So, what is this, this is a 3 player co-op maze game, there will at all time be 3 characters in the maze, and one player controlling each, when a character dies, another player gets to play, choosing a new character or when a player gets his turn a second turn, he can chose to play his old character, losing 1 permanent stat and 1 permanent skill of his choosing.
This is not the Recruitment or the OOC thread, this is the Game thread. For Recruitment, go HERE, and for OOC go HERE.
Rules and story:
► Show Spoiler
This is the maze of horror, and in it runs countless monsters, just waiting to kill and destroy the pore goblin adventures that enter! 3 brave goblins have found the circle of teleportation that leads to this dungeon and have set out with the goal to gain all the riches that this maze holds, no matter the cost.
Each player takes control of one of 5 different types characters, that together will try to navigate this maze and find all its riches.
Characters
The players have the following standard stats: (there is no limit to stats values)
-HP: 5 (lose all and you die, regained by magic or potions)
-EP: 0 (used to fuel magic, regained in magic spots or by potions)
-ATT: 1 (Damage dealt when attacking in close combat)
-R-ATT: 0 (Damage dealt when attacking in ranged combat, 50% miss chance)
-DEF: 0 (a number subtracted from damage received by enemies (not traps or magic)
-SPEED: 4 (The number of squares a character can move each round)
currently, the players know of the following special stats (There are no limit to special stats value)
-Devine protection - By using a point of divine protection when casting protection spell, the character can have the spells maximum effect. (Regained at magic spots)
-Devine healing - By using a point of divine healing when casting healing spell, the character can have the spells maximum effect. (Regained at magic spots)
-Arcane Attack - By using a point of arcane attack, the caster can have any arcane offensive spell do an additional 1d4 damage. (Regained at magic spots)
-Arcane range - By using a point of arcane range, the caster can cast any spell at double range. (spells with 0 range cannot use this) (Regained at magic spots)
-Rage - By using a rage point, the character can make one attack in close combat with +1d6 damage. (Regained at magic spots)
-unblockable attack- By using one unblockable attack point, the character may ignore all non natural DEF of a target. (Regained at magic spots)
-dual shot - By using a dual shot point, the character can make an additional ranged attack. (Regained at magic spots)
-Ghost jump - By using Ghost jump, the character can move 2 times his speed as a normal move action, further more, while doing this, he cannot be hit by any non magical attacks. (Regained at magic spots)
-Lock master - By using a lock master point, the character can try an pick even a jammed lock. (Regained at magic spots)
-Gold hound - By using a gold hound point, the character will feel the way to the nearest treasure containing valuable metals! (Regained at magic spots)
Players have the following standard skills: (Skills have a limit of 8 in value)
Physical
-Swordsmanship: 0 (each point gives a 10% chance to do double damage in close combat)
-Marksmanship: 0 (each point lowers the miss chance with ranged weapons by 10%, when over 5, each point gives 10% chance to do double damage)
-Dodge: 0 (Each point gives 10% chance to dodge traps and attacks)
Magical
-Aura: 0 (Each point gives 10% chance to avoid negative spell effects)
-Caster: 0 (Each point gives 10% chance to gain a perfect effect from a spell (or extra effect in the case on non random spells)
-Counter spell: 0 (Each point gives 10% chance to remove a spell effect)
Nimble
-Disarm trap: 0 (each point gives a 10% chance to disarm a trap)
-Spot: 0 (Each point gives a 10% chance to spot traps, or to spot enemies before turning around corners)
-Lock pick: 0 (each point gives 10% chance to open doors or chests without the use of a key)
Raising Stats and skills
The Goblins do not know how to raise Stats and skills before they have learned so from an appropriate scroll.
Raising HP and EP
This must be done at a Magic spot, and has an XP price depending on their current status in the stat they will raise. The pries is:
Stat current less than: 10. - Price: 3 XP
Stat current less than: 15. - Price: 5 XP
Stat current less than: 20. - Price: 8 XP
Another way to raise HP or EP is to use a Status scroll. (this do not have to be at a Magic spot)
If the stat is 20 or more, the only currently know way to raise it is to use a Status scroll.
Raising Special stats
Special stats cannot be raised unless you already have at least 1 point in said stat.
