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"Although the worst has happened, I believe that the four still remain and look upon us. I believe that the crumbling ruins will become prospering city's. I believe that salvation awaits, and I know for I channel their will through mine.." -Anonymous Theurgist


https://www.youtube.com/watch?v=QTi4OA0PkLA
>>
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>>2983739
Heya! After a month or so hiatus, Everwinter company returns! Sorry for the wait, was busy with school and other such oddities.

For any who need welcome to the skirmish game called Everwinter company, a skirmish set in a fantasy world where mercenaries lives are weighed in silver and adventurers in gold. You have joined a small mercenary band named [Everwinter company] led by two former adventurers, a Theurgist named Lenoy Lockwood, and a Hedge knight named Nygar Tuskbreaker.

Recently the exploits of the company have led to them battling a daemonic entity, smoking out a den of greenskins, and in their most recent battle do battle with a cult. Now they are currently at Hawthorne academy where they are begging to research the effects of a mysterious substance that Tzig manage to derive from the carcass of a monstrous beast.

Here is the rule set for any who wish to see: https://docs.google.com/document/d/1gyn3S8HQ4Rdny0gkLHHvQzKZnkFCu1EK1u-168cJpZI/edit?usp=sharing

And here is the previous thread if you wish to see the exploits of the company (and my art skills) firsthand!: http://suptg.thisisnotatrueending.com/qstarchive/2864988/

>Lastly I have patched the game and provided updates to the skill tree which will be incoming soon!

Also heres the skirmish community's discord if you wish to join us we have cookies!: https://discord.gg/mWtVtv
>>
>>2983758
Patch 1.2.2: Improving the skill tree, and general clean up of the google doc.

>The google Doc has been cleaned up, and a armory has been added to it with prices listed. Shop prices for normal weapons or armor will no longer be added to the thread.

>[Benediction] has now been improved to heal the caster when they heal a mercenary out of [Mordons gate]

>[Mordons gate] has been reworked, units can no longer go into the dying condition. Instead they must stand and fight, although they now have the option to spend their turn to [recover] and bring themselves out of the condition with one hit point. Healing mercenaries now brings them out of mordon's gate regardless of the amount. Please see the google doc for full details.

>[Decapitation] has now been renamed to [Execution]

>[Unbound spell] and [Book mark] have been added to the hedge mage's progression tree. Please see google doc for full information.

>Theurgists now gain [Eye for an eye] which allows them to damage enemies who have attacked them.

>Reminder that theurgists may equip a off hand weapon while hedge mage's must equip both the current spell book that they are using along with their focus.

>Bags and belts have been buffed to allow an additional three items rather than two.

>Warriors (and revenants) now have access to [shrug off] which allows them on a failed block or dodge action take 1/2 damage.

>[Daggers] now have the option to {puncture] through a enemy's armor. Puncture debuff also stacks with dual wielding debuff if it is wielded as such.

>[Null soul] Has been improved to now allow a 33% base chance of ignoring spell's in addition to allowing the mercenary to attempt to [counter spell] any spell that targets or affects them.

>Starting Errants now start with a dagger and the choice between a short bow with 20 arrows or a musket along with ammo for 10 shots.
>>
Oh yes for any prospecting players here is a char sheet for you to fill out a char with before I go to sleep and later get to work on the plot.
Your welcome to ask in thread for any help, I will try to walk you through the process as much as I can.

-Char sheet:

[Class] (Name)
HP: #/#
Movement: #
Armor: [Name] Dr: # Armor: #/#
Weapon: [Name] Damage, (range: #, Ammo: #)
-{Weapon quality}
Equipment: 0/5, Money:#### (the average char can carry 5 items on them while wielding they're weapon and wearing they're armor.)
-
-
-
-
-
-Skills: (please list any skills that you have, melee and ranged skill, class skills, weapon skills, and etc.)
Melee skill:
Ranged skill:
Spell skill: (can be deleted if not a mage)
-
-
-

-Spells: (If you have any list them here, if not your welcome to delete this part)
>>
>>2983822
Spending the XP obtained in the last thread.
>Spend self point to improve Movement to 4
>Spend skill point on [Bookmark]

[Aspirant] Tloxotl
Classification/Class: [Hedge Mage Aspirant]
HP: 4/7
Movement: 4
Armor: [Padded Leather] Dr: 2
Weapon: [Focus] 2 Damage
Grimoire: Red
Ballistic skill: 45%
Melee skill: 35%
Silver: 25
Equipment: 1/3
-Antidote

-Skills:
-[Hedge Mage]
--[+5 to hit to all spells (already accounted)]
-[Light Attuned]
-[Bookmark]

-Spells: 4/4 Casts
Red Grimoire:
-(Cantrip) [Aether Beam] (70): dmg 3 aether, rng 4, hits two targets in hex
-(Cantrip) [Prestidigitation]: Can perform mundane tricks, light candles, create fires, small illusions etc.
-[Aether bomb](55) dmg 3 aether in a tile, rng 3
-[Lightning lance] (60) dmg 5 lightning, line 2
-[Magic missile]: dmg 2 aether, 1 guaranteed, no roll, rng 4
Spell Thief's Grimoire:
-(Cantrip) [Aether Beam] (70): dmg 3 aether, rng 4, hits two targets in hex
-(Cantrip) [Phantasmal Servant]: rng 5 telekinesis
-[Vanish] rng: touch, tap, invisibility until end of next round
>>
>>2983822
I dare say, the time has flown by hasn't it? It seems I've missed much in my absence!

