Post by Azuloth on Jan 29, 2019 16:04:19 GMT -5
Weather
-Moonset
There are no moons in the night sky. Darkness has increased. Accuracy is reduced by 30%.
Battle Data
Initiative
Tyr
Clasher
Jorkahn
Tyr (Tyr -vs Clasher 56 -30% = 39.2)
1. Power Swing attack at head. (Mace: 955 damage, crushing, 150 Str for crushing check) 1D100 => 23 HIT!! (955 -100 = 845, 1D100 => 76 Crushing Check -vs- 1D100 => 61 Resist, Resists, +250 Head Critical, -30 Knowledge, +Bleeding)
2. Wide swing across arm, torso, and arm. (100 Str for relevant crushing checks) 1D100 => 65 MISS!
3. Power Swing + Quake directly in front of Clasher. (150 damage, if Clasher is within 1 meter he's thrown 15 meters and takes appropriate damage. 1D100 => 24 Success. Clasher is thrown 15 meters: Vitality Check: 1D100 => 34 =36%*2=72% of HP + 196 = 303.64
Clasher
-Dead
Results
Clasher takes 1398.64 Dmg. Clasher is dead.
Tyr & Jorkahn -vs- Clasher
As Jorkahn's spell flickers out with his loss of consciousness, Clasher turns to his other foe. As he turned the mace came down on his head, ringing his bell. His vision swirled, blood pooled from the break in his scalp pressed in from the sizable dent in his armor. The helmet was nearly bashed all the way in, but Clasher's skull was much too hard to break through. Reeling from the blow, he wasn't fully aware of what happened next. As Tyr brought down his weapon into the earth, Clasher went flying into a pile of rubble behind him from the force of the blow. Shockwaves threw him so hard that his neck snapped on impact, his back broke, and his life was snuffed out. Clasher was dead.
A lull came over the camp. Soldiers that were fighting and dying, inspired by their leader, were quickly dropping their weapons and putting their hands up. Some were climbing over the walls and fleeing.
Clasher
Stats
Str: 113 Vit: 94 Agi: 94 Ch: 61 ST: 53 T: 103 D: 75 EN: 79 P: 79 K: 76
HP: 0/1880 -1095, -303.64 Stm: 2118/2124 MP: 1194/1414 -50 -110
Chance to hit Tyr: 44 (-30%) 30.8
Armor:
Sturdy Plate Armor: 110 DR All zones.
Weapons:
Right: Slasher
-Dmg: 240 (Ripping, Slashing)
Left: Stabber
-Dmg: 240 (Piercing)
Skills
Victory Slash
-Enhances a regular sword swing with magic.
-+100 Magic Dmg.
-Mp Cost: 50
Breaking Stab
-Enhances a regular sword stab with magic.
-+100 Magic Dmg.
-Mp Cost: 50
Parry and Strike!
-Clasher parries an attack with one weapon and follows up with an attack as a free action once a turn.
-If he parries with the right sword, he attacks with the left and vice versa.
-Passive: Once per turn.
-Mp Cost: 20 per turn.
Crushing Kick
-Clasher kicks his foe, sending them flying with his monstrous strength.
-Enemy flies: 1d5 meters backwards.
-Deals strength dmg+100
-Mp Cost: 30
Disarm
-Clasher is a highly skilled duelist. He can disarm a foe with his swordplay alone.
-5% chance to disarm a foe.
-If the foe is disarmed they must spend an action to retrieve their weapon.
-Mp Cost: 20
Never Quit
-One in five damage dealing hits on Clasher deals damage to his stamina instead of his HP. Effects apply normally.
-Passive.
-MP Cost: 10 per turn.
Electrify
-Clasher's not much of a spellweaver. With this spell he arcs lightning between himself and his opponent, dealing 400 lightning damage to both himself and his target.
-Mp Cost: 110
Objective met:
Kill All SKC Troops in lower camp:
-All SKC troops have either surrendered, fled, or been killed. Victory. Decisive victory.