If you have 1 point or more, you can raise the stat by one point by standing on a magic spot and paying a price in XP equal to the new stat multiplied by 4.
Combat
Each round, a character can perform one of the following:
-move up to their speed in squares and attack.
-move up to their speed in squares and cast a spell.
-move up to their speed in squares and perform an action.
-run up to their speed multiplied by 1.5 (round down).
-attack and move one square.
-cast a spell and move one square.
-perform an action and move one square.
-perform an action and attack.
-perform an action and cast a spell.
Out of Combat
-move up to their speed in squares and cast a spell.
-move up to their speed in squares and perform an action.
-run up to their speed multiplied by 1.5 (round down).
-cast a spell and move up to their speed in squares.
-perform an action and move up to their speed in squares.
-perform an action and cast a spell.
Actions include, but is not limited to:
-disarm a trap.
-pick up an item. (Free action out of combat)
-change weapon. (Free action out of combat)
-pick a lock.
-search a hallway (adds 2 to spot)
-loot a corpse. (Free action out of combat)
-learn from a scroll (must stand in a magic spot)
-casting a spell from a scroll.
-drinking a potion. (Free action out of combat)
-Recharge EP at a magic spot. (Free action out of combat)
-Use a teleportation circle.
-Identify a Random scroll.
Attacking and casting spells
-attacks is calculated by adding all ATT received together, then subtracting DEF, the result is taken from HP. There are a chance to do double damage, based on swordsmanship or marksmanship. There are a chance to avoid damage based on the Dodge skill.
-spells are cast automatically and subtracts a number of EP described in the spell index. There are a chanse of a greater effect based on the Caster skill.
-casting spells from scrolls are automatic success, and is free of cost, but cannot gain better effect from the Caster skill.
Each player takes control of one of 5 different types characters, that together will try to navigate this maze and find all its riches.
Characters
The players have the following standard stats: (there is no limit to stats values)
-HP: 5 (lose all and you die, regained by magic or potions)
-EP: 0 (used to fuel magic, regained in magic spots or by potions)
-ATT: 1 (Damage dealt when attacking in close combat)
-R-ATT: 0 (Damage dealt when attacking in ranged combat, 50% miss chance)
-DEF: 0 (a number subtracted from damage received by enemies (not traps or magic)
-SPEED: 4 (The number of squares a character can move each round)
currently, the players know of the following special stats (There are no limit to special stats value)
-Devine protection - By using a point of divine protection when casting protection spell, the character can have the spells maximum effect. (Regained at magic spots)
-Devine healing - By using a point of divine healing when casting healing spell, the character can have the spells maximum effect. (Regained at magic spots)
-Arcane Attack - By using a point of arcane attack, the caster can have any arcane offensive spell do an additional 1d4 damage. (Regained at magic spots)
-Arcane range - By using a point of arcane range, the caster can cast any spell at double range. (spells with 0 range cannot use this) (Regained at magic spots)
-Rage - By using a rage point, the character can make one attack in close combat with +1d6 damage. (Regained at magic spots)
-unblockable attack- By using one unblockable attack point, the character may ignore all non natural DEF of a target. (Regained at magic spots)
-dual shot - By using a dual shot point, the character can make an additional ranged attack. (Regained at magic spots)
-Ghost jump - By using Ghost jump, the character can move 2 times his speed as a normal move action, further more, while doing this, he cannot be hit by any non magical attacks. (Regained at magic spots)
-Lock master - By using a lock master point, the character can try an pick even a jammed lock. (Regained at magic spots)
-Gold hound - By using a gold hound point, the character will feel the way to the nearest treasure containing valuable metals! (Regained at magic spots)
Players have the following standard skills: (Skills have a limit of 8 in value)
Physical
-Swordsmanship: 0 (each point gives a 10% chance to do double damage in close combat)
-Marksmanship: 0 (each point lowers the miss chance with ranged weapons by 10%, when over 5, each point gives 10% chance to do double damage)
-Dodge: 0 (Each point gives 10% chance to dodge traps and attacks)
Magical
-Aura: 0 (Each point gives 10% chance to avoid negative spell effects)
-Caster: 0 (Each point gives 10% chance to gain a perfect effect from a spell (or extra effect in the case on non random spells)
-Counter spell: 0 (Each point gives 10% chance to remove a spell effect)
Nimble
-Disarm trap: 0 (each point gives a 10% chance to disarm a trap)
-Spot: 0 (Each point gives a 10% chance to spot traps, or to spot enemies before turning around corners)
-Lock pick: 0 (each point gives 10% chance to open doors or chests without the use of a key)
Raising Stats and skills
The Goblins do not know how to raise Stats and skills before they have learned so from an appropriate scroll.
