Snakes & Foxes 3: The ****oo's Nest (Game Thread)

Perhaps the next one should be hosted ina videogame universe :D
 
OR at least fairytale land. Guess what I will be.
 
Okay, I was lying. I have a bunch of PMs from battles - including Seon's...
Spoiler :

Niklas said:
Divided Soul
Player: PurpleTurtle
Race: Human
Nation: Sidar
Alignment: Neutral

You are a man who should be dead, yet by magical means you have prolonged your life. You have learnt to sever your soul from your physical body (+Synergy), and put that to good use as a scout (+Stealth) and assassin (+Poison). You can send your near invisible soul ahead, and instantly teleport to it when needed (+Movement), faster than anyone else could ever move (xMovement). Your soul is hard to spot, some can still see the telltale ripples of its passing (-Alertness). Damage done to your body while severed will be mostly undone when merging with your soul again (+Regeneration), though if your body is transformed magically then merging is problematic (-Body). Your knife won't cut through armor (-Armor), but will cause severe damage if it ever hits the skin (xAbsorption). Being already detatched from the world, you can easily see through the unreal (xIllusion), it is the real that bothers you (-Nature). Your teleporting allows you get easily get out of harms way if you're fired at (xRanged), it's worse with those that keep you at bay with long weapons (-Reach) since neither soul nor body can get through then. Your worst enemies are the undead, and you are well trained to fight them wherever you see them (xProfane).

Spoiler Stats :
+Stealth +Regeneration +Synergy +Movement +Poison
-Reach -Body -Nature -Armor -Alertness
xAbsorption xIllusion xProfane xRanged xMovement


Special power: Espionage. You can send your severed soul to snoop around in the rooms of other characters at night without being spotted. Each night, pick another contestant to spy on. You will learn what items they have in their possession. GM note: In the case of equipment, you will be told that they have e.g. a Cloak of the Shadows, not that they have an item that gives +Stealth. It's up to you to figure out what it does.


Engineer
Player: Splime
Race: Dwarf
Nation: Khazad
Alignment: Neutral

You're a dwarven engineer, and war machines are your speciality. Usually such machines are used against armies and castles, but you have built smaller versions of ballistas to target single opponents (+Ranged). But your knowledge is also useful for other things, in particular you know how to blow things up. You can throw grenades at your opponent, and not just the explosive kind (+Elemental) but also things like smoke bombs (+Distraction). You can also set mines to trigger from a distance, shooting shrapnel from several directions at once (+Synergy). During experiments you've taken a few hits, but what doesn't kill you makes you stronger (+Absorption). It is futile to run fast past a minefield, they'd just set off more of them (xMovement), nor could they hide their position since the booms in their wake would give them away (xStealth). Your shrapnel and explosions will cover entire areas, they're just as potent no matter how many get caught in it (xSynergy). Thick skin won't help much (xAbsorption), they would need to deflect the blast (-Deflection) or jump out of the way fast (-Dodge) to have a chance. Worst are those that just heal right up again (-Regeneration). You have no problem with those that don't want to get too close (xReach), they just give you better room to blow them up without being hit yourself. Those that stay at a longer distance are harder though (-Ranged), as are those that mess with your head (-Mind)...


Spoiler Stats :
+Ranged +Synergy +Distraction +Elemental +Absorption
-Dodge -Ranged -Deflection -Mind -Regeneration
xReach xMovement xStealth xSynergy xAbsorption


Special power: Traps. If you get the chance to prepare, you can make the arena a veritable bogmire of mines triggered by tripwires and the like. You get a +2 bonus whenever you choose the arena, but a -1 when you don't.

