Level Up 2 - Finished

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Post Post #1950 (ISO) » Thu Mar 05, 2020 12:51 pm

Post by inspiratieloos »

First hit puts it at 45/46, second at 22/23.

About 25% chance of a heavy blow putting it at 5 hp, that seems better than using a normal attack and guaranteeing it splits again.

Heavy Blow Alpha Beta
Original Roll String: 2d6
2 6-Sided Dice: (2, 3) = 5

Original Roll String: 2d4+3
2 4-Sided Dice: (4, 2)+3 = 9
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Post Post #1951 (ISO) » Thu Mar 05, 2020 2:40 pm

Post by Ircher »

dsjstr, feeling courageous, leads the next assault. He charges forth and smites Alpha Charlie Alpha with his weapon. The slime lets out a high-pitch cry as it shrivels up into nothingness. (7 so far on Alpha Charlie Alpha {1}.) **Alpha Charlie Alpha is
dead
.**

Formerfish leans in close to Not Known 15 and whispers, "I believe in you!" Encouraged, Not Known 15 struts confidently forward and swings his blade at Alpha Charlie Alpha Alpha. The slime begins to slither backwards, but Not Known 15 was prepared. With a slight twist of his wrist, Not Known 15 changes his blade's trajectory to intercept the fleeing slime. The slime makes a final sound before disappearing. (8 so far on Alpha Charlie Alpha Alpha {1}.) **Alpha Charlie Alpha Alpha is
dead
.**

Seeing that all of the smaller slimes have been vanquished, the Murderhobos turn their attention to the two bigger slimes. "Death to Alpha Beta!" yells Jackal711 as he runs towards the slime. Once he is within melee distance, Jackal711 swings his blade not once, but twice. The slime splits into two smaller slimes twice. (6 and 1 so far on Alpha Beta.)
(Defense:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


inspiratieloos is waiting for a chance to strike when he suddenly comes up with a great idea. He begins walking towards Alpha Beta. He then takes his weapon, twirls it around, and sends it crashing into Alpha Beta. A large chunk of the slime is sliced off. The slime splits into two smaller slimes. (10 so far on Alpha Beta.)
---
Alpha Alpha begins sliding towards Formerfish.
Original Roll String: 1d8
1 8-Sided Dice: (6) = 6

(Defense:)
Original Roll String: 1d3
1 3-Sided Dice: (2) = 2


Alpha Beta notices dsjstr's scent and begins ambling towards him.
Original Roll String: 1d8
1 8-Sided Dice: (7) = 7

---
dsjstr can use friendship skills again.

---
I am changing the way morale works slightly. The new description is as follows:

- Morale determines your resilience against fear and other illusionary effects. If a creature's morale drops below 0, they receive the Scared status (or another appropriate status depending on the skill/spell) until their morale is at or above 0 again. Scared characters are unable to act and unable to defend.
Morale increases by (Current HP%) of {Character Level} at the end of each round (rounded to nearest)
(until it reaches its maximum value.) Creatures that do not possess morale suffer the "Scared" status (or another appropriate status depending on the skill/spell) for three rounds if they take morale damage. Certain skills and spells will inflict morale damage. (For instance, if a character is level 6 and current possesses 15/20 HP, they will regain a maximum of (15/20) * 6 ~ 5 morale at the end of the round.)

This change was made because the previous regeneration rate did not scale well if a character possessed a lot of health. I have also dropped the 25% flee chance for scared monsters because I think that discourages players from using "Fear" since they lose out on experience from monsters that flee.

I'm also making another change: if you decide to quit and /out, that is no longer considered a death.
Thus, you can quit playing without losing your progress in case you come back. Your character stats will be frozen; if you ever decide to /in again, you will start back in the same state as you left. (This rule exists to discourage abuse; from a lore perspective, it doesn't make a lot of sense.)

