, Silver Ore x2 Erdathcath Madilinas, 199 years old, Level 21.33 Druid *Hastened!* Power: 36 Health: 35/35 Ether: 24/24 Gold: 592 Equipped: Tritech Handcannon (WP:15, Fire-elemental *Poison 10*), Satchel of Awesomeness (Permanent Lucky-effect; bodywear), Overkill Gloves, Mage's muffler (protects from sealing) Inventory: Longbow (WP:7), Helmet (+1 max. health), 6 Potions, 3 Grand Potions, 6 Mead, 2 Smelling Salts, 15 Venoms, 3 Deadly Venoms, 2 Floral Bombs, 2 Ice Bombs, 2 Lightning Bombs, 1 Fire Bomb, 3 Smoke Bombs, 2 Water Bombs, 2 Holy Bomb, 2 Dirt Bombs, 2 Air Bombs, Bone, Skeleton Decoy, Bedroll, Shovel, Pickaxe, Telescope, Saber teeth, Scroll of Weakening, Snake Eye Charm (protects from petrified), , Jinxy Juice, Grand Tonic x2, Love Potion, Blind Fury, Grating Stone, Jinxy Juice, Mythril Shard, Unlucky Horseshoe (WP:13, retrievable, causes Jinxed-effect; throwing weapon), Staff of Ennon - (WP: 5, Light-Elemental, Restores 2 ether on a roll of 2, 3, or 4), Scroll of Sleep, Scroll of Frailty, Scroll of Blindness, Scroll of Confusion, Healing Staff (WP: 5), Silver Ore, Amulet of Optimism (Adds the confused-effect to all attacks; suitable to Erdathcath only; accessory), Elixir 69 year old male gnome Cleric (Immune to Weakened) *Hastened!* Level: 14 Power: 23 (14 + 8 + permanent boost of 1) SP: 0 Health: 22/22 Ether: 9/18 Gold: 228 Equipment: Knotted Broom (WP: 6), Noble Mask (Wearer gains gold equal to the number of enemies after each victorious battle; headwear), Lens of Speed Reading (Accessory, Allows a scroll to be read in addition to a normal action. Suitable for scroll users.), Inventory: Shovel, Pickaxe, Scroll of Frailty, Scroll of Sleep, Mead, Remedy x3, Potion x2, Bone x2, Grand Potion, Bunch of Cherries (10/10 cherries that each restore 1 ether when eaten), Chaotic Bomb (Causes 100 random elemental damage to all opponents), Bedroll, Ice Bomb, Root beer (Restores 10 health, or can be used as a bomb against Undead enemies for 20 damage (Does not affect non-Undead enemies)), Ambrosia, Scroll of Blindness, Scroll of Confusion, Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success), Scroll of Poisoning (Grants target’s weapon the Poisoned 10 effect for one battle at the cost of 5 ether), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether.), Scroll of Weakening, Healing Staff (WP: 5), Smoke Bomb, Plague Venom, Staff of the Cultist Battlemage (WP: 7, 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Tricorne (suitable for anyone, SP: 3, headwear), Grand Tonic x2, Pugilist's Gloves (+2 power/immune to Weakened), Scarf of Misfortune (Accessory, Wearer deals the Jinxed effect on every third round), Splinter Broom (WP: 8, defies SP), Opal, Amethyst, Diamond "Stirlance, Macbrick, Page 5, Paragraph 2: QUOTE: "To battle once emore, comrades!" END QUOTE." Minoid, Level 19.5 Drilling Automaton HP: 31/31 Power: 32 SP: 2 Equipment: Minoid Drill Arm (WP: 13), Iron Shell (SP: 2), Scanning Eye (Allows the Minoid to analyze most foes before battle. If in battle, it can spend a turn to analyze the fight) Inventory: Remedy x2, Grand Potion, Hollow Blade Dagger (WP:6, dagger, hollow-blade [Phoenix Essence]), Quick bow (WP: 6, Suitable to rangers, provides hastened effect for one round each battle) Quote
Flipz Posted May 20, 2014 Posted May 20, 2014 (edited) "Minoid, grab that horseshoe and prepare to throw it. Erdy, Grimwald, I want those magic thingys Blind and Frail, in that order. Next Round, we take out whatever's both Blind and Frail, or Frail and kill a Puppetstring if one's been created." Arthur uses his powers of flight to zip in between the Dauntlets, striking twice at the Magic Dauntlet on the right before retreating to the safety of the Back Row. Battle Order: Grimwald Arthur Grimwald Erdy Erdy Minoid Arthur Next Round Battle Order: If Arthur is Hexed: Grimwald Grimwald Minoid vs. Claw Dauntlet Right (Unlucky Horseshoe) Erdathcath Erdathcath Arthur (attacks an un-targeted enemy) Arthur (attacks an un-targeted enemy) If Arthur isn't Hexed: Minoid vs. Claw Dauntlet Right (Unlucky Horseshoe) Arthur (attacks weakest Blind and Frail enemy that isn't Claw Dauntlet (Right) ) Arthur (attacks weakest Blind and Frail enemy that isn't Claw Dauntlet (Right) ) Grimwald Grimwald Erdathcath Erdathcath Edited May 20, 2014 by Flipz Quote