Niklas said:
Frost Speaker
Player: BaoBao123
Race: Human
Nation: Illian
Alignment: Evil

You are a follower of winter itself, a priest of the dead god Mulcarn. Winter is always eager to come when you call (+Elemental), and you can summon mighty ice elementals (+Conjuration) or vicious frostlings (+Synergy) to fight for you. The very blood in your veins runs slower, making you are very hard to poison (xPoison). You feel less pain than normal humans (+Absorption), and you can freeze the blood of others too (+Body). Foolish warriors trying to hide behind shields (xDeflection) or armor (xArmor) will soon learn that they won't do them any good in a blizzard. It doesn't matter if they see that blizzard coming (xAlertness), they couldn't hope to get away from it (xDodge). Those that would hope to fight you are those firing from a distance (-Ranged), or those that can stand the icy needles (-Absorption) to reach you and grapple you (-Unarmed). Your worst enemy is fire (-Elemental), especially if it comes from primal entities like fire elementals (-Conjuration)...

Spoiler Stats :
+Absorption +Synergy +Conjuration +Elemental +Body
-Elemental -Ranged -Unarmed -Absorption -Conjuration
xPoison xArmor xDeflection xDodge xAlertness


Special power: Frozen Strength. Ice is the most powerful substance in the world. Many would not realize, but you know the truth. Nothing is more powerful than the slow but inevitable movement of a glacier, or the freezing of water that cracks open the largest rock. You have +Power as a free, hidden ability. GM note: This ability will not show up on scans of your normal abilities, only on scans of your power. It will not affect the price of equipment you purchase.


Illusionist
Player: ZPV
Race: Elf
Nation: Svartalfar
Alignment: Evil

You're a trickster and magician with an evil bent. Your illusions (+Illusion) often serve to mask (+Distraction) your fiendish intentions (+Profane). As a svartalfar you know how to sneak (+Stealth), and what illusions can't kill a poisoned knife often will (+Poison). You're the undisputed expert at what you do, and other amateur illusionists (xIllusion) or tricksters (xDistraction) couldn't hope to fool you. Your illusions are so good, veils within veils, that even those trained to see through them will be fooled (xAlertness). You can fool one or you can fool many, doesn't matter much (xSynergy), and you can easily fool your way past any outer defenses they may have(xDeflection). What bothers you are those firing from afar, disproving your images (-Ranged). You also have problems against thick skins, you are no trained assassin after all (-Absorption). Then there are those whose gods help them see through your veils (-Divine), and those that use the powers of hell better than your own dabbling (-Profane). Or those that simply see the truth by reading it in your mind (-Mind)...

Spoiler Stats :
+Poison +Stealth +Illusion +Distraction +Profane
-Absorption -Ranged -Divine -Profane -Mind
xSynergy xDeflection xDistraction xAlertness xIllusion


Special power: Veils Within Veils. You are a true master of your trade, fooling everyone and anyone with your magnificent tricks. You get an extra +2 bonus against all characters that don't have either xIllusion or +Alertness.

Comment: Purchased a Wrecking Ball giving +Power.

Niklas said:
Dragon Slayer
Player: Izipo
Race: Human
Nation: Grigori
Alignment: Neutral

You are a fierce warrior trained to defend the world against its foulest creatures, the dragons. You were chosen for your great strength (+Power), and you wield your eight foot two-handed sword (+Reach, +Melee) without a problem. Your massive swings will cut through bone, armor (xArmor) or thick skin (xAbsorption) alike, leaving massive wounds or severed limbs in their wake (xRegeneration). Your strong armor (+Armor) will protect you even against a dragon's breath (xElemental), and you know to watch for the tell-tale signs that preceed such a blast (+Alertness). You fear no creature no matter how large or where it comes from (xConjuration), but your training is focused on facing one massive foe at a time (-Synergy). Thus you are sometimes easily distracted (-Distraction), or even fooled by things that aren't really there (-Illusion). Your fighting style is also less useful against the quick (-Movement) and nimble (-Dodge) that may simply duck from your blows.

Spoiler Stats :
+Power +Melee +Reach +Armor +Alertness +Movement +Illusion
-Movement -Dodge -Synergy -Distraction -Illusion
xArmor xAbsorption xConjuration xElemental xRegeneration


Special power: Slayer. Though dragons are your specialty, you can use much of your knowledge against other foul, thick-skinned beasts as well. You receive an extra +2 against any character using +Conjuration or +Absorption against you.

