DeadLiar wrote:Attack the squishy caster type, if dead, attack a knight.
Action Roll: 3
You attack the Goblin Wizard with your dagger!
Attack Roll: 1 v 4
But the Wizard easily avoids your attack and is able to whack at you with its staff! You attempt to avoid the attack...
Roll to Dodge: 2
But get whacked right in the face by the end of the staff and take 1 damage!
(You’re lucky this guy has 1 STR)
Flan wrote:Get Elemental Strike and use it on the Goblin Wizard
-3MP
Action Roll: 6
You call upon the elements. Storm clouds erupt overhead as magic concentrates around the wizard. You feel as if the power of the gods themselves are channelling into your attack. +2 to attack roll.
Element Roll: 1 - Fire
Secondary Effect Roll: 5 - Success
(FYI - I pretend it’s a coin for the elements that have 50% chance. Odd numbers are Heads, Even numbers are tails, and Heads activates these element.)
The ball of magic explodes upwards into the sky, raining down fire upon the enemy!
Attack Roll: 3+2 = 5 v 2
One of the fireballs hits the Goblin Wizard for 12 damage!
The Goblin Wizard is burned and will take 3 damage after each one of its attacks for 3 turns!
ShadowSpectre wrote:Attack a Goblin Knight. (Auto-actioned)
Action Roll: 3
The goblins see you coming and get ready to defend themselves.
Attack Roll: 3 v 1
You manage to get through the defense of the goblin and slash at it with your dagger, inflicting 4 damage on the Goblin Knight!
Jayeon wrote:Attempt to find an opening and strike the Goblin Wizard from above.
Action Roll: 6
The green aura surrounding your sword seems to expand and retract steadily, as if it is a living organism and is breathing. You hear a voice, though it doesn’t come from any direction, but rather, it seems to echo across the battlefield.
“I am yours to command...” (+2 to attack roll)
As you look around the battlefield, nobody else appears to have heard this mysterious voice, nor seems to be aware of the aura engulfing your sword.
“Lead the way...” You hear the voice say.
As you bring your sword down, the aura lashes out at the goblin!
Attack Roll: 3+2 v 5
The Goblin Wizard braces itself, guarding against most of the attack, but still takes 9 damage and dies!
The Phantom wrote:Use Bash on a Knight. If one or both Knights are damaged, use it on the one with more HP.
Action Roll: 5
You bring an arm back and swing it at the Goblin, ready to defend yourself as needed.
Attack Roll: 6 v 1
You manage to catch the Goblin when they aren’t expecting you, bypassing their defenses and inflicting 18 damage on a Goblin Knight!
You then step back, ready to retaliate as needed. (+1 to all defense rolls)
VR wrote:Use wound on Goblin Wizard (and if dead, use it on the Knight).
-2MP
Action Roll: 2
You charge the Goblin Knight with your sword, but the goblin is already prepared to face you.
Attack Roll: 1 v 6
The goblin not only defends against your attack successfully, but manages to retaliate! You try to get out of the way...
Roll to Dodge: 1
... but the attack hits you with all its might and pierces some of your armor.
You take 3 damage.
ENEMY ATTACKS
Goblin Knight #1
HP: 7/25
Roll Target: 7 = ShadowSpectre
Action Roll: 6
The goblin charges, its heavy wounds seeming to make it much more bloodthirsty than ever before. (+2 to attack roll)
Attack Roll: 1+2 v 5
But you manage to defend yourself successfully from its attack.
Goblin Knight #2
HP: 21/25
Target Roll: 12 = Drakiel
Action Roll: 3
The goblin swings its sword at Drakiel...
Attack Roll: 4 v 4
... And manages to hit him, but his armor defends him from any serious damage!
-END OF ACTIONS-
NOTES
- Everyone naturally restores 1MP per turn, except for Wizards (Flan), who, because of being attuned to the magic of the world, restores 2MP per turn.
- SS was auto-actioned but I'm not counting this against him because he told me he was gone via Facebook.
- Don't worry about the EXP counter thing anymore, it's too much mathematics for me to develop a scaling EXP Bar that is functional throughout the game, so I'll just notify everyone of when they level up.
- The fight continues.
Goblin Knight #1
HP: 7/25 HP
MP: 6/6
Abilities: Wound - 2MP
Goblin Knight #2
HP: 21/25
MP: 6/6
Abilities: Wound - 2MP