Also, if you look at that has all the player statuses, you will notice that I haved added summary information about the various specialization trees.
This will likely lead me to remove the "Extra Spells" and "Extra Skills" spoiler from the player statuses as they are now redundant. The information will still be there; I have just formatted it differently. Let me know if this leads to any confusion or questions.
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Post Post #1952 (ISO) » Thu Mar 05, 2020 3:26 pm

Post by Ircher »

Jackal711's first strike cuts cleanly through Alpha Beta. His second strike does not fair as well and cuts off only a tiny sliver. **Alpha Beta has
6/400
HP left.**
---
Formerfish is too busy watching the actions of others to notice the threat creeping towards him. It is only after feeling an extended pain sensation that Formerfish leaps out from the clutches of Alpha Alpha. **Formerfish has
4/23
HP left.**

dsjstr fares even worse as Alpha Beta locks on to him. Even as he tries to escape, the slime continues to pursue him. Eventually, the slime relents, but not until after dsjstr has collapsed onto the ground.
**dsjstr has
1/15
HP left.**

---
A loud pop interrupts the battle's proceedings. Both the slimes and you turn your attention to the source of the noise: a dark robed woman. Suddenly you remember that there were two cultists earlier. While one of them left, the other one stayed behind. The cultist, who up to this point had simply observed, is staring straight at David. Whereas David was frozen in fear earlier, he is smiling now. "I see you are not as skilled as I thought you were, Andromeda," taunts David. "You!" hissed the cultist, "How could I lose! No matter! This all ends now!"

Andromeda begins humming an eerie tune. You attempt to tune it out but to no avail. "Now! This! Is! The! End! For! All! Of! You!" shouts Andromeda with heavy emphasis on each word. As the tune rises in volume, you feel a chilly sensation.


In case you are wondering what happened between David and Andromeda, Andromeda challenged David to a mind duel. I'll let y'all figure out the rest.

the worst:
Original Roll String: 2d6
2 6-Sided Dice: (5, 4) = 9

Cerberus v666:
Original Roll String: 2d6
2 6-Sided Dice: (2, 4) = 6

Inferno390:
Original Roll String: 2d6
2 6-Sided Dice: (4, 4) = 8

inspiratieloos:
Original Roll String: 2d6
2 6-Sided Dice: (4, 4) = 8

Not Known 15:
Original Roll String: 2d6
2 6-Sided Dice: (1, 4) = 5

Jackal711:
Original Roll String: 2d6
2 6-Sided Dice: (1, 4) = 5

Gamma Emerald:
Original Roll String: 2d6
2 6-Sided Dice: (5, 3) = 8
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Post Post #1953 (ISO) » Thu Mar 05, 2020 3:33 pm

Post by Ircher »

**the worst has 9/10 morale left.**
**inspiratieloos has 7/10 morale left.**
**Jackal711 has 3/10 morale left.**
**Gamma Emerald has 4/10 morale left.**

Just as quickly as it started, the tune suddenly stops. You look towards David and notice he is poised for battle. You also feel an energizing quality in the surrounding air. It looks like this battle has just gotten more interesting.
---
Current Monster Statuses
(Threshold
7/1
)
(7) Alpha : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(6) Cultist Andromeda : Cultist Musician : Level = 6 | HP = 50/50 | MP = 24/24 | Morale = 100/100 | Attack = 1d4 | Defense = 1d4

Reinforcements:
These enemies do not grant experience, but must be killed to end the battle.

(7) Alpha Alpha : Hydra Slime : Level = 7 | HP =
197/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta : Hydra Slime : Level = 7 | HP =
6/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Alpha : Hydra Slime : Level = 7 | HP =
45/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Beta : Hydra Slime : Level = 7 | HP =
22/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Beta Charlie : Hydra Slime : Level = 7 | HP =
6/400
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Alpha : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Alpha Alpha : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Charlie Beta : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Delta Alpha Alpha : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2
(7) Alpha Echo : Hydra Slime : Level = 7 | HP =
DEAD
| Morale = 15/15 | Attack = 1d8 | Defense = 1d2

Active Battle Effect #1: Players require and use one less mana to cast spells.
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Post Post #1954 (ISO) » Fri Mar 06, 2020 8:26 pm

Post by dsjstr »

I'll attack with my last life, I have less to lose.