[Warrior] Tyto
HP: 16/16
Movement: 3
Armor: [Padded Leathers] Dr: 3(Base 2+1 from maintenance)
Weapon: [Sword] Damage: 5 Slashing, {Parry}
Equipment: 1/5 [Silvers: 0]
-[Great Weapon] Damage: 7 Slashing, {Decapitation}
Skills:
-Melee Skill: 70
-Ranged Skill: 30
-[Mauler]
-[Charger]
-[Null Soul]
-[Hardened]
>>
Class: Revenant
Health: 14/14
Movement: 2
Armor: [Mail Armor] Dr: 3
Weapon: [Longsword] Damage, 5 slashing, +5 to parry and weapon skill
[Shield]:Grants 1 Dr and a 10% penalty to whoever is attacking from the direction you are facing.
Equipment: 1/5
Memento: Silver Locket
225 Silvers
-
-
-Skills:
[Undying]
[Melee 55]
[Riposte]
[Intrevention]
[Terrify]
[Hardened]
[The old world is still alive]
>>
[Rvnt 7] (Batter)
Class: Revenant
Health: 10/10
Movement: 2 hexes per act

Armor: [Padded tunic] DR: 1

>1 Skill point unused
>1 Self Point unused

Weapon:- {Mace} Damage 5 Bludgeoning dmg.
([Stunning blow] As an action you may stun a creature)
- {Sword}:Damage 5 Slashing dmg.
([Parry] When [blocking] +10% in defense to the side you're looking at)

Equipment: [2/5]
- Memento: A Wedding Ring
- [‘Balrogs blood’]
(Make an extra attack for 3 turns everyone attacking you gets a 20% bonus and you take an additional 1 damage for each hit. )

Money:
- 40 Silver
=Past Life= Warrior
Skills:
-{Ambidexterity}
-{Undying}
-{Adaptation+ 20%}
-{Melee 36% / 36%}
-{Ballistic 27% / 27%}
>>
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>>2983739

>Continuing from last time!

The Headmistress peered into the bottle of Blackwater as Tzig issued out the last of his supplies. With a sigh she settled it down before looking towards the others
"I suppose I can permit you access to the academy's library. Before I do I want to set some ground rules please do not disturb the students studying nor touch the sigil'd books they have been enchanted to rebuke and will attempt to harm you I promise it won't be pleasant unlike for Mr. Lenoy." She explained while glaring at Lenoy who was absentmindedly flipping through a runed grimoire which began to vibrate to a light blue hue.
"Mr. Lenoy please do not just 'flip through' the fourth and last rendition of Sir Avarin's guide to planar travel." She gritted out as she snatched the tome from his hands and began to stow it away. "That is a priceless relic from sir Avarin, you shouldn't have even been able to touch it much less endure the enchantment." Satisfied with her work on keeping it locked she straightened her uniform and turned towards the others.
"With that out of the way I do believe it is time we head off, if you wish to bring more of your fellow 'comrades' please organize into groups and we can begin. Now please follow me and we can begin." As she began leading the group towards the Hawthorne academy library.
>>
Rolled 81 (1d100)

>>2986563
Rolling for plot reasons
>>
Reposting character sheet.
>Blackwater Roll: 30

==Otto==
Class: Aspirant (Draconic Theurge)
Health: 9/9 {11?}
Movement: 3
Armor: [Enchanted Robe] Aether DR: 1
Weapon: [Focus (Tooth&Nail)] 4 Damage, Desperate | [Shield] Facing DR: 1 & 10% Attacker Penalty
Equipment: 2/5 Slots Filled, 145 Silver
[Antidote]: Cures Poisoned, gain Poison Resist for 1 round.
[Chalk]: Used to draw Wards.

Skills:
[Melee 35] [Ballistic 35]
[Thuergy 10] [Lore: Arcane]

[Ritual Boon]: Tooth and Nail deals +2 Damage, but can't wear helmets. Face and jaws mutated.
[Draconian Wings]: Can move over other units and ignore terrain, but only during movement. Bulky.

[Hardened]: Gains +1 Max HP at the end of every mission. Current Bonus: 2
[Benediction]: Healing Spells have +1 Range and Effect. Healing an ally within [Mordon's Gate] heals the user for half.

Spells (Misfire on 90+):
[Elemental Spark]: Fire Damage 3, Range 3. (55%)
[Healing Touch]: Heal 4+1, Range 1+1 (100*%)
[Regeneration II]: Regen 2+1 [3 Rounds], Range 1+1. (100*%)
[Ward]: Draw a ward on target hex as an action, activate as a tap. Spells targetting this hex have a 15% {25%?} penalty to cast. (N/A)

Fixed two errors.
>>
Rolled 87 (1d100)

>>2986563
"Lib'ry is great and all, but d'ya gots a lab or somesuch, case we need to test it or whatever?"
"psst, Lenny-cakes, favorite bossman, snag me a present?"

>>2983822
>Starting HP/hit points: You start with eight (10) hit points.
>is it 8 or 10 for errants?