Endgame Posted May 20, 2014 Author Posted May 20, 2014 I want those magic thingys "Dauntlet." It appeared to be saying its own name - or product line, at any rate. Quote
Flipz Posted May 20, 2014 Posted May 20, 2014 Arthur slightly alters his path see edit above. Erdy's actions (if action is redundant, move to next action on list), for both actions: Blind Magic Dauntlet (right)>Blind Magic Dauntlet (left)>Frail Magic Dauntlet (left)>Frail Magic Dauntlet (right)>Frail Claw Dauntlet (Right). In all cases acting from the Back Row. Quote
LordoftheNoobs Posted May 21, 2014 Posted May 21, 2014 Grimald attempts to Blind both Magic Dauntlets, and then attempts to make them Frail . Quote
Endgame Posted May 21, 2014 Author Posted May 21, 2014 (edited) Round Four Of The Intruder Excluder! >Grimwald blinds Magic Dauntlet (right) (back): Failure! >Grimwald blinds Magic Dauntlet (right) (back): Failure! >Arthur VS Magic Dauntlet (right) (back): Damage Critical Hit (20x2=40+31=71-5=66 damage) (40/2=20/2=10-20=0 damage) >Grimwald blinds Magic Dauntlet (right) (back): Failure! >Grimwald blinds Magic Dauntlet (right) (back): Success! >Erdathcath casts blindness on Magic Dauntlet (left) (back): Success! >Erdathcath casts frailty on Magic Dauntlet (left) (back): Failure! >Minoid retrieves the Unlucky Horseshoe >Arthur VS Magic Dauntlet (right) (back): Special Damage Special Damage (Puppetmaster: Arthur Hexed) >Magic Dauntlet (left) VS Grimwald (back): 0 damage >Claw Dauntlet (right) VS Arthur (back): 31x2=61/2=31/2=16-20=0 damage >No Dauntlets counterstriking The party fights valiantly, and tries to incapacite the horde of Dauntlets. it works to a degree, two of them rendered sightless. Arthur, a trail of black ink forming behind him as he zooms around through the horde of Dauntlets. He even gets a good shot in before hte Magic Dauntlets focus their ethereal potential, and zap Arthur with a sudden bolt of black light. Arthur begins to melt into a puddle fo sludge before suddenly jolting back up... with a puppetstring wrapped around his neck like a noose. His momvements were mechanical, and his eyes lifeless... "WARNING! We are now facing a ranged attacker that is hastened, lucky, and has decent weaponry. If Arthur succeeds in making contact with one of us in his brainwashed state, there is a high probability he'll be able to knock that person out instantly. Since we are no longer going to be reaping the benefits of his Skirmisher abilities, as the Dauntlets have placed him in the Front Row, it may be moe beneficial to knock out Arthur than to risk failing to cut the puppetstring." "OBEY." Magic Dauntlet (Left), Level 40 Mechanical *Blind! 3 rounds remaining* HP: 325/400 SP: 5 Immune to Sealing and Jinxing! Specials: Puppetmaster: The Dauntlets hex the hero who rolled Special Damage into complete compliance. That hero will remain hexed until the puppetstring binding them to the Dauntlet's will is cut. Infernal Burst: In a blast of fire, all heroes recive the Burning 7 effect. If both Magic Dauntlets are active, Puppetmaster is used. If only one remains, Infernal Burst is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: Emergency Essence "OBEY." Magic Dauntlet (Right), Level 40 Mechanical *Blind! 3 rounds remaining* HP: 334/400 SP: 5 Immune to Sealing and Jinxing! Specials: Puppetmaster: The Dauntlets hex the hero who rolled Special Damage into complete compliance. That hero will remain hexed until the puppetstring binding them to the Dauntlet's will is cut. Infernal Burst: In a blast of fire, all heroes recive the Burning 7 effect. If both Magic Dauntlets are active, Puppetmaster is used. If only one remains, Infernal Burst is used. Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Drops: Nostrum "*MECHANICAL WHIRRING*" Claw Dauntlet (Right), Level ?? Mechanical HP: 400/400 SP: 5 Immune to Blindness and Sealing! Specials: Crush: The Dauntlet targets the hero who rolled Special Damage. If one of the Claw Dauntlets is not destroyed by the end of next round, both Claw Dauntlets will close in on the hero, crushing them in an iron grip and knocking them out instantly. Claw Scrape: With a slash of its claws, the Claw Dauntlet halves the hero's current health and SP. If both Claw Dauntlets are active, Crush is used. If not, Claw Scrape is. Passive Specials: Passive Specials: Counter Gauntlets: At the end of every round, the Dauntlets have a 1/6 chance of making themselves counterstrike for the next round. Self Destruct: If the Dauntlet's HP is at or below 50 at the end of a round, it will self destruct, making all heroes take 24 damage, disregarding row and SP. Mirror Potential: The Claw Dauntlet's level is equal to the level of the hero targetting it times 2. Drops: 35 gold Puppetstring, Level 0 Ancient HP: 100/100 Immune to all effects! Specials: None Drops: Remedy x5, Arthur's Free Will The Party: Arthur Justus Regulus VII, a Hero Who Is Actually Worth Something (played by Flipz), Level 31.75 Skirmisher, 22-year-old male Human *Immune to Fragile and all Poisons* *Only Receives One Negative Effect At A Time* [ Currently in: Six Thousand Feet Under] *Party Leader!* *Hastened!* *Lucky!* *Hexed!* Power: 42 (31 + WP:11) Health: 48/54 (Basic Health: 5 + Level Bonus: 30 + Class Boost: 15 + Permanent Boost: 4*) Ether: 36/36 (Basic Ether: 5 + Level Bonus: 30) Defense: 20 40 (Arm Shield: 14 + Duke's Coat-of-Arms: 5 + Unicorn Helmet: 1) Gold: 198 (Owed 128 gold by Boomingham) Equipment: Gladiator Trident (WP: 11, Spear, causes bleeding effect), Arm Shield (SP:14), Duke's Coat-of-Arms (Protects against Fragile and all Poisons, SP; 5, suitable for knights, dragoons, skirmishers and regulators; bodywear), Unicorn Helmet (SP:1; the wearer can only receive one negative effect at a time, with a new effect replacing the old one; usable by barbarians, knights, dragoons, infiltrators, regulators, skirmishers, and winged warriors; headwear), Zap-Tap Badge (Artefact, Accessory. Has a 1/2 chance to deal Electric damage to an opponent who has dealt damage to a hero, equal to the hero's level.), Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent Inventory: Weapons: Zoot's Rebel (WP:20 broomstick, suitable to Arthur only), Sir Roderick's Sword (WP:12, Longsword), Sword of the Vampir (WP:17, user is Jinxed), Duplovian Swift Halberd (WP:3, stuns on successful hits, Hollow [Ambrosia] halberd),Spider Leg (WP:8, doubled against flying enemies; spear), (Unsuitable weapons: Ammit (Greatsword, WP 6, gains 5 Ether for each kill), Artifacts: Duplovian Helmet of the Guard (SP:2, Immune to Magic and Healing), Shackles of War (Accessory, Prevents anyone from fleeing battles), Jester's Hat (Headwear, Wearer may choose to gain one immunity from targeted enemy), Stingy Gloves (Handwear, wearable by everybody. Prevents enemies from ever stealing gold from you.), Minoid Card Key, Cloak of Deception (Backwear, Free hits against the wearer have a 1/6 chance to be redirected to a random opponent (Unsuitable Artifacts: Sticky Gloves (Handwear, Increases the amount of gold stolen by 50% (rounded up), suitable for rogues and beast warriors) (sent to Isaac Shawe) ) Gems: Opal (Ice), Amethyst (Darkness), Topaz (Lightning), Diamond (Light), Garnet (Earth), Tools: Bedroll, Telescope, Shovel, Magnifying Glass, Pickaxe, Magic Compass Scrolls: All Lent! Consumables: *Healing: Potion, Grand Potion x1, Tonic, Grand Tonic , Ether Core, Remedy x6, Elixir x4, Sushi x3 *Status: Nostrum x2, Hurricane, Smelling Salts, Mead x2, Ambrosia x2, Dragon Scale, Jinxy Juice x2, *Venoms: Exterlate, Noxious Venom (When used on a weapon, the weapon deals the Poisoned-by-10 effect for the duration of the battle and the Confused effect for the next three rounds, for the duration of one battle.), *Permanent Improvement: Bright Polish x2, Grating Stone, Ella's Pie (Permanently boosts max. ether by 5 but permanently decreases max. health by 5 when consumed.), *Bombs: Smoke Bomb x5, 3 Bones, Chaotic Bomb (Causes 100 random elemental damage to all opponents), Pumpkin Bomb (Causes stunned-, poisoned-, asleep-, blinded-, sealed- and confused-effects to all opponents when used.), *Currency: Scrap Metal x2, Silver Ore x2 Erdathcath Madilinas, 199 years old, Level 21.33 Druid *Hastened!