Thread continues.
-Moonset
There are no moons in the night sky. Darkness has increased. Accuracy is reduced by 30%.
Battle Data
Initiative
Tyr
Clasher
Tyr (Tyr -vs Clasher 56 -30% = 39.2)
1. Power Swing attack at head. (Mace: 955 damage, crushing, 150 Str for crushing check) 1D100 => 23 HIT!! (955 -100 = 845, 1D100 => 76 Crushing Check -vs- 1D100 => 61 Resist, Resists, +250 Head Critical, -30 Knowledge, +Bleeding)
2. Wide swing across arm, torso, and arm. (100 Str for relevant crushing checks) 1D100 => 65 MISS!
3. Power Swing + Quake directly in front of Clasher. (150 damage, if Clasher is within 1 meter he's thrown 15 meters and takes appropriate damage. 1D100 => 24 Success. Clasher is thrown 15 meters: Vitality Check: 1D100 => 34 =36%*2=72% of HP + 196 = 303.64
Clasher
-Dead
Results
Clasher takes 1398.64 Dmg. Clasher is dead.
Tyr & Jorkahn -vs- Clasher
As Jorkahn's spell flickers out with his loss of consciousness, Clasher turns to his other foe. As he turned the mace came down on his head, ringing his bell. His vision swirled, blood pooled from the break in his scalp pressed in from the sizable dent in his armor. The helmet was nearly bashed all the way in, but Clasher's skull was much too hard to break through. Reeling from the blow, he wasn't fully aware of what happened next. As Tyr brought down his weapon into the earth, Clasher went flying into a pile of rubble behind him from the force of the blow. Shockwaves threw him so hard that his neck snapped on impact, his back broke, and his life was snuffed out. Clasher was dead.
A lull came over the camp. Soldiers that were fighting and dying, inspired by their leader, were quickly dropping their weapons and putting their hands up. Some were climbing over the walls and fleeing.
Clasher
Stats
Str: 113 Vit: 94 Agi: 94 Ch: 61 ST: 53 T: 103 D: 75 EN: 79 P: 79 K: 76
HP: 0/1880 -1095, -303.64 Stm: 2118/2124 MP: 1194/1414 -50 -110
Chance to hit Tyr: 44 (-30%) 30.8
Armor:
Sturdy Plate Armor: 110 DR All zones.
Weapons:
Right: Slasher
-Dmg: 240 (Ripping, Slashing)
Left: Stabber
-Dmg: 240 (Piercing)
Skills
Victory Slash
-Enhances a regular sword swing with magic.
-+100 Magic Dmg.
-Mp Cost: 50
Breaking Stab
-Enhances a regular sword stab with magic.
-+100 Magic Dmg.
-Mp Cost: 50
Parry and Strike!
-Clasher parries an attack with one weapon and follows up with an attack as a free action once a turn.
-If he parries with the right sword, he attacks with the left and vice versa.
-Passive: Once per turn.
-Mp Cost: 20 per turn.
Crushing Kick
-Clasher kicks his foe, sending them flying with his monstrous strength.
-Enemy flies: 1d5 meters backwards.
-Deals strength dmg+100
-Mp Cost: 30
Disarm
-Clasher is a highly skilled duelist. He can disarm a foe with his swordplay alone.
-5% chance to disarm a foe.
-If the foe is disarmed they must spend an action to retrieve their weapon.
-Mp Cost: 20
Never Quit
-One in five damage dealing hits on Clasher deals damage to his stamina instead of his HP. Effects apply normally.
-Passive.
-MP Cost: 10 per turn.
Electrify
-Clasher's not much of a spellweaver. With this spell he arcs lightning between himself and his opponent, dealing 400 lightning damage to both himself and his target.
-Mp Cost: 110
Objective met:
Kill All SKC Troops in lower camp:
-All SKC troops have either surrendered, fled, or been killed. Victory. Decisive victory.
Thread continues.