-Tzig [SkillP:0/3, SelfP:0/3]
Classification: [Errant]
Health: 8/8
Movement: 4
Armor: [Padded Leather] Dr: 2
Weapon: [Elven Shortbow] Damage: 5pierce, Range: 5, Ammo: 15 arrows, 5 Poison Arrows.
-[Bramble Mark] 2/Battle: Target humanoid, if hit suffers -2move(min1), 1d4dmg, ignores armor
Equipment: 3/5 [Silver: 70]
- Apothecary's Masterwork Satchel: Holds 5 Ingredient types, Grants +10[Apothecary], Automixer: 1Free [Apothecary] Act/turn
- - 1× Jubble Berries: Painkiller
- - 1× Bloodshrooms: Berzerk at near death
- - 1× Wood
- - 4× Bile Blood: primary base for rendering user's flesh & blood toxic to predators. Higher potency vs undead. (Do not feed to Revenants)
- - 8× Blackwater: ?? Total light removal, corruptive effect.
- Rope: it's rope.
- Night's Bane
(Golem Autopsy Notes)
-Skills:
- Apothecary (60+10): Gather & Identify various herbs. Craft remedies, potions, etc. Brew ceterain Market Potions at 2/3 cost.
- Worker (55): Building barricades, crafting makeshift towers, creating traps and more.
- Evasion (30): Passive, Armor must be DR2 or less.
- Ranged (55)
- Melee (55)
>>
>>2986563
"Of course, of course. I don't want to mi-No, stop it shadow me. Don't touch the books, bad shadow!"
>Marcus will attempt to will his shadow back into place and join back up with the group.

>Previous thread's Blackwater Study Roll: 81

[Hedge Mage] Marcus "Elfy"
Class: [Aspirant]
HP: 7/7
Movement: 3
Armor: [Enchanted Robe] Dr: 1 [Aether]
Weapon: [J.D.'s Crystal Focus] 2 Damage, Ignores haywire rolls on 11's and provides a +5% to casting spells.
Ballistic skill: 45%
Melee skill: 35%
Spell Bonus: +5%
Silver: 90
Equipment: 5/5
-[Grimore]
-[Scroll of Electric Dynamo] As a action cast out a electric orb that pushes back humanoid foes a hex away before erupting and dealing damage to all within the hex for 4 lightning.
-[Alchemist Fire] When thrown anyone hit with it is on fire and takes 2 un resisted fire damage each turn.
-[Warded Bandages] As an act it can be applied and cures the last wound, and stabilizes a creatures.
-[Antidote] Improved formula! While it tastes like shit it removes [Poisoned] effect from a mercenary , in addition to making you resistant to poison for the next turn!

-Skills:
-[Hedge Mage]
---[Ward]: Draws a Ward on the ground as an action, can be activated as a tap to reduce enemy spell accuracy by 15%
-[Lore: Arcane]
-[Fae Soul]:
---[Aether Battery]: Attacks with aether deal 1 more damage. Although you look like a elf. elfy
---[Fae shadow]
(Herbalism (60) available for unlock)

-Spells: 6/6 Casts
-(Cantrip) [Aether Ray] (55): You point towards a target and a beam of energy leaps from your focus towards the target. If it hits they take 3 [aether] damage.
-(Cantrip) [Prestidigitation]: Can perform mundane tricks, light candles, create fires, small illusions etc. Useful for role playing and if your creative.
-[Phantasmal Servant]: Range 5, You wave your hands and summon a invisible force, you can direct it to fetch and gather objects, loot a comrades weapons, drag him to a nearby medic and more.
-[Magic Missile]: Range: 4 Summoning your hand you summon three rays of aether that fly towards your target. They strike and deal two [aether] damage and deal a guaranteed damage of 1.
-[Minor Rune]: You take a moment and temporarily enchant someones weapon with the power of magic. They gain a +5 to their skill rolls with the weapon and their weapon deals an additional 1 damage. In addition it bypass any resistances that otherworldly creatures may have against mortal weapons.
-[Word of Pain] (55): Target a creature and cast, if successful they take 4 necrotic/Dark damage and lose 1 act undead are unaffected by this spell.
>>
>>2986575
>>2986775
"Mr. Tzig it is better to know what we are dealing with before we begin testing it. Protocol dictates so, and so it shall be. I am sure we can test it to your hearts content." Replied the headmistress as she led the group.

Lenoy only gave a nod as he opened his robe and gesture revealed a pocket full of minor elemental gems.



Eventually the mercenaries bundled together in groups stood at the library They quickly began to organize themselves, with Otto quickly deducing that the reagent that the bottles contained was to put it in plain terms liquid void.
While the name remains the same it's purpose is that it corrupts the item often reinforcing the material and applying a supernatural effect to it. Often times the substance would be often used to 'draw' out sigils or rune to better corrupt the item that is being afflicted to it whether it be inscribing it with a purpose in mind. An example would be inscribing a scimitar with the Drowish mark of slaying upon it before it is 'smithed anew before being given purpose by sharpening the blade under the last rays of the dusks light and by quenching the hot blunder under the blood of a first born ill blood shall provide it with a thirst for the ill-bloods to last years upon years.'
Some light research late dictates the ill-bloods often refer to lycanthropys or of bestial creatures.

