Posted January 24, 2012
This is a 1v1 match in the Hourglass. (See map below). Need 2 characters to sign up.
Legion of the Shield Guild Hall (Character creation, etc.)
Sparring Record Holders
Sparring Points System
Sparring Gold and XP System
Before you begin a quest (anyone who has played before should look at this.)
Sign ups:
1. Kemuel [Level 12 Knight] (Nel-A)
2. Vir [Level 1 Psionicist] (Aaron86)
Rules:
1. Max of 20 turns for each side. After 40 total turns, match considered a draw.
2. You can move 2 spaces each turn, in addition to taking an action.
3. It takes an action to search any of the treasure chests.
4. I will keep track of your HP, loot, etc. right here.
5. Melee (or close range) is one adjacent square in any direction. Missile (or long range) is anything within your line of sight. Most unmarked skills are considered "long range", unless they're melee attack skills.
______________________________________________________________________
Player: Nel-A
Character: Kemuel
Race: Human (+charisma)
Gender: Male
Affiliation(s): Black Brigade, Knights of the Ton
Class: Knight
Level: 12
Experience: 1219/1300
Points Spent/Available: 8/11
HP: 52 + 10 = 62
Gold: 163
Weapon 1: Longsword +1 (Melee, Sharp, Grandmastery +2)
Weapon 2: Shortbow (Missile, Sharp)
Armor: None
Amulet: Unstable Amulet of Valor: This magical amulet rewards its bearer in wildly unpredictable ways for acts of heroism and bravery in defense of righteousness and justice.
Items: 4/5:
1. Rope
2. Unidentified Potion: This clear vial contains a fluorescent orange substance. You open it up and smell what's inside, but immediately recoil in disgust. No one will mistake this for a refreshing drink! Thinking back over your time at the base camp, you recall that Gallop from Gallop's Concoctions was practically begging people to find a potion of this description. At the beginning of your next quest, you might want to bring it back to him and see if he'll give you a reward.
3. Certificate of Passage (Oma): This paper certificate entitles you to a free berth with the captain of any Oma ship and all the pay and rewards due to any Oma crewman. You may initiate a solo quest using this certificate at any time, provided you aren't involved in any other quest. (PM me any time).
4. Shield Seal (Fire): This is a magnetic seal, shaped like a torch. Before or during a quest (as an action), you may apply this seal to an equipped shield. It becomes forever magnetically linked to that shield and cannot be removed. The shield becomes highly resistant to fire. This also increases it's sale value.
Active Skills
Double Strike (Improved): Attack two enemies (melee) - split damage.
Guard (Improved): Begin guarding target ally. All damage dealt to you that was intended for that ally is reduced. You must say at relatively close range, or the effect will end.
Offensive Stance: You enter an offensive stance. Slightly increases all physical damage you deal.
Shield Slam (Improved): Does less damage than a blunt weapon, but more likely to stun.
Whirlwind (Improved): Attack three enemies (melee) - split damage.
Innate Skills
Appealing to Commoners: Commoners are more friendly to you.
Appealing to Nobles: Nobles are more friendly to Can equip 2 weapons.
Health: +10 HP.
Riding: Can buy/ride steed.
Resistance to Fear: Resists “fear” effects
Resistance to Charm: Resists “charm” effects
Weapon Grandmastery (Knight): +2 with Longswords
Biography/Personality: Adaptable, Benevolent, Bitter, Brave, Clever, Compassionate, Courageous, Cynical, Disciplined, Eloquent, Jaded, Loyal, Wise. Speaks eloquently, but carefully, as if every word he says will be remembered forever. He wants to fly upon a Dragon one day. Former member of the Knights of the Ton. The final commander of the Northbrook coalition that defeated the invaders called 'the primitives.'
______________________________________________________________________
Player: Aaron86
Character: Vir
Race: Vasar (+perception)
Class: Psionicist
Gender: Male
Affiliation(s): None
Level: 1
XP: 100/200
Points Available/Spent: 0/0
HP: 41
Gold: 56
Weapon: Quarterstaff
Armor Set: None
Items (2/5):
1. Boots of the Underlands: These magical boots are normal in appearance: a plain black with red striping on the heel. While wearing them, your speed is increased but you tire easily, and, as such, your defenses are weakened (you take extra damage when hit). They are lightweight and do not interfere with spell-casting.