Raising HP and EP
This must be done at a Magic spot, and has an XP price depending on their current status in the stat they will raise. The pries is:
Stat current less than: 10. - Price: 3 XP
Stat current less than: 15. - Price: 5 XP
Stat current less than: 20. - Price: 8 XP
Another way to raise HP or EP is to use a Status scroll. (this do not have to be at a Magic spot)
If the stat is 20 or more, the only currently know way to raise it is to use a Status scroll.
Raising Special stats
Special stats cannot be raised unless you already have at least 1 point in said stat.
If you have 1 point or more, you can raise the stat by one point by standing on a magic spot and paying a price in XP equal to the new stat multiplied by 4.
Combat
Each round, a character can perform one of the following:
-move up to their speed in squares and attack.
-move up to their speed in squares and cast a spell.
-move up to their speed in squares and perform an action.
-run up to their speed multiplied by 1.5 (round down).
-attack and move one square.
-cast a spell and move one square.
-perform an action and move one square.
-perform an action and attack.
-perform an action and cast a spell.
Out of Combat
-move up to their speed in squares and cast a spell.
-move up to their speed in squares and perform an action.
-run up to their speed multiplied by 1.5 (round down).
-cast a spell and move up to their speed in squares.
-perform an action and move up to their speed in squares.
-perform an action and cast a spell.
Actions include, but is not limited to:
-disarm a trap.
-pick up an item. (Free action out of combat)
-change weapon. (Free action out of combat)
-pick a lock.
-search a hallway (adds 2 to spot)
-loot a corpse. (Free action out of combat)
-learn from a scroll (must stand in a magic spot)
-casting a spell from a scroll.
-drinking a potion. (Free action out of combat)
-Recharge EP at a magic spot. (Free action out of combat)
-Use a teleportation circle.
-Identify a Random scroll.
Attacking and casting spells
-attacks is calculated by adding all ATT received together, then subtracting DEF, the result is taken from HP. There are a chance to do double damage, based on swordsmanship or marksmanship. There are a chance to avoid damage based on the Dodge skill.
-spells are cast automatically and subtracts a number of EP described in the spell index. There are a chanse of a greater effect based on the Caster skill.
-casting spells from scrolls are automatic success, and is free of cost, but cannot gain better effect from the Caster skill.
► Show Spoiler
Players must choose one of the following 5 classes when they start. they may then add 2 Stat points (max 1 in each stat) and 5 Skill points (max 2 in each skill), and in addition characters may start with 2 healing potion, 2 energy potion, 1 healing potion and 1 energy potion, 3 knifes or 1 random scroll.
CLASSES
Last, the Player must chose a character icon, and name their character:
CH1
CH2
CH3
CH4
CH5
CH6
CH7
CH8
CLASSES
Chief wrote: Stats
-HP: 5
-EP: 2
-ATT: 2
-R-ATT: 0
-DEF: 1
-SPEED: 4
skills:
Physical
-Swordsmanship: 2
-Marksmanship: 2
-Dodge: 2
Magical
-Aura: 1
-Caster: 1
-Counter spell: 0
Nimble
-Disarm trap: 1
-Spot: 1
-Lock pick: 0
Powers/Spells
-Inspire- Cost 1- All characters within 3 squares gain 1+ to DEF this and the following round.
-War cry- Cost 1- All characters within 3 squares gain 1+ to ATT this and the following round.
Teller wrote: Stats
-HP: 5
-EP: 4
-ATT: 1
-R-ATT: 0
-DEF: 0
-SPEED: 3
skills:
Physical
-Swordsmanship: 1
-Marksmanship: 0
-Dodge: 0
Magical
-Aura: 3
-Caster: 3
-Counter spell: 3
Nimble
-Disarm trap: 0
-Spot: 0
-Lock pick: 0
Powers/Spells
-Heal- Cost 1- The character heals another character (or herself) for 1d4 HP.