For Ms. Skitterheart, she quickly notices the mark upon her lantern begins to shift the water away from it and from where people would see the void instead she saw motes of light winking in and out of the substance. Experience and past knowledge dictates that the substance rather than being the substance extracted from the sea of the eldritch it is instead a 'harmless' facsimile of it. Corrupting not the flesh of the races but instead their tools, warping their tools to provide it with a supernatural aura to it. Harmless and jubilant gold circlets would become warped crowns of black thorns imbued with the ability to radiate a sickening aura from the wearer. Ornate cutlery become slippery and cruel knives, it's blade forever drenched in a poison substance. The same substance that the drow cultists that dripped from the blades of the drow warriors. Cloth imbued instead become flowing dresses for men and women. For the men giving the illusion of one being of noble birth, that of being fit, sharp,and handsome. While to the women giving the look of the ideal lady one of outer and hidden beauty and of the spices of a lady's charm.


For the others, it is best said that mercenaries can be as sharp as a clean sword one day and as dull as a rusty butter knife the next. As the tell tale of one of the bottles shattering unto the floor echo throughout the library.
Shortly after the tell tale sound of magical constructs being summoned or awakening to do battle break the silence...

>More incoming, but seriously those rolls bro ouch.
>>
>>2986775
Newly made Errants now start with 10 hp.


>>2986661
The trait [Draconian wings] is marked incorrect, or well it's not the upgraded version. It should be the upgraded version below.

>[Draconian wings+] Either at the start of the battlefield or at the start of your turn as a [tap] you leap into the air and begin to fly gaining the {flying} status effect.
{Flying} When flying your movement is increased by multiplier of 1.5 (rounded up), you ignore terrain, grounded enemies without reach or ranged weapons and etc. While you can reach targets with melee or touch range, they cannot help or touch you in return. Requiring you to land as a [Tap] to do so.
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>>2987056
>Premise will be delayed as will deployment for a bit, Gimp and 4chan's drag and drop image insert decided to **** me over and now I have to deal with having to redraw the map and rewriting the premise...
>>
>>2987056
"Alright mercenaries line up! It's looks like we got a chance to show a live demonstration. I want revenants and warriors at the front, aspirants stay to the back, errants make sure to-Urk!" Lenoy barked out orders until a elemental chucked a nearby chair at him knocking him out cold.
The headmistress inspected Lenoy's body with a sigh only giving a kick to make sure he was still alive which was met with a groan. Giving a sigh she turned towards the crowd of mercenaries.

"Alright you heard the man pick up a blade and start fighting! There will be more of them as they start getting summoned. So consider that your warning!"


>Deployment phase, (there will be more on the field once deployed so keep that in account.)
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>>2996248

Deployment for the first round of *this* combat will take a [tap]. simply state >-deploy and proceed with your turn as normal.
You may specify where exactly you want to be with an image or describing where you wish to be from lenoy. But it MUST BE SOMEWHERE ON THE SHADED BOTTOM AREA!
An example with included mauler action!:
>-Deploy one south west and one north west from lenoy,
>Mauler
>Action 1,
>Action 2

(I will provide a directional compass after deployment my apologies.)

Also music!

https://www.youtube.com/watch?v=6qTghUgMOeY
>>
Rolled 5 (1d100)

>>2996248

>-Deploy NW of Lenoy
>[Mauler]
>Move 1N
>-Charge
>Attack Enemy NW

[Warrior] Tyto
HP: 16/16
Movement: 3
Armor: [Padded Leathers] Dr: 3(Base 2+1 from maintenance)
Weapon: [Sword] Damage: 5 Slashing, {Parry}
Equipment: 1/5 [Silvers: 0]
-[Great Weapon] Damage: 7 Slashing, {Decapitation}
Skills:
-Melee Skill: 70
-Ranged Skill: 30
-[Mauler]
-[Charger]
-[Null Soul]
-[Hardened]
>>
Rolled 71, 80 = 151 (2d100)

>>2996248
Knowledge must be protected. Spirit people must be stopped.

>-Deploy 5655 from Lenoy
>Aether Beam at elemental 1122
>Aether Beam at elemental 1122 again
>-Vanish

[Aspirant] Tloxotl
Classification/Class: [Hedge Mage Aspirant]
HP: 7/7
Movement: 4
Armor: [Padded Leather] Dr: 2
Weapon: [Focus] 2 Damage
Grimoire: Spell Thief's
Ballistic skill: 45%
Melee skill: 35%
Silver: 25
Equipment: 1/3
-Antidote

-Skills:
-[Hedge Mage]
--[+5 to hit to all spells (already accounted)]
-[Light Attuned]
-[Bookmark]

-Spells: 4/4 Casts
Red Grimoire:
-(Cantrip) [Aether Beam] (70): dmg 3 aether, rng 4, hits two targets in hex
-(Cantrip) [Prestidigitation]: Can perform mundane tricks, light candles, create fires, small illusions etc.
-[Aether bomb](55) dmg 3 aether in a tile, rng 3
-[Lightning lance] (60) dmg 5 lightning, line 2
-[Magic missile]: dmg 2 aether, 1 guaranteed, no roll, rng 4
Spell Thief's Grimoire:
-(Cantrip) [Aether Beam] (70): dmg 3 aether, rng 4, hits two targets in hex
-(Cantrip) [Phantasmal Servant]: rng 5 telekinesis
-[Vanish] rng: touch, tap, invisibility until end of next round
>>
Rolled 87 (1d100)

