DeadLiar wrote:Getting a quick look around, Al attempts to sneak around and backstab, ambush, assassinate, or otherwise deviously harm the goblin squire, while said squire is busy responding to attack.
Roll: 3
You sneak behind the Goblin Squire, letting him focus on your allies so they don’t notice you, but you step on a twig, notifying the goblins of your presence. Regardless, you rush in with your dagger and stab at the Goblin Squire!
Roll to attack 3 v 3
The goblin moves out of the way, avoiding an otherwise fatal blow.
-4 HP to Goblin Squire
Flan wrote:Whack the Goblin Scout with my hard, long, manly Staff.
Roll: 5
You grip it with both hands and run at the Goblin, staff firmly in hands. You feel a sense of sensation surge through your body and into your staff as you pull it, ready to unleash it on the Goblin Scout. (Your attack now uses INT instead of STR for damage for this turn)
Roll to attack: 6v2
As you feel your staff impact on the Goblin Scout, it discharges magical energy all over the poor Goblin, amplifying your damage greatly!
The Goblin Scout takes 21 damage and dies!
ShadowSpectre wrote:Slash at the goblin apprentice.
Roll: 5
You stab at the Goblin Apprentice while it isn’t paying attention to you!
Attack Roll: 6 v 2
You hit the goblin for 15 damage and slay it!
Jayeon wrote:Swing sword at the Goblin Squire.
Roll: 2
As you go towards the now wounded Goblin Squire, you pull your sword back, ready to slay the beast. As you do though, the sword gets caught on some nearby tree branches! (-1 to attack roll)
Attack roll: 5-1 = 4v3
The goblin pounces you, the sword it has primed and ready to stab at your face. Before it gets the chance to do so, though, you slay the beast.
The Goblin Squire takes 6 damage and dies!
--
The Phantom wrote:Attack Goblin Apprentice with Old Sword.
It appears while you were focusing on your own personal transmutation, the enemy has been defeated!
END OF ACTIONS
Rewards
Everyone gains 15 Experience!
Everyone gains 15 Gold!
Everyone has reached Level 2, and has gained 10SP to spend!
New Abilities - Everyone may pick
ONE of the options provided for their character alone.
ShadowSpectre:
Double Attack - 2MP - Two is ALWAYS better than one. Attack twice at slightly reduced damage. (Rolls two dice for your attacks as well)
OR
Dropdown - 2MP - Get the drop on the enemy, giving yourself an advantage over them. +1 to your attack roll.
The Phantom:
Wound - 2MP - Slash the enemy, dealing damage as well as inflicting damage over time.
OR
Bash - 2MP - Hit the enemy and prepare for retaliation, dealing damage and increasing your defense rolls until your next attack.
Flan:
Elemental Ball - 3MP - Controlling the elements is child’s play for a trained wizard. Attack with a chosen element to deal damage on the enemy and has a 25% chance to inflict a secondary effect that differs between the elements. (Unless it’s lightning or wind, which has a 1/8 chance.)
OR
Elemental Strike - 3MP - Channel an intense amount of magic into the environment, letting nature itself strike the enemy for you. You cannot control which element occurs, but the elemental effect activates 50% of the time. (Unless it’s lightning or wind, which has a 1/4 chance)
DeadLiar:
Double Attack - 2MP - Two is ALWAYS better than one. Attack twice at slightly reduced damage. (Rolls two dice for your attacks as well)
OR
Dropdown - 2MP - Get the drop on the enemy, giving yourself an advantage over them. +1 to your attack roll.
VR:
Wound - 2MP - Slash the enemy, dealing damage as well as inflicting damage over time.
OR
Bash - 2MP - Hit the enemy and prepare for retaliation. Dealing damage and increasing your defense rolls until your next attack.
Jayeon:
Wound - 2MP - Slash the enemy, dealing damage as well as inflicting damage over time.
OR
Bash - 2MP - Hit the enemy and prepare for retaliation. Dealing damage and increasing your defense rolls until your next attack.
(Just say “Picks [Ability Name]” in your next post, as well as distribute your SP however you see fit, and I will update the stats of your characters in the 1st post as you all post.)
(Another note on MP - Because of the magic energies of the world, everyone is slightly attuned to it, so they passively restore 1MP per turn. In periods between battles, everyone's HP and MP are restored to full.)
(One last note, this one regarding the death of a character. At the moment, there are no ways to revive, though the first battle wasn't designed to really challenge the characters, mostly just to test stuff on my end, introduce the characters/setting, etc. Should a character die, though, then they are removed from the battle and will receive only a percentage of the gold and experience from the battle, unless they are revived prior to the end of the battle. (You 1HP people have been warned, since I use dice rolls to determine the targets of the attacks made by enemies as well.))
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“Now’s no time to take a brake...” States the Mayor, as another wave of Goblins began to approach the town. “The main forces are here.”
AN ENEMY APPROACHES
Goblin Knight x2
HP: 25/25
MP: 6/6
Abilities: Wound - 2MP - Slash the enemy, dealing damage as well as inflicting damage over time.
Goblin Wizard: x1
HP: 20/20
MP: 15/15
Abilities: Magic Ball - 3MP - A crude magic attack with no special effects.