-Drain- Free- The character drains a target for 1 EP, receiving that amount herself if she is missing any points.
Defender wrote: Stats
-HP: 8
-EP: 0
-ATT: 1
-R-ATT: 0
-DEF: 1
-SPEED: 4
skills:
Physical
-Swordsmanship: 2
-Marksmanship: 0
-Dodge: 2
Magical
-Aura: 2
-Caster: 0
-Counter spell: 2
Nimble
-Disarm trap: 0
-Spot: 2
-Lock pick: 0
Powers/Spells
-Take damage- Free- The character can chose to take damage for another character that is within his speed in distance, this has a 30% chance of working+ 10% per point of Dodge the Defender has.
Hunter wrote: Stats
-HP: 6
-EP: 2
-ATT: 1
-R-ATT: 0
-DEF: 0
-SPEED: 4
skills:
Physical
-Swordsmanship: 2
-Marksmanship: 3
-Dodge: 2
Magical
-Aura: 0
-Caster: 0
-Counter spell: 0
Nimble
-Disarm trap: 1
-Spot: 3
-Lock pick: 0
Powers/Spells
-Sure strike- Cost 1 EP- The character gets +10 to his next Marksmanship roll.
Thief wrote: Stats
-HP: 5
-EP: 2
-ATT: 1
-R-ATT: 0
-DEF: 0
-SPEED: 5
skills:
Physical
-Swordsmanship: 0
-Marksmanship: 0
-Dodge: 1
Magical
-Aura: 0
-Caster: 0
-Counter spell: 1
Nimble
-Disarm trap: 3
-Spot: 2
-Lock pick: 3
Powers/Spells
-Break locks and traps- Costs 1 EP- The character have a 100% chance to open the next door or chest or disarm the next trap he tries to.
-Reveal traps- Costs 1 EP- The character senses all traps within a 4 square radius.
Last, the Player must chose a character icon, and name their character:
CH1
CH2
CH3
CH4
CH5
CH6
CH7
CH8
► Show Spoiler
Spells and powers can be learned at magic spots for an XP price, or by using up a scroll with that spell.
Level 1 powers/spells (may be learned for 2 XP at magic spots) wrote: -Break locks and traps- Costs 1 EP- The character have a 100% chance to open the next door or chest or disarm the next trap he tries to.
-Drain- Free- as a move action the character drains a target for 1 EP, receiving that amount herself if she is missing any points.
-Heal- Cost 1- The character heals another character (or herself) for 1d4 HP.
-Inspire- Cost 1- All characters within 3 squares gain 1+ to DEF this and the following round.
-Reveal traps- Costs 1 EP- The character senses all traps within a 4 square radius.
-Sure strike- Cost 1 EP- The character gets +10 to his next Marksmanship roll.
-Take damage- Free- The character can chose to take damage for another character that is within his speed in distance, this has a 30% chance of working+ 10% per point of Dodge the Defender has.
-War cry- Cost 1- All characters within 3 squares gain 1+ to ATT this and the following round.
Level 2 powers/spells (may be learned for 3 XP at magic spots) wrote: -shadow bolt- Cost 2- Damage 2, range 3, can shoot trough non magic walls and armor.
-Push- Cost 2- Damage see text, range 4, This spell creates a magical wind that has 50% chance to push creatures 4 squares away from the caster, creatures that hits a wall before 4 squares has 50% chance to take 1 damage for each square not thrown.
-Invisible hand- Cost 2- Use any non range, level 1 power or spell, as a range 2 power or spell. Paying 2 energy instead of 1
Level 3 powers/spells (may be learned for 5 XP at magic spots) wrote: None
Level 4 powers/spells (may be learned for 8 XP at magic spots) wrote: None
Level 5 powers/spells (may be learned for 12 XP at magic spots) wrote: None
Level 6 powers/spells (may be learned for 17 XP at magic spots) wrote: Mass pass wall - Cost 6EP - The caster and up to 5 other creatures on connected squares can pass through one non magic wall. The caster must have a caster level of 8 to learn this spell.
► Show Spoiler
Weapons wrote: Knife adds 1 to ATT when equipped, can also be thrown as a ranged weapon + 1 R-ATT, 4 squares range, recoverable.