>>2996248
"Nah, why would we lissen to Tzig? She's never right about this shit, eh. Who needs a safe lab f'the evil black goop?"
"Whuzzat, boss? Y'wants me to irk? I think I c'n handle that!"
>-Deploy 3 of Lenoy
>Harvest ballistic Chair (+wood, +fabric, +Lenoy Blood?)
>-Automix: combine 1×Jubbleberry & 1×Bloodshroom to make Salvation Salve (healing, bonus at lower hp). [Apothecary] 70
>Move 2323
>-[Evasion] 30

-Tzig [SkillP:0/3, SelfP:0/3]
Classification: [Errant]
Health: 8/8
Movement: 4
Armor: [Padded Leather] Dr: 2
Weapon: [Elven Shortbow] Damage: 5pierce, Range: 5, Ammo: 15 arrows, 5 Poison Arrows.
-[Bramble Mark] 2/Battle: Target humanoid, if hit suffers -2move(min1), 1d4dmg, ignores armor
Equipment: 3/5 [Silver: 70]
- Apothecary's Masterwork Satchel: Holds 5 Ingredient types, Grants +10[Apothecary], Automixer: 1Free [Apothecary] Act/turn
- - 0× Jubble Berries: Painkiller
- - 0× Bloodshrooms: Berzerk at near death
- - 1× Wood
- - 4× Bile Blood: primary base for rendering user's flesh & blood toxic to predators. Higher potency vs undead. (Do not feed to Revenants)
- - 8× Liquid Void: Warps. Crazy shit.
- Rope: it's rope.
- Night's Bane
(Golem Autopsy Notes)
-Skills:
- Apothecary (60+10): Gather & Identify various herbs. Craft remedies, potions, etc. Brew ceterain Market Potions at 2/3 cost.
- Worker (55): Building barricades, crafting makeshift towers, creating traps and more.
- Evasion (30): Passive, Armor must be DR2 or less.
- Ranged (55)
- Melee (55)
>>
Rolled 66, 63 = 129 (2d100)

>>2996248
"Don't die, boss!"
>Deploy 2 of Lenoy
>Cast [Regeneration II] on Tyto (66)
>-Take Flight
>Cast [Regeneration II] on Lenoy (5)
>-Face 2

==Otto==
Class: Aspirant (Draconic Theurge)
Health: 9/9
Movement: 3
Armor: [Enchanted Robe] Aether DR: 1
Weapon: [Focus (Tooth&Nail)] 4 Damage, Desperate | [Shield] Facing DR: 1 & 10% Attacker Penalty
Equipment: 2/5 Slots Filled, 145 Silver
[Antidote]: Cures Poisoned, gain Poison Resist for 1 round.
[Chalk]: Used to draw Wards.

Skills:
[Melee 35] [Ballistic 35]
[Thuergy 10] [Lore: Arcane]

[Ritual Boon]: Tooth and Nail deals +2 Damage, but can't wear helmets. Face and jaws mutated.
[Draconian Wings+]: Unit is considered flying (1.5*Movement, ignore grounded). Can enable disable as a tap action, or freely when deploying.
[Hardened]: Gains +1 Max HP at the end of every mission. Current Bonus: 2
[Benediction]: Healing Spells have +1 Range and Effect. Healing an ally within [Mordon's Gate] heals the user for half.

Spells (Already accounting for Spellboots and other Passives.):
[Elemental Spark]: Fire Damage 3, Range 3. (55%)
[Healing Touch]: Heal 5, Range 2 (100%, still complicates 90+)
[Regeneration II]: Regen 3 [3 Rounds], Range 2. (100%, still complicates 90+)
[Ward]: Draw a ward on target hex as an action, activate as a tap. Spells targetting this hex have a 15% penalty to cast. (N/A)
>>
Rolled 84 (1d100)

>>2996273
"Can we never have a break, not even for a second?"
>-Tap deploy 5 of Lenoy
>Focus
>Cast Aether Ray at the elemental 1-1-6

[Hedge Mage] Marcus "Elfy"
Class: [Aspirant]
HP: 7/7
Movement: 3
Armor: [Enchanted Robe] Dr: 1 [Aether]
Weapon: [J.D.'s Crystal Focus] 2 Damage, Ignores haywire rolls on 11's and provides a +5% to casting spells.
Ballistic skill: 45%
Melee skill: 35%
Spell Bonus: +5%
Silver: 90
Equipment: 5/5
-[Grimore]
-[Scroll of Electric Dynamo] As a action cast out a electric orb that pushes back humanoid foes a hex away before erupting and dealing damage to all within the hex for 4 lightning.
-[Alchemist Fire] When thrown anyone hit with it is on fire and takes 2 un resisted fire damage each turn.
-[Warded Bandages] As an act it can be applied and cures the last wound, and stabilizes a creatures.
-[Antidote] Improved formula! While it tastes like shit it removes [Poisoned] effect from a mercenary , in addition to making you resistant to poison for the next turn!