2. Jadderick Living Box: This plain-looking white box is small enough to fit snugly in your inventory. Inside there dwells a creature called a Jadderick. Jadderix (pluaral) resemble Ogres in their appearance, with the exception that they are less than a centimeter tall, weigh only a few ounces and are covered in thick brown fur. Jadderix can activate profound magical powers far beyond that of any being in the world, with the exception of a Djinn. The problem is that they require a special type of food (a leaf that grows in marshes) in order to use their powers and, like some Djinn, they demand that you solve a puzzle or riddle before they will use their power for you.
The name of the Jadderick that dwells here is Hominy. At any time, you may take this action: open Hominy's box, feed him a Jadderick leaf, snap your fingers three times and make a wish. Then say, "Hominy, hear my humble request." You must follow this ritual PRECISELY.
He will provide you with a puzzle or riddle. You may consult with anyone around you as to the answer. You may even use a skill (if you have one) that helps to solve puzzles or riddles. However, you only have one chance to get it right. If you solve his puzzle or riddle on the first try, he will make your wish come true, to the extent that it is possible. If your first guess is incorrect, he will extract a portion of your HP for the remainder of any quest. You may choose NOT to attempt to answer the puzzle or riddle and you will not lose any HP. However, he will still keep the leaf you fed him.
Active Skills
Brainwash: Make a target forget recent events.
Telekinesis (Minor): Can move small objects with the power of the mind.
Telepathy (Implant): Plant a message in a target’s mind.
Telepathy (Read): Peer into the mind of a target and figure out what they’re thinking.
Levitate: Hover above the ground. Makes you tougher to hit with melee, touching or other close-range attacks. You must activate this skill again if you wish to return to the ground. Levitate lifts you anywhere from 0.5 feet to 10 feet in the air, depending on your roll. It can be used as a climbing aid.
Innate Skills
Naturally resists all mental attacks and negative mental states.
Biography/Personality: Wiry build, with a toughness that is obscured by his slight build. A dispassionate ascetic of few words and much contemplation. Uses subtlety and subterfuge to manipulate the situation. Not forthcoming about his motivations.
Legion of the Shield Guild Hall (Character creation, etc.)
Sparring Record Holders
Sparring Points System
Sparring Gold and XP System
Before you begin a quest (anyone who has played before should look at this.)
Sign ups:
1. Kemuel [Level 12 Knight] (Nel-A)
2. Vir [Level 1 Psionicist] (Aaron86)
Rules:
1. Max of 20 turns for each side. After 40 total turns, match considered a draw.
2. You can move 2 spaces each turn, in addition to taking an action.
3. It takes an action to search any of the treasure chests.
4. I will keep track of your HP, loot, etc. right here.
5. Melee (or close range) is one adjacent square in any direction. Missile (or long range) is anything within your line of sight. Most unmarked skills are considered "long range", unless they're melee attack skills.
______________________________________________________________________
Player: Nel-A
Character: Kemuel
Race: Human (+charisma)
Gender: Male
Affiliation(s): Black Brigade, Knights of the Ton
Class: Knight
Level: 12
Experience: 1219/1300
Points Spent/Available: 8/11
HP: 52 + 10 = 62
Gold: 163
Weapon 1: Longsword +1 (Melee, Sharp, Grandmastery +2)
Weapon 2: Shortbow (Missile, Sharp)
Armor: None
Amulet: Unstable Amulet of Valor: This magical amulet rewards its bearer in wildly unpredictable ways for acts of heroism and bravery in defense of righteousness and justice.
Items: 4/5:
1. Rope
2. Unidentified Potion: This clear vial contains a fluorescent orange substance. You open it up and smell what's inside, but immediately recoil in disgust. No one will mistake this for a refreshing drink! Thinking back over your time at the base camp, you recall that Gallop from Gallop's Concoctions was practically begging people to find a potion of this description. At the beginning of your next quest, you might want to bring it back to him and see if he'll give you a reward.
3. Certificate of Passage (Oma): This paper certificate entitles you to a free berth with the captain of any Oma ship and all the pay and rewards due to any Oma crewman. You may initiate a solo quest using this certificate at any time, provided you aren't involved in any other quest. (PM me any time).