Sword adds 2 to ATT when equipped.
Spear- Adds 1 to ATT when equipped, can also be thrown as a ranged weapon +2 R-ATT, 6 squares range, 75% recoverable.
Bow- Adds 1 to R-ATT when equipped, requires arrows. Range 8 squares
Standard arrows - Adds 1 to R-ATT when used, requires equipped bow
[/img]http://imageshack.us/a/img713/1203/pushwand.png[/img] Push wand - This wand allows the caster to cast a ÔÇ£Push spellÔÇØ for free. Single use, recharges whenever the holder uses a Magic spot.
Fire arrow - Adds 2 Fire damage to R-ATT when used, requires equipped bow.
Potions wrote: Energy potion , grants 1d6 EP.
Healing potion, Grants 1d6 HP.
Potion of heroes, Raises all stats by 1 for an unknown amount of time
Potion of Haste, Doubles a characters speed for 1 round, can be used as a 2*move speed in a move action, or a 3*move speed in a run action.
Scroll types wrote: Random scroll , this scroll contain a random spell or power, may be studied for 1 action to gain 50% chance of learning its power/spell
Status scroll - This scroll allows you go gain 1 HP or EP raise, permanent (single use).
Copper scroll of class - This scroll gives a character powers he cannot learn otherwise.
When using a copper scroll, the character must chose one of the following special stats to learn.
-Devine protection 1- By using a point of divine protection when casting protection spell, the character can have the spells maximum effect.
-Devine healing 1- By using a point of divine healing when casting healing spell, the character can have the spells maximum effect.
-Arcane Attack 1- By using a point of arcane attack, the caster can have any arcane offensive spell do an additional 1d4 damage.
-Arcane range 1- By using a point of arcane range, the caster can cast any spell at double range. (spells with 0 range cannot use this)
-Rage 1- By using a rage point, the character can make one attack in close combat with +1d6 damage.
-unblockable attack- By using one unblockable attack point, the character may ignore all non natural DEF of a target.
-dual shot 1- By using a dual shot point, the character can make an additional ranged attack.
-Ghost jump 1- By using Ghost jump, the character can move 2 times his speed as a normal move action, further more, while doing this, he cannot be hit by any non magical attacks.
-Lock master 1- By using a lock master point, the character can try an pick even a jammed lock.
-Gold hound 1- By using a gold hound point, the character will feel the way to the nearest treasure containing valuable metals!
A character can only use one copper scroll, after this, he must find silver scrolls or better to gain new special stats.
Special stats can be raised by paying XP equal to the new point * 4.
Special stats can be regained at magic spots.
Enemies wrote: Skeleton, 5HP, 1ATT, 1DEF, 4SPEED- Skeletons have 50% chance to avoid ranged damage.
Sword Skeleton, 6HP, 3ATT, 2DEF, 4SPEED- Skeletons have 50% chance to avoid ranged damage.
Archer skeleton, 5HP, 1ATT, 3R-ATT(range 6), 1DEF, 5SPEED- Skeletons have 50% chance to avoid ranged damage.
-Leader- Skeleton Ambusher original monster: Archer skeleton, 10HP, 1ATT*, 3 R-ATT (Line of sight range), 3DEF, 6SPEED- Skeleton Ambushers have 75% chance to avoid ranged damage. Other monsters moves up to protect the skeleton ambusher. *Skeleton ambushers do 1d6 extra damage on their first close combat attack.
Gelatinous cube 5HP, 3ATT, 2DEF, 1SPEED- Gelatinous cubeÔÇÖs are immune to ranged damage
Gelatinous frost cube 6HP, 3ATT, 3DEF, 1SPEED- Gelatinous cubeÔÇÖs are immune to ranged damage. Gelatinous frost cubeÔÇÖs attack have 30% chance to freeze its target. To break free from Freezing, the target must use an Attack action.
Zombie 6HP, 1ATT, 0DEF, 3SPEED- Normal zombies have no special powers or abilities.
Plauge zombie 8HP, 3ATT, R-ATT 1(2) 0DEF, 3SPEED- Plague zombies have 20% chance to cause plague (-1 to ATT, R-ATT and DEF, cured by antidote or remove disease spell)
Ligthning beast 2HP, 2ATT*, 0DEF**, 8SPEED- Ligthning beasts are elementals from the force plane, *their attacks hits all in a square and ignore all non magical DEF. ** Ligthning beasts have no DEF, but non magical attacks only have 20% chance to affect them.