-Skills:
-[Hedge Mage]
---[Ward]: Draws a Ward on the ground as an action, can be activated as a tap to reduce enemy spell accuracy by 15%
-[Lore: Arcane]
-[Fae Soul]:
---[Aether Battery]: Attacks with aether deal 1 more damage. Although you look like a elf. elfy
---[Fae shadow]
(Herbalism (60) available for unlock)

-Spells: 6/6 Casts
-(Cantrip) [Aether Ray] (55): You point towards a target and a beam of energy leaps from your focus towards the target. If it hits they take 3 [aether] damage.
-(Cantrip) [Prestidigitation]: Can perform mundane tricks, light candles, create fires, small illusions etc. Useful for role playing and if your creative.
-[Phantasmal Servant]: Range 5, You wave your hands and summon a invisible force, you can direct it to fetch and gather objects, loot a comrades weapons, drag him to a nearby medic and more.
-[Magic Missile]: Range: 4 Summoning your hand you summon three rays of aether that fly towards your target. They strike and deal two [aether] damage and deal a guaranteed damage of 1.
-[Minor Rune]: You take a moment and temporarily enchant someones weapon with the power of magic. They gain a +5 to their skill rolls with the weapon and their weapon deals an additional 1 damage. In addition it bypass any resistances that otherworldly creatures may have against mortal weapons.
-[Word of Pain] (55): Target a creature and cast, if successful they take 4 necrotic/Dark damage and lose 1 act undead are unaffected by this spell.
>>
>>2996248
Quick to act Otto quickly casts two miracles, one upon Lenoy and the other to Tyto whose blade finds home through the elementals 'shell' into it's core where it cries out in agony.

>It seems the elementals have a shell that absorbs the blow while protecting it's core while acting as a ablative shell.
While Tyto found success the hedge mage's found failure with Marcus focusing on a spell that still missed it's mark while Tlox did the same with two. The elemental only took a moment to gaze the misaligned beams with a worried look as one came close to grazing him.
Tzig meanwhile quickly tears apart the chair and salvages the remains. While wood is wood, the cloth could work as a expensive bandage or perhaps attempting to soak a liquid into it setting it on fire and firing it at a foe or dousing it in liquid and using it as a mask to slowly imbibe a liquid.
-Salvation salve x2 gained, (as a tap apply it to a unit within melee range, if they are in [mordon's gate] they gain 1/2 of their health back. Otherwise this only restores 3 points of health.)
=Enemy phase=
-War 1 Tyto
-Asp 2 Tloxotl +10 spell bonus to hit from missed shots.
-Ernt 3 Tzig
-Aspr 4 Otto *Flying*
-Aspr 5 Marcus +5 hit bonus, please notify me if you applied your spell bonus to your spell hit rate or not. I will correct it if it is so)
>>
>>3000801
ALMOST FORGOT THE MUSIC!

https://www.youtube.com/watch?v=xfu0XBf8kmk

Never forget the music o3o
>>
>>2996248
>[Tap] Deploy at 3,2 from Lenoy
"Why do you guys aways start the party without me?"
>Move: {1}{1}
"So they have a Shell huh? Don't think that those will help them today "
>Change weapons {Sword} and {Mace} to the 2 {Obsidian Blades}

[Rvnt] (Batter)
Class: Revenant
Health: 10/10
Movement: 2 hexes per act

Armor: [Padded tunic] DR: 1


Weapon:- 2 {Obsidian Blades}: Damage 5 Slashing (AP 1)
- -Glass edge: When critting, instead of dealing additional damage you afflict a bleed status of 3 to your foe.

Equipment: [4/5]
- Memento: A Wedding Ring
- [‘Balrogs blood’]
(Make an extra attack for 3 turns everyone attacking you gets a 20% bonus and you take an additional 1 damage for each hit. )
{Mace} Damage 5 Bludgeoning dmg.
([Stunning blow] As an action you may stun a creature)
- {Sword}:Damage 5 Slashing dmg.
([Parry] When [blocking] +10% in defense to the side you're looking at)

Money:
- 40 Silver

=Past Life= Warrior
Skills:
-{Ambidexterity}
-{Undying}
-{Adaptation+ 20%}
-{Melee 36% / 36%}
-{Ballistic 27% / 27%}
>>
File: Academy battle Act phase.png (1.95 MB, 2000x2000)
1.95 MB
1.95 MB PNG
>>3000801
As swords clashed against cores and shells, 'claws' and bursts of energy met mail and leather.
Lenoy although regenerating was still out cold and was quickly dragged to safety as a group of constructs spawned from the library's core. They looked upon the room and to the mercenaries with a unamused look as they readied their stone weapons.

Meanwhile as lenoy was dragged away a few combat ready either readied weapons or few of the magically inclined began to prepared ritual that which would stun the constructs.

>Battle boon: Do the academy's students either ready weapons and join the combat as a squad of three? Or do they cast a spell that stuns the constructs for 1 turn?

=Act phase=
-War 1 Tyto *regenerating* 2/3 turns left, took 3 damage, regenerated 3 damage and got shoved
-Asp 2 Tloxotl +10 spell bonus to hit from missed shots.
-Ernt 3 Tzig
-Aspr 4 Otto *Flying*
-Aspr 5 Marcus +5 hit bonus, please notify me if you applied your spell bonus to your spell hit rate or not. I will correct it if it is so)
-Rvnt 6 David: Block fail, took 4 damage from electric claws.