4. Shield Seal (Fire): This is a magnetic seal, shaped like a torch. Before or during a quest (as an action), you may apply this seal to an equipped shield. It becomes forever magnetically linked to that shield and cannot be removed. The shield becomes highly resistant to fire. This also increases it's sale value.
Active Skills
Double Strike (Improved): Attack two enemies (melee) - split damage.
Guard (Improved): Begin guarding target ally. All damage dealt to you that was intended for that ally is reduced. You must say at relatively close range, or the effect will end.
Offensive Stance: You enter an offensive stance. Slightly increases all physical damage you deal.
Shield Slam (Improved): Does less damage than a blunt weapon, but more likely to stun.
Whirlwind (Improved): Attack three enemies (melee) - split damage.
Innate Skills
Appealing to Commoners: Commoners are more friendly to you.
Appealing to Nobles: Nobles are more friendly to Can equip 2 weapons.
Health: +10 HP.
Riding: Can buy/ride steed.
Resistance to Fear: Resists “fear” effects
Resistance to Charm: Resists “charm” effects
Weapon Grandmastery (Knight): +2 with Longswords
Biography/Personality: Adaptable, Benevolent, Bitter, Brave, Clever, Compassionate, Courageous, Cynical, Disciplined, Eloquent, Jaded, Loyal, Wise. Speaks eloquently, but carefully, as if every word he says will be remembered forever. He wants to fly upon a Dragon one day. Former member of the Knights of the Ton. The final commander of the Northbrook coalition that defeated the invaders called 'the primitives.'
______________________________________________________________________
Player: Aaron86
Character: Vir
Race: Vasar (+perception)
Class: Psionicist
Gender: Male
Affiliation(s): None
Level: 1
XP: 100/200
Points Available/Spent: 0/0
HP: 41
Gold: 56
Weapon: Quarterstaff
Armor Set: None
Items (2/5):
1. Boots of the Underlands: These magical boots are normal in appearance: a plain black with red striping on the heel. While wearing them, your speed is increased but you tire easily, and, as such, your defenses are weakened (you take extra damage when hit). They are lightweight and do not interfere with spell-casting.
2. Jadderick Living Box: This plain-looking white box is small enough to fit snugly in your inventory. Inside there dwells a creature called a Jadderick. Jadderix (pluaral) resemble Ogres in their appearance, with the exception that they are less than a centimeter tall, weigh only a few ounces and are covered in thick brown fur. Jadderix can activate profound magical powers far beyond that of any being in the world, with the exception of a Djinn. The problem is that they require a special type of food (a leaf that grows in marshes) in order to use their powers and, like some Djinn, they demand that you solve a puzzle or riddle before they will use their power for you.
The name of the Jadderick that dwells here is Hominy. At any time, you may take this action: open Hominy's box, feed him a Jadderick leaf, snap your fingers three times and make a wish. Then say, "Hominy, hear my humble request." You must follow this ritual PRECISELY.
He will provide you with a puzzle or riddle. You may consult with anyone around you as to the answer. You may even use a skill (if you have one) that helps to solve puzzles or riddles. However, you only have one chance to get it right. If you solve his puzzle or riddle on the first try, he will make your wish come true, to the extent that it is possible. If your first guess is incorrect, he will extract a portion of your HP for the remainder of any quest. You may choose NOT to attempt to answer the puzzle or riddle and you will not lose any HP. However, he will still keep the leaf you fed him.
Active Skills
Brainwash: Make a target forget recent events.
Telekinesis (Minor): Can move small objects with the power of the mind.
Telepathy (Implant): Plant a message in a target’s mind.
Telepathy (Read): Peer into the mind of a target and figure out what they’re thinking.
Levitate: Hover above the ground. Makes you tougher to hit with melee, touching or other close-range attacks. You must activate this skill again if you wish to return to the ground. Levitate lifts you anywhere from 0.5 feet to 10 feet in the air, depending on your roll. It can be used as a climbing aid.
Innate Skills
Naturally resists all mental attacks and negative mental states.
Biography/Personality: Wiry build, with a toughness that is obscured by his slight build. A dispassionate ascetic of few words and much contemplation. Uses subtlety and subterfuge to manipulate the situation. Not forthcoming about his motivations.
Post edited February 06, 2012 by stoicsentry