Hidden 9 yrs ago Post by KaBling
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"your rolls…
Dodge roll: 18 + 5 = 23
Ninja's hit roll: 8 + 23 = 31
Ninja hits!


SPECIAL saving roll! (1d8)
Roll at least a 6…
you roll a 7.
Princess blocks the attack for 0 damage!" -Lugia after my rolls

Gonna make a post sooner or later.
Hidden 9 yrs ago Post by Lugia
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Would now be a good time to tell everyone else that the katana weighs 65 lbs due to a curse, and can't effectively be lifted or used in battle with a STR of less than 75 due to a curse?
Hidden 9 yrs ago Post by Riddles
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So, nobody gets it?
Hidden 9 yrs ago Post by KaBling
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So, nobody gets it?

Eh... for the time being, Ridlins.

You can tell he's gonna be one of those enemies that come back to haunt you from time to time.
Hidden 9 yrs ago Post by Lugia
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@Eklispe, it's your turn to post.
Hidden 9 yrs ago Post by KaBling
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Tiem to show off new race. Also be Miles' new race afterwards.



Drake starting stats:
Strength - 1 (-2)
Endurance - 2 (-1)
Stamina - 2 (-1)
Agility - 3 (0)
Dexterity - 3 (0)
Magic - 4 (+1)
Wisdom - 3 (0)
Spirit - 4 (+1)
Intelligence - 4 (+1)
Luck - 4 (+1)

Drake: Drakes are descendents of dragons, even more so than their cousins the Kobold. They are best described as anthromorphic dragons, with digitigrade feet and scales which bind together to make somewhat rough skin. They come in a variety of colours, though this depends on the family line they descend from and the region they come from (for example, a red drake may come from a magma region, but a drake may be red in a grass region if the family line is genetically red). Compared to other races such as the Kobold, Drakes are natural intellectuals with mysteriously strong magical powers, though this results in poor health and frail structure for most Drake.

They have rather peaceful relations with both dragons and humans, being middlemen and ambassadors for either race during discussions. In both respective kingdoms, they are known to be mages, apprentices, royal enchanters and even scholars. Normal jobs in their typical regions are not nearly as good, but still provide an ample amount of oppurtunity for Drake in terms of experience. They usually hire strong workers from other races to do construction and other jobs requiring strength, due to their feeble nature. Despite this, Drake are known to be manipulative and devious, resulting in often slave-like conditions for these workers if they are not smart enough. Then again, uprisings are not uncommon with the work of sympathisers.

They are known to be human-aligned and have strained relations with their cousins, the Kobold, which they refer to affectionally as the "Bold." They once had a small skirmish which blew out to near-total war with the Kobold, and because of their frail nature they requested assistance from other races. The dragons initially declined due to having to interfere in a battle between both descendents (the Kobold and Drakes), but the humans stepped and began supporting the Drakes in battle, resulting in mutual cooperation between the two races.

Every year, Drakes celebrate their ancestary with dragons by flying kites in the shape of dragons, as well as reciting geneolagy records from their original descendent to present. Usually this is shortened to half-initials to save time and increase productivity, something Drakes have done as a result of more logical thinking.

Drakes make great (theoratical) engineers, scholars and other jobs requiring intelligence. Any other roles (such as those requiring strength) are usually shunned due to their lacking abilities in physical strength, though that does not mean all are unable to become magic-wielding paladins or aggressive mages.

Racial ability: [Element] Breath: Deals level-based and INT-based damage to enemies up to 30 feet away... this skill costs 2MP, but the user doesn't have to see their target to use it. (its element is decided upon character creation, and you should replace [Element] with whatever element you chose, also erase everything between the ( ) when you make your app. Read the level-based damage notes, and add that damage somewhere in the skill description.)
Hidden 9 yrs ago Post by Lugia
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Just added after correcting the spelling of some words.
Hidden 9 yrs ago Post by Lugia
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Alright, another roll for initiative, I guess.
I rolled a 16, so, plus my 7 AGImod, that makes a total of 23 INI
Backstabs rolled a 2, so plus her 6 AGImod, that makes a total of 8 INI
Wolf A rolled a 15, so, plus its 8 AGImod, it has a total of 23 INI
Wolf B rolled a 1, so, plus its 8 AGImod, it has a total of 9 INI.

Hidden 9 yrs ago Post by Riddles
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I rolled a 7, so that's 13 INI for Trey.
Hidden 9 yrs ago Post by Eklispe
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Roll of 4 plus 1/2agi(4) = 8 initiative.
Hidden 9 yrs ago 9 yrs ago Post by Evanist
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I rolled a 18, + 15/2 agility. 26 Initiatif if rounded upwards.

Edit: My brain was freaken.... i told myself 26 3 times... it ended up showing 24..
Hidden 9 yrs ago Post by KaBling
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19 + 6 = 25 ini
Hidden 9 yrs ago Post by Evanist
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Ok so... with 26 Init... I roll

My roll: 20!

WolF: 11

Yup... crit... again.... 2*6 +7 + 2. 21 Damage. Needless to say, that is a lot of damage to one wolf. Although Lugia just told me each wolf has 50 hp.

So wolf 1, 29/ 50 hp.

I strike again

My roll: 14

Wolf: 18

I miss.

Going to post
Hidden 9 yrs ago Post by KaBling
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May have to edit in an attack since my initiative roll places me at second, so...
Hidden 9 yrs ago 9 yrs ago Post by Lugia
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And... yet another critical decides to happen.
I attack Wolf B with a fire spell!
My roll: 19! (w/ Luck at 8+ 19 and 20 are both critical rolls)
Enemy's dodge roll: 1

Is 19 + 7 more than 10 + (1 + 8)?
26 -------------------- 19
Critical hit!

(basically, what that part shows is that for an extended critical to actually work, you still have to get at least 10 more than the enemy's total dodge roll... a 20 will always hit, but a 19 crit might not be a crit.)

MAG mod = 11/2 = 5.5 * 3 = 16.5... + (6 (max die roll on a d6 spell)*2 (because crit))
28.5... * 1.5 (fire weakness) = 42.75...
43 damage total! (ignores Mdef)

Wolf B has 7/50 HP left... and I'm down to my last MP.
*Wolf B is now DESPERATE! Wolf B now has a +50% chance to dodge incoming attacks, however, intimidations against them are 50% easier.

Wolf A tries to bite me!
Wolf A's hit roll: 17 + (8 AGImod) = 25
My dodge roll: 14 + (7 LUCKmod) = 21
Wolf A hits!

Wolf A's effect roll (1d8 for poison) (must be 8 to succeed): 2
Wolf A's damage roll: 2
2 + 12 STRmod = 14 - 8 (Defense) = 6 damage

I now have 3/19 HP... next is @Ridlins's turn.
Hidden 9 yrs ago Post by Eklispe
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My dodge roll: 14 + (7 AGImod) = 21


Isn't dodge calculated using luck?
Hidden 9 yrs ago Post by Lugia
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Yeah, but I forget sometimes, 'cause I have the EXACT SAME luck and agility mod, as in, they are basically equal to each other, lol. I edited anyways.
Hidden 9 yrs ago Post by Riddles
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Trey's hit roll: 9 + 12/2 = 15
Wolf A's dodge roll: 7 + 24/2 = 19
Trey's remaining MP: 7/13
Hidden 9 yrs ago Post by Lugia
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Hey, Eklispe, mind having the other wolf attack your character in your post?
Hidden 9 yrs ago Post by Eklispe
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Not at all.
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