Alpha Beta won't get away with this, I will destroy them
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Post Post #1955 (ISO) » Fri Mar 06, 2020 10:01 pm

Post by the worst »

At rand I'll kill ABC.... So here goes.
Attack abc.

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

Original Roll String: 1d4
1 4-Sided Dice: (1) = 1
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Post Post #1956 (ISO) » Fri Mar 06, 2020 10:02 pm

Post by the worst »

Hadn't accounted for defence anyway so w/e
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Post Post #1957 (ISO) » Fri Mar 06, 2020 10:23 pm

Post by Not Known 15 »

Attack Alpha Beta Charlie
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

Original Roll String: 1d4
1 4-Sided Dice: (3) = 3
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Post Post #1958 (ISO) » Fri Mar 06, 2020 10:24 pm

Post by Not Known 15 »

Dead.
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Post Post #1959 (ISO) » Sat Mar 07, 2020 1:05 am

Post by inspiratieloos »

What do we do with the Cultist?

We left the previous cultist for last because he was helping us by reducing mana costs, but we're not really using spells against this fight anyway. OTOH morale damage is relevant now, a slime at <28 hp shouldn't regenerate morale under the new system and one below 85 should only regen 1 point per turn and the scared status pretty much puts an enemy out of the fight, we could keep the new cultist alive because she makes fear a lot more economical. Ircher how does splitting affect morale, does the new slime spawn with 100% morale or does it copy the parent slime?
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Post Post #1960 (ISO) » Sat Mar 07, 2020 11:25 am

Post by Ircher »

I'm gonna say new slimes spawn with 100% morale since I earlier said that new slimes do not inherit the status afflictions of the parent slime.

(expired on 2020-03-08 14:45:40) left in the round.
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Post Post #1961 (ISO) » Sat Mar 07, 2020 11:33 am

Post by dsjstr »

Attack Alpha Beta

Original Roll String: 1d8
1 8-Sided Dice: (8) = 8
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Post Post #1962 (ISO) » Sat Mar 07, 2020 11:34 am

Post by dsjstr »

yeesh
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Post Post #1963 (ISO) » Sat Mar 07, 2020 11:48 am

Post by Formerfish »

Someone tell me what to do, i dont wanna think.

I believe im off cooldown for actions.
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Post Post #1964 (ISO) » Sat Mar 07, 2020 3:33 pm

Post by dsjstr »

Alpha Beta still has some life left, like 2 or 3
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Post Post #1965 (ISO) » Sat Mar 07, 2020 10:52 pm

Post by inspiratieloos »

Cast minor heal on dsjstr

Original Roll String: 1d3
1 3-Sided Dice: (1) = 1


Yeah FF you should probably hit AB with something.
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Post Post #1966 (ISO) » Sun Mar 08, 2020 12:18 am

Post by Formerfish »

Attack AB


Original Roll String: 2d4
2 4-Sided Dice: (4, 4) = 8


I was wrong, im still on cd for 1 round.
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Post Post #1967 (ISO) » Sun Mar 08, 2020 12:24 am

Post by inspiratieloos »

It still has 1 HP left.
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Post Post #1968 (ISO) » Sun Mar 08, 2020 6:53 am

Post by Ircher »

Don't forget y'all have an NPC action as well. I'll probably resolve in ~a hour or so.
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Post Post #1969 (ISO) » Sun Mar 08, 2020 7:20 am

Post by Jackal711 »

In post 1967, inspiratieloos wrote:It still has 1 HP left.
Let's fix that..
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Post Post #1970 (ISO) » Sun Mar 08, 2020 7:37 am