Magic symbols wrote: Magic Spot Spot that allows for regaining EP and learning powers/spells, has a limited amount of uses.
Rechargeable Magic Spot Spot that allows for regaining EP and learning powers/spells, has 12 uses, and 50% chance to recharge one of its uses each round, unless depleted.
Teleportation circleSpawn points, can also be used to teleport between locations
Cold dust, so far found in Gelatinous frost cubeÔÇÖs after they have been exposed to a drain spell.Magic Ingredients and Recipes wrote: Lightning Residue, so far found in Lightning beasts.
[/quote]
Maze Lore wrote: Day 0.
After arriving, the goblins have learned that Blue walls are 100% resistant to any magic.
Day 1.
Key - A key allows for opening one door or trap without lock picking skills, including magic doors (single use)
-It seems that the traps of this maze resets them self, if they do not hit a target.
- By reading a Scroll of Status, knowledge before unknown to goblins has been revealed; the power that they are born and raised with, is not the limit to what a goblin can be. Magic spots, allows for goblins to use their knowledge and experience to expand their life force and magical capacity, the question is now only. What other knowledge is hidden within this maze?
-Magic spots, has 3 red vertical lines in the upper right corner. It seems these lines shrinks each time the spot is used, this might be an indicator of how many times this place can be uses!
Day 2
-Chests holds greater amount of treasure than any monsters yet seen. But they can also be rigged with traps!
-The goblins have found that some monsters leaves behind parts of them self, that can be used as magical components. Now they only need to find more and a recipe, or learn by trying.
Day 3
- Skeletons can plan ahead and make ambushes, this the groupÔÇÖs Thief learned the hard way.
- The groupÔÇÖs Chief have learned that the light blue Oozes deals cold damage, he speculates that they might be able to literally freeze a goblin in its steps.. but he was lucky to avoid that fate...
-Casting drain on Frost cubes causes them to from some kind of solid ice powder inside of them, but it do not give the caster any energy. This powder is left behind when the cube dies.
- The maze contains several different kinds of monsters, some of these monsters are marked by blue bands or markings, these are -Leader- Leader monsters each have their own improved stats and abilities, and at least one ability that affect other monsters.
► Show Spoiler
Current: wrote:
Gamecreator:Starswords:Lurks in shadows Thief 8 XP wrote:
Stats
-HP: 7(6)
-EP: 4(2)
-ATT: 2+1(Knives)
-R-ATT: 0+1(Knives, range 4)
-DEF: 0
-SPEED: 6
skills:
Physical
-Swordsmanship: 0
-Marksmanship: 0
-Dodge: 3
Magical
-Aura: 0
-Caster: 0
-Counter spell: 1
Nimble
-Disarm trap: 3
-Spot: 4
-Lock pick: 4
Powers/Spells
-Break locks and traps- Costs 1 EP- The character have a 100% chance to open the next door or chest or disarm the next trap he tries to.
-Reveal traps- Costs 1 EP- The character senses all traps within a 4 square radius.
-Heal- Cost 1- The character heals another character (or herself) for 1d4 HP.
Items
1 knives
115 coins
1 copper scroll of classBadgeAddictTrapper of Rats - Hunter 17XP wrote:
Stats
-HP: 6 (4)
-EP: 2(0)
-ATT: 1+1(Knives) or 1+1(Spear)
-R-ATT: 1(2)+1(Knives, range 4) or 1(2)+1+1(Bow and arrows, range 8 ) or 1(2)+1+2fire(Bow and fire arrows, range 8 ) or 1(2)+1(broken spear, range 5)
-DEF: 1
-SPEED: 4
Special stats
dual shot: 1
Skills:
Physical
-Swordsmanship: 2
-Marksmanship: 5
-Dodge: 2
Magical
-Aura: 0
-Caster: 0
-Counter spell: 0
Nimble
-Disarm trap: 2
-Spot: 5
-Lock pick: 0
Powers/Spells
-Sure strike- Cost 1 EP- The character gets +10 to his next Marksmanship roll.
Inventory
3 Knifes
335 Coins
Bow.