* Power: 36 Health: 35/35 Ether: 22/24 Gold: 592 Equipped: Tritech Handcannon (WP:15, Fire-elemental *Poison 10*), Satchel of Awesomeness (Permanent Lucky-effect; bodywear), Overkill Gloves, Mage's muffler (protects from sealing) Inventory: Longbow (WP:7), Helmet (+1 max. health), 6 Potions, 3 Grand Potions, 6 Mead, 2 Smelling Salts, 15 Venoms, 3 Deadly Venoms, 2 Floral Bombs, 2 Ice Bombs, 2 Lightning Bombs, 1 Fire Bomb, 3 Smoke Bombs, 2 Water Bombs, 2 Holy Bomb, 2 Dirt Bombs, 2 Air Bombs, Bone, Skeleton Decoy, Bedroll, Shovel, Pickaxe, Telescope, Saber teeth, Scroll of Weakening, Snake Eye Charm (protects from petrified), , Jinxy Juice, Grand Tonic x2, Love Potion, Blind Fury, Grating Stone, Jinxy Juice, Mythril Shard, Unlucky Horseshoe (WP:13, retrievable, causes Jinxed-effect; throwing weapon), Staff of Ennon - (WP: 5, Light-Elemental, Restores 2 ether on a roll of 2, 3, or 4), Scroll of Sleep, Scroll of Frailty, Scroll of Blindness, Scroll of Confusion, Healing Staff (WP: 5), Silver Ore, Amulet of Optimism (Adds the confused-effect to all attacks; suitable to Erdathcath only; accessory), Elixir 69 year old male gnome Cleric (Immune to Weakened) *Hastened!* Level: 14 Power: 23 (14 + 8 + permanent boost of 1) SP: 0 Health: 22/22 Ether: 5/18 Gold: 228 Equipment: Knotted Broom (WP: 6), Noble Mask (Wearer gains gold equal to the number of enemies after each victorious battle; headwear), Lens of Speed Reading (Accessory, Allows a scroll to be read in addition to a normal action. Suitable for scroll users.), Inventory: Shovel, Pickaxe, Scroll of Frailty, Scroll of Sleep, Mead, Remedy x3, Potion x2, Bone x2, Grand Potion, Bunch of Cherries (10/10 cherries that each restore 1 ether when eaten), Chaotic Bomb (Causes 100 random elemental damage to all opponents), Bedroll, Ice Bomb, Root beer (Restores 10 health, or can be used as a bomb against Undead enemies for 20 damage (Does not affect non-Undead enemies)), Ambrosia, Scroll of Blindness, Scroll of Confusion, Scroll of Armor Sundering (Reduces target’s SP by 5 and has a 50/50 chance of success), Scroll of Poisoning (Grants target’s weapon the Poisoned 10 effect for one battle at the cost of 5 ether), Scroll of Luck (Grants target the Lucky-effect for one battle. Costs 10 ether.), Scroll of Weakening, Healing Staff (WP: 5), Smoke Bomb, Plague Venom, Staff of the Cultist Battlemage (WP: 7, 50% chance of Fleeing upon being KO'd; suitable for Mages and Clerics), Tricorne (suitable for anyone, SP: 3, headwear), Grand Tonic x2, Pugilist's Gloves (+2 power/immune to Weakened), Scarf of Misfortune (Accessory, Wearer deals the Jinxed effect on every third round), Splinter Broom (WP: 8, defies SP), Opal, Amethyst, Diamond "QUERY: What should we do?" Minoid, Level 19.5 Drilling Automaton HP: 31/31 Power: 32 SP: 2 Equipment: Minoid Drill Arm (WP: 13), Iron Shell (SP: 2), Scanning Eye (Allows the Minoid to analyze most foes before battle. If in battle, it can spend a turn to analyze the fight) Inventory: Remedy x2, Grand Potion, Hollow Blade Dagger (WP:6, dagger, hollow-blade [Phoenix Essence]), Quick bow (WP: 6, Suitable to rangers, provides hastened effect for one round each battle) Edited May 22, 2014 by Endgame Quote
The_Customizer Posted May 21, 2014 Posted May 21, 2014 Erdathcath attacks the Puppet String twice with her Handcannon, back row. "Don't worry Arthur, we'll free you from their binding hold!" Quote
LordoftheNoobs Posted May 21, 2014 Posted May 21, 2014 As Arthur succumbed to the Dauntlet’s noose, Grimwald’s eyes widened, his face showing a blended emotion of fear, shock, disgust, and most of all, anger. Without stopping to think, Grimwald furiously swipes at the Puppetstring with his Splinter Broom from the back row. “Let. Him Go. NOW.” Quote
Flipz Posted May 21, 2014 Posted May 21, 2014 OOC: No free hit on Grimwald, the Magic Dauntlets are Blind. Quote
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