MUSIICCC!!
https://www.youtube.com/watch?v=wydsEekwjIc [Embed]
>>
>>3002146
Revenant I ask that you either wait for act phase to [tap] deploy or simply if it is enemy phase please put a >deploy action and wait for act phase and you will be deployed normally and can act on that turn. Due to me not foreseeing this and writing about it I will let you normally deploy and act during this turn.

*Please do not attempt to act during enemy phase*
>>
Rolled 8 (1d100)

>>3002139
"Oi! You there, you young striplings! Discombobulate those dastardly contructs, won't you, lads?"
>-Vote for stun
>-[Mauler] +15 to hit
>Switch weapon to Greatsword
>Attack Enemy

[Warrior] Tyto
HP: 16/16
Movement: 3
Armor: [Padded Leathers] Dr: 3(Base 2+1 from maintenance)
Weapon: [Sword] Damage: 5 Slashing, {Parry}
Equipment: 1/5 [Silvers: 0]
-[Greatsword] Damage: 7 Slashing, {Decapitation}
Skills:
-Melee Skill: 70
-Ranged Skill: 30
-[Mauler]
-[Charger]
-[Null Soul]
-[Hardened]
>>
Rolled 96, 17 = 113 (2d100)

>>3002139
I haven't condensed my spell bonus, the hit rates by my spells are their default, my Spell Bonus is from levels, and JD's Focus is a separate 5%. My total calculated to hit is 65%
"Too close, too close! Tyto, David, get him away from me!"
>Vote for stun
>Cast Minor Rune on Tyto's Greatsword
>Cast Minor Rune on David's Sword

[Hedge Mage] Marcus "Elfy"
Class: [Aspirant]
HP: 7/7
Movement: 3
Armor: [Enchanted Robe] Dr: 1 [Aether]
Weapon: [J.D.'s Crystal Focus] 2 Damage, Ignores haywire rolls on 11's and provides a +5% to casting spells.
Ballistic skill: 45%
Melee skill: 35%
Spell Bonus: +5%
Silver: 90
Equipment: 5/5
-[Grimore]
-[Scroll of Electric Dynamo] As a action cast out a electric orb that pushes back humanoid foes a hex away before erupting and dealing damage to all within the hex for 4 lightning.
-[Alchemist Fire] When thrown anyone hit with it is on fire and takes 2 un resisted fire damage each turn.
-[Warded Bandages] As an act it can be applied and cures the last wound, and stabilizes a creatures.
-[Antidote] Improved formula! While it tastes like shit it removes [Poisoned] effect from a mercenary , in addition to making you resistant to poison for the next turn!

-Skills:
-[Hedge Mage]
---[Ward]: Draws a Ward on the ground as an action, can be activated as a tap to reduce enemy spell accuracy by 15%
-[Lore: Arcane]
-[Fae Soul]:
---[Aether Battery]: Attacks with aether deal 1 more damage. Although you look like a elf. elfy
---[Fae shadow]
(Herbalism (60) available for unlock)

-Spells: 5/6 Casts
-(Cantrip) [Aether Ray] (55): You point towards a target and a beam of energy leaps from your focus towards the target. If it hits they take 3 [aether] damage.
-(Cantrip) [Prestidigitation]: Can perform mundane tricks, light candles, create fires, small illusions etc. Useful for role playing and if your creative.
-[Phantasmal Servant]: Range 5, You wave your hands and summon a invisible force, you can direct it to fetch and gather objects, loot a comrades weapons, drag him to a nearby medic and more.
-[Magic Missile]: Range: 4 Summoning your hand you summon three rays of aether that fly towards your target. They strike and deal two [aether] damage and deal a guaranteed damage of 1.
-[Minor Rune]: You take a moment and temporarily enchant someones weapon with the power of magic. They gain a +5 to their skill rolls with the weapon and their weapon deals an additional 1 damage. In addition it bypass any resistances that otherworldly creatures may have against mortal weapons.
-[Word of Pain] (55): Target a creature and cast, if successful they take 4 necrotic/Dark damage and lose 1 act undead are unaffected by this spell.
>>
>>3002139
"Oi, headmistress! Will using fire going to cause a problem?"
>Move 5-5
>Cast [Regeneration II] on David

==Otto==
Class: Aspirant (Draconic Theurge)
Health: 9/9
Movement: 3
Armor: [Enchanted Robe] Aether DR: 1
Weapon: [Focus (Tooth&Nail)] 4 Damage, Desperate | [Shield] Facing DR: 1 & 10% Attacker Penalty
Equipment: 2/5 Slots Filled, 145 Silver
[Antidote]: Cures Poisoned, gain Poison Resist for 1 round.
[Chalk]: Used to draw Wards.

Skills:
[Melee 35] [Ballistic 35]
[Thuergy 10] [Lore: Arcane]

[Ritual Boon]: Tooth and Nail deals +2 Damage, but can't wear helmets. Face and jaws mutated.
[Draconian Wings+]: Unit is considered flying (1.5*Movement, ignore grounded). Can enable disable as a tap action, or freely when deploying.
[Hardened]: Gains +1 Max HP at the end of every mission. Current Bonus: 2
[Benediction]: Healing Spells have +1 Range and Effect. Healing an ally within [Mordon's Gate] heals the user for half.