Post by inspiratieloos »

Just have David use double shot on ABB? We have enough actions left to kill it but I'm not sure there's any active players. Then again we can probably kill the split off slimes next turn anyway.
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Post Post #1971 (ISO) » Sun Mar 08, 2020 7:45 am

Post by Formerfish »

In post 1970, inspiratieloos wrote:Just have David use double shot on ABB? We have enough actions left to kill it but I'm not sure there's any active players. Then again we can probably kill the split off slimes next turn anyway.
Maybe have David check out the new cultist chick?
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Post Post #1972 (ISO) » Sun Mar 08, 2020 8:14 am

Post by inspiratieloos »

Also valid
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Post Post #1973 (ISO) » Sun Mar 08, 2020 8:27 am

Post by Jackal711 »

Let's go with that, info would be good
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Post Post #1974 (ISO) » Sun Mar 08, 2020 9:07 am

Post by Ircher »

the worst begins the charge. He cartwheels to Alpha Beta Charlie and then swings at the slime. Unfortunately, he was too busy showing off instead of using proper technique. The slime's skin repels his blade easily. (2 so far on Alpha Beta Charlie {1}.) Not Known 15 sees the worst's failure of an attack and comes to rescue him. He sends his weapon crashing downward on the slime, and the slime disintegrates into millions of tiny specks. (2 + 10 = 12 so far on Alpha Beta Charlie {2}.) **Alpha Beta Charlie is
dead
.**

Despite his wounds, dsjstr crawls forward. He swings his blade angrily at Alpha Beta but misses! The slime easily outpaces him. (1 so far on Alpha Beta.)

inspiratieloos begins making motions and chants. Green and white wisps begin encircling his fingertips. He points towards dsjstr, and dsjstr is bathed in a weak white light. **dsjstr has
2/15
HP left.**

Intent on finishing the slime Alpha Beta, Formerfish start running towards it. Along the way, Jackal711 shouts at him, "May the odds be in your favor!" Encouraged, Formerfish takes aim from the right. (1 + 6 = 7 so far on Alpha Beta {2}.)
(Defense roll:)
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1


David begins studying the motions of the cultist. Of course, he already knows most of the cultist's tricks from his time as a fellow cultist. He learns the following information:
Spoiler: Cultist Andromeda Scrying Info
**Cultist Andromeda : Cultist Musician : Level = 6 | HP = 50 | MP = 24 | Morale = 100 | Attack = 1d4 | Defense = 1d4
- Passive Skill "Cultist Charm": This creature cannot be killed. If this creature is rendered unconscious, this creature's protective magic will auto-revive them in three rounds at 25% maximum health (rounded to nearest). The battle ends when all slimes are dead.
- Passive Skill "Perseverance": Instead of dying, this creature is rendered unconscious when this creature takes damage at 1 HP. Further damage will kill this creature. Healing items and spells restore unconscious characters to 1 HP, regardless of how much health is healed.
- Passive Skill "Healing Grace": If an attack causes this creature's health to drop to 1 HP or less (when they were above 1 HP beforehand), this creature will be left with 1 HP instead. If the creature takes damage at 1 HP, it falls unconscious.
- Passive Skill "Energizing": While this creature is conscious, all spells require and use one less mana to cast (for both friendly and hostile creatures).
- Magic Spell "Song of Medicine" (3 Mana): Plays a special song that cures one status affliction of all allies and heals all allies by 1d3 hitpoints.
- Magic Spell "Trill" (2 Mana): Plays a delightful trill and increases an ally's morale by 2d4 points.
- Magic Spell "Low Note" (1 Mana): Plays a low-pitched note and causes an enemy to lose 2d6 morale.
- Special Ability "Absorb Slime" (Unlimited use; does not end turn): Siphons the life force of a slime to restore HP and MP by half of the slime's remaining health.


---
Chemist1422 can use active skills again.

Formerfish can use active skills again.
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