Comments: Bought Enchanted Sabatons of Speed (+Movement) and Illusionist's Ring (+Illusion).


Ogre
Player: Winston Hughes
Race: Ogre
Nation: Clan of Embers
Alignment: Evil

You big Ogre. You're strong (+Power), stronger than any man (xPower), and you can crush men with your bare hands (+Unarmed). Your long arms lets you strike them before they get close (+Reach), and your thick skull (+Absorption) and quick healing (+Regeneration) means you don't need to fear a fight. Only a fool would try to grapple you (xUnarmed), but those with pesky little weapons usually don't fare any better (xMelee). Your skin also protects you from the elements (xElemental), and there isn't much in your mind to target to begin with (xMind). That means you are quite susceptible to trickery (-Distraction) and illusions (-Illusion) though, and you have problems concentrating on more than one target at a time (-Synergy). You aren't the fastest (-Movement), and you were never any good at hide and seek (-Stealth)...

Spoiler Stats :
+Power +Unarmed +Reach +Regeneration +Absorption +Synergy
-Synergy -Movement -Stealth -Distraction -Illusion
xPower xMelee xUnarmed xElemental xMind


Special power: Thickheaded. You're not so squeamish. You only take half the amount of wound points from a battle compared to what another contestant would, and you heal those you do take at a rate of 2 points per night.

Comments: Bought Feathered Hat of Vicious Bird Attack (+Synergy) and two stamina potions.

Niklas said:
Luridus
Player: Ekolite
Race: Human
Nation: Malakim
Alignment: Good

You are a humble servant of Lugus the Sun, spreading his blessed enlightenment. He is with you always (+Divine), and his fiery wrath is at your command (+Elemental). You can shape his light in strange forms (+Illusion), use it to light up the darkness of people's minds (+Mind), or to nourish and replenish your own energy and body (+Regeneration). You need not fear the servants of other good gods (xDivine), the other gods know your worth. Your mind is an impregnable bastion of wisdom (xMind), and enlightened focus is your byword (xDistraction). Nothing can hide from you when you shine holy light over an area (xStealth), and no flame is more potent than the searing light of the Sun (xRegeneration). What you fear are the denizens of darkness (-Profane), and you can only hope they fear you just as much. Those hardest to face are those that can deflect the light you shine at them (-Deflection). You are physically somewhat weak (-Power), certainly no fighter (-Melee), and you have few defenses against those that fire at you from afar (-Ranged).

Spoiler Stats :
+Divine +Regeneration +Illusion +Elemental +Mind +Unarmed
-Power -Ranged -Melee -Profane -Deflection
xStealth xRegeneration xDistraction xDivine xMind


Special power: Piercing Light. The blessed light of Lugus reveals everything. Once in the game you may shine it into the heart of a person, which will make it reveal publically to all whether that character is a mark or not. The effect will likely be traceable to you, bearing the telltale signs of Lugus.

Comment: Bought Boots of Steel, giving +Unarmed. Has 2 wound points still from the fight with the Prior.


Lizardman
Player: Kulko
Race: Lizardman
Nation: Clan of Embers
Alignment: Neutral

You're a creature of nature (+Nature), no one is better equipped to tackle any climate (xNature) from the dryest deserts to the most humid swamps (xElemental). You're a trained scout (+Alertness), and know to use slings (+Ranged) or spears (+Reach). Your scales are hard enough to withstand most hits (+Armor), and your cold blood makes you impervious to normal poisons (xPoison). Your slippery exterior makes you hard to grapple (xUnarmed), and you can use your tail to trip people trying to dodge you (xDodge). Your strikes are not the strongest, and armor will usually stop them (-Armor), and usually they are easy to heal if given the chance (-Regeneration). You aren't the most sophisticated fighter, so those trained at it can usually predict your strikes (-Alertness), and you can be easily fooled by unreal projections (-Illusion). Your cold blood can sometimes also be a detriment, making you less resilient to magic attacks trying to affect your body (-Body).