Spells (Already accounting for Spellboots and other Passives.):
[Elemental Spark]: Fire Damage 3, Range 3. (55%)
[Healing Touch]: Heal 5, Range 2 (100%, still complicates 90+)
[Regeneration II]: Regen 3 [3 Rounds], Range 2. (100%, still complicates 90+)
[Ward]: Draw a ward on target hex as an action, activate as a tap. Spells targetting this hex have a 15% penalty to cast. (N/A)
>>
>>3002432
Ms. Aya: "The wood that we use to construct the flooring is more than resistant to a simple flame. It needs to be when students have a tendency to cast orbs of fire at each other whenever they get into a fight..."
>>
>>3002148
It's ok, sorry for posting at the wrong time
I'll do right now
>>
Rolled 70 (1d100)

>>3002139
>Move 211 1, ontop on the table
>-swipe the arrows
>Fire Poison Arrow at construct 565. Ranged 55
"Aha! I has the high-ground, victory is assured!"

-Tzig [SkillP:0/3, SelfP:0/3]
Classification: [Errant]
Health: 8/8
Movement: 4
Armor: [Padded Leather] Dr: 2
Weapon: [Elven Shortbow] Damage: 5pierce, Range: 5, Ammo: 15 arrows, 4 Poison Arrows.
-[Bramble Mark] 2/Battle: Target humanoid, if hit suffers -2move(min1), 1d4dmg, ignores armor
Equipment: 4/5 [Silver: 70]
- Apothecary's Masterwork Satchel: Holds 5 Ingredient types, Grants +10[Apothecary], Automixer: 1Free [Apothecary] Act/turn
- - 2× Velvet Cloth
- - 5× Wood
- - 4× Bile Blood: primary base for rendering user's flesh & blood toxic to predators. Higher potency vs undead. (Do not feed to Revenants)
- - 8× Liquid Void: Warps. Crazy shit.
- Rope: it's rope.
- Night's Bane
- 2× Slavation Salve: tap, apply at touch, heal 3hp -or- 1/2total if [Mordon' Gate]
(Golem Autopsy Notes)
-Skills:
- Apothecary (60+10): Gather & Identify various herbs. Craft remedies, potions, etc. Brew ceterain Market Potions at 2/3 cost.
- Worker (55): Building barricades, crafting makeshift towers, creating traps and more.
- Evasion (30): Passive, Armor must be DR2 or less.
- Ranged (55)
- Melee (55)
>>
Rolled 13 (1d100)

>>3002139
>-Vote for stun
>-Still invisible this turn
>Move 223
>- +10 to hit
>Aether Beam at elemental 11 (80 to hit)

[Aspirant] Tloxotl
Classification/Class: [Hedge Mage Aspirant]
HP: 7/7
Movement: 4
Armor: [Padded Leather] Dr: 2
Weapon: [Focus] 2 Damage
Grimoire: Spell Thief's
Ballistic skill: 45%
Melee skill: 35%
Silver: 25
Equipment: 1/3
-Antidote

-Skills:
-[Hedge Mage]
--[+5 to hit to all spells (already accounted)]
-[Light Attuned]
-[Bookmark]

-Spells: 3/4 Casts
Red Grimoire:
-(Cantrip) [Aether Beam] (70): dmg 3 aether, rng 4, hits two targets in hex
-(Cantrip) [Prestidigitation]: Can perform mundane tricks, light candles, create fires, small illusions etc.
-[Aether bomb](55) dmg 3 aether in a tile, rng 3
-[Lightning lance] (60) dmg 5 lightning, line 2
-[Magic missile]: dmg 2 aether, 1 guaranteed, no roll, rng 4
Spell Thief's Grimoire:
-(Cantrip) [Aether Beam] (70): dmg 3 aether, rng 4, hits two targets in hex
-(Cantrip) [Phantasmal Servant]: rng 5 telekinesis
-[Vanish] rng: touch, tap, invisibility until end of next round
>>
Rolled 93, 71 = 164 (2d100)

>>3002139

>[Tap] Deploy at 3 from Otto
"Why do you guys aways start the party without me?"
>Move: {1}{1}
"So they have a Shell huh? Don't think that those will help them today "
>Attack with both swords the enemy at {2}

[Rvnt] (Batter)
Class: Revenant
Health: 10/10
Movement: 2 hexes per act

Armor: [Padded tunic] DR: 1


Weapon:- 2 {Obsidian Blades}: Damage 5 Slashing (AP 1)
- -Glass edge: When critting, instead of dealing additional damage you afflict a bleed status of 3 to your foe.

Equipment: [4/5]
- Memento: A Wedding Ring
- [‘Balrogs blood’]
(Make an extra attack for 3 turns everyone attacking you gets a 20% bonus and you take an additional 1 damage for each hit. )
{Mace} Damage 5 Bludgeoning dmg.
([Stunning blow] As an action you may stun a creature)
- {Sword}:Damage 5 Slashing dmg.
([Parry] When [blocking] +10% in defense to the side you're looking at)

Money:
- 40 Silver

=Past Life= Warrior
Skills:
-{Ambidexterity}
-{Undying}
-{Adaptation+ 20%}
-{Melee 60% / 60%}
-{Ballistic 40% / 40%}
>>
>>3004318
I also vote for stun





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