2 Arrows.
2 fire arrows - Adds 2 Fire damage to R-ATT when used, requires equipped bow.
The Broken trap spear, 1 ATT or 2 R-ATT 5 range and 50% chance to break.
Lightning Residue
Cold dust
1 small rubyNerreFor-The-Win Chief 15 XP wrote:
Stats
-HP: 6
-EP: 2 (0)
-ATT: 3+1(Knives) or 3+2(Sword)
-R-ATT: 0+1(Knives, range 4)
-DEF: 2
-SPEED: 4
Special stats
Ghost jump: 1(0)
skills:
Physical
-Swordsmanship: 4
-Marksmanship: 2
-Dodge: 4
Magical
-Aura: 1
-Caster: 1
-Counter spell: 0
Nimble
-Disarm trap: 1
-Spot: 2
-Lock pick: 0
Powers/Spells
-Inspire- Cost 1- All characters within 3 squares gain 1+ to DEF this and the following round.
-War cry- Cost 1- All characters within 3 squares gain 1+ to ATT this and the following round.
-Break locks and traps- Costs 1 EP- The character have a 100% chance to open the next door or chest or disarm the next trap he tries to.
Items:
1 Knife
1 Sword
306 Coins
1 scroll of shadow bolt. Damage 2, range 3, can shoot trough non magic walls and armor. Single use.
1 Key
1 Haste potionJaciorScoldfinger - Teller 1 XP wrote:
Stats
-HP: 6
-EP: 8 (7)
-ATT: 1 + 1(Knive)
-R-ATT: 0 + 1(Knive, range 4) or 0+1+1(Bow and arrows, range 8 )
-DEF: 1
-SPEED: 4
Special stats
Devine healing: 1
skills:
Physical
-Swordsmanship: 1
-Marksmanship: 0
-Dodge: 2
Magical
-Aura: 4
-Caster: 5
-Counter spell: 3
Nimble
-Disarm trap: 0
-Spot: 0
-Lock pick: 0
Powers/Spells
-Heal- Cost 1- The character heals another character (or herself) for 1d4 HP.
-Drain- Free- as a move action the character drains a target for 1 EP, receiving that amount herself if she is missing any points.
--shadow bolt- Cost 2- Damage 2, range 3, can shoot trough non magic walls and armor.
-Invisible hand- Cost 2- Use any non range, level 1 power or spell, as a range 2 power or spell. Paying 2 energy instead of 1
Items:
1 scroll of mass pass wall. The caster and up to 5 other creatures on connected squares can pass through one non magic wall, single use.
1 Knife
1 push wand
1 Scroll of Invisible hand - Use any non range, level 1 power or spell, as a range 2 power or spell - single use.
433 coins
1 Bow
5 arrows.
Bites a Brick - Defender 5XP wrote:
Stats
-HP: 10
-EP: 1
-ATT: 1+1(Knife)
-R-ATT: 0+ 1(Knive, range 4)
-DEF: 2
-SPEED: 4
Special stats
Rage: 1 (0)
skills:
Physical
-Swordsmanship: 2
-Marksmanship: 0
-Dodge: 4
Magical
-Aura: 2
-Caster: 0
-Counter spell: 3
Nimble
-Disarm trap: 0
-Spot: 4
-Lock pick: 0
Powers/Spells
-Take damage- Free- The character can chose to take damage for another character that is within his speed in distance, this has a 30% chance of working+ 10% per point of Dodge the Defender has.
Items
-2 Healing Potions
-3 Knives
Waiting line: wrote: No one.
Dead: wrote:
WeirdCheeseMaybe Defender, the Teller 1XP wrote:
Stats
-HP: 5
-EP: 5 (4)
-ATT: 1
-R-ATT: 0
-DEF: 0
-SPEED: 4
skills:
Physical
-Swordsmanship: 1
-Marksmanship: 0
-Dodge: 0
Magical
-Aura: 5
-Caster: 5
-Counter spell: 4
Nimble
-Disarm trap: 0
-Spot: 0
-Lock pick: 0
Powers/Spells
-Heal- Cost 1- The character heals another character (or herself) for 1d4 HP.
-Drain- Free- The character drains a target for 1 EP, receiving that amount herself if she is missing any points.
Items
Known map (players can start at A1)