Spoiler Stats :
+Ranged +Reach +Armor +Alertness +Nature
-Regeneration -Armor -Alertness -Illusion -Body
xUnarmed xPoison xDodge xElemental xNature


Special power: Survival. You are able to tackle environments with ease that most others would find completely inaccessible and dangerous. You get a +2 bonus whenever you get to pick the arena and your opponent doesn't have xNature. However, you get -1 whenever you don't pick the arena and your opponent doesn't have +Nature, seeing how they would pick an environment you are unused to.

Niklas said:
Ranger
Player: Jono
Race: Human
Nation: Hippus
Alignment: Neutral

You are a rover of the wild steppe hills, a horseman (+Movement) roaming the vast open lands, living off the land itself (xNature). You are one with your horse, and it knows both to move silently when needed (+Stealth) or assist you in a fight (+Synergy). It can be hard to hide a horse though, and someone looking for you both may find you (-Alertness). You are an adept hunter, with keen senses (+Alertness) and trained to spot a prey hiding in the brush (xStealth) and strike them when they try to bolt (xDodge). You can even take on a whole flock of prey by targeting one at a time (xSynergy). You've picked up a bit of the magic of the wild (+Nature), and your body is hardened since childhood days after many a fall from the horseback (xPower). Your normal prey won't use poisons (-Poison), nor would they heal their wounds unnaturally (-Regeneration). And as a nature's man, you stay far away from demons and their kin (-Profane), and your mind is untrained against magic incursions (-Mind).

Spoiler Stats :
+Stealth +Alertness +Nature +Movement +Synergy +Ranged +Profane +Distraction
-Profane -Mind -Poison -Regeneration -Alertness - Divine
xDodge xNature xStealth xPower xSynergy


Special power: Survival. You have gone many times for days without food, pushing yourself to the limits of survival. You can endure most and still function. You have the equivalent of one Potion of Stamina inherently.

Comments: Bought Horizon Lord Bow for +Range and a Very Distracting Prostitute for +Distraction. Had his eyes opened by the Luonnotar for xDivine, but was then corrupted by the Eidolon and got +Profane, -Divine and lost xDivine. Further, the Shaman has used his special Curse ability to nullify the Ranger's special power, not that it matters.


Assassin
Player: Seon
Race: Elf
Nation: Svartalfar
Alignment: Evil

You're a lean and mean killing machine. You prefer to use simple but deadly instruments for killing, like a poisoned dagger (+Poison) or a garrote (+Unarmed). One hit is usually enough to take them down, no second chances (xRegeneration). Sneaky is your middle name (+Stealth), and you're so good at it that you've learnt to fool even those who are trained to look (xAlertness). And since you know all the tricks, there's no point trying to hide from you (xStealth) either. You're agile enough to quickly get out of harm's way (+Dodge), even from arrows from afar (xRanged). You're also a master of diversion (+Distraction) so they don't see you coming. Part of your training has been to immunize yourself to various poisons (xPoison), though it has left your body a bit fragile (-Power). You also have some problems with those with thick skin (-Absorption), or the ability to chance their shape and form (-Body). Summoned creatures are tough since their bodies don't work like mortals (-Conjuration), and facing more than one opponent at a time is not what you're trained to do (-Synergy).

Spoiler Stats :
+Unarmed +Poison +Stealth +Dodge +Distraction +Armor +Profane
-Power -Absorption -Synergy -Conjuration -Body
xRanged xPoison xAlertness xStealth xRegeneration


Special power: Hide and Seek. You are an undisputed master of hiding and moving unseen. You get an extra +2 bonus against all characters that don't have either +Alertness or xStealth.

Comments: Bought Magical Shield Generator for +Armor, and Demonic Aura for +Profane