Page 13 of 15

Re: Adventure RtD: Lurid Fable - Turn 3 - Wow.

Posted: Tue May 22, 2012 8:12 pm
by Halico
HP:20/20 ||||||||||||||||||||
Augmentation:
Sleight [Innate Passive]: +2 to Base EVA and SPD.
Sneak [Active Passive - 3 Levels - lv1]: When enabled, enemies cannot target you for attacks (you still take damage from group attacks). At the end of each turn, you have a 60%/40%/20% chance of being revealed. Whenever you use an attack or skill that targets an enemy or group of enemies, you are revealed. (revealed = skill is toggled off) Cooldown: ready/8 Turns.
Backstab [Innate Passive - 5 Levels]: (Requires Sneak Augmentation) When attacking out of Sneak, your attacks do 130%/160%/190%/220%/250% damage.

Special:
- [Granted by: Roid Rage Helm] | Roid Rage [Innate Passive - Level 2] - At 100% HP, your SPD becomes 200% of its original value. (SPD=31*2=62)
- [Granted by: Slime Chest Plating] | Stick Physics [Innate Passive - Level 1] - Any enemy physically attacking you has a 20% to have their SPD halved for 2 turns.



>Augment add:backstab (to lv1)
>Augment lv up:sneak (to lv2)
stats: +15 SPD
+1 DEF
+2 ATK
+3 MHP
buy 2 small medikit.

Re: Adventure RtD: Lurid Fable - Turn 8 - You might die

Posted: Tue May 22, 2012 9:07 pm
by SnipeHeart
Level Up!
> Choose Vital Strike
> Level Up Crushing Blow
+ 5 HP
+ 5 ATK
+ 2 SCD
+ 2 DEF

Purchase LLN-21 Armour Fragment - Helmet and LLN-21 Armour Fragment - Arms. Then head to sewers.

Re: Adventure RtD: Lurid Fable - Turn 14 - Poor Decision?

Posted: Wed May 23, 2012 4:29 am
by Halico
um.
hyphen, the EXP to level up is one level below it needs on your sheet.

Re: Adventure RtD: Lurid Fable - Turn 2 - PQ is a lucky mofo

Posted: Wed May 23, 2012 6:00 pm
by PureQuestion
Buy and equip Roid Rage helmet.

Take fireball lv 2, shard armor lv1.

Re: Adventure RtD: Lurid Fable - Turn 14 - Poor Decision?

Posted: Sat May 26, 2012 1:51 am
by TheBlueEcho
As the party traveled to the sewers, Rayner decided to break the silence. After all, they're not on a Headhunt right now, the need for silence is lower.
"I expect to find a lot of slimes in the sewers, perhaps even one of those Grime Slimes you told me about. It's the most fitting place for them to live."

OCC:Yes I'm retconning abit.

Re: Adventure RtD: Lurid Fable - Turn 14 - Poor Decision?

Posted: Sat May 26, 2012 2:00 am
by White Glint
Erika: Don't talk about it, one nearly killed me.

Re: Adventure RtD: Lurid Fable - Turn 14 - Poor Decision?

Posted: Sat May 26, 2012 8:23 am
by [][][][]
"What she said. Ugh, that thing's defensive ability is quite impressive, I did have to go slower and use this..." *brings out Spiked Brute Club* "...in order to manipulate it.
And besides, we have to stay silent, the government most likely wants us dead regardless of what we did."
*hides Spiked Brute Club*

Re: Adventure RtD: Lurid Fable - Turn 14 - Poor Decision?

Posted: Sat May 26, 2012 2:01 pm
by TheBlueEcho
"It couldn't have been much worse than that crazy brute," he said "that thing hated everything. Especially our wizard friend over here."
Rayner couldn't help but smirk a little bit as he said that. He didn't wish any ill will on him, but he just couldn't help himself. He then turned back to Colin and Erika.
"I doubt they would send anyone seriously threatening to the sewers, if anyone at all. I think it's more likely will run into some desperate headhunter or some sewer serpent, and even more lowlifes. As for security, probably just a maintenance drone or two."

Re: Adventure RtD: Lurid Fable - Turn 14 - Poor Decision?

Posted: Sat May 26, 2012 2:23 pm
by White Glint
Erika: Um... hello? The Grime Slime that nearly killed me had also POISONED me!

Re: Adventure RtD: Lurid Fable - Turn 14 - Poor Decision?

Posted: Sat May 26, 2012 2:47 pm
by TheBlueEcho
"Yes but you didn't die now did you? You survived, so stop crying about it. Besides, were more prepared now so if you run into another one you'll deal with it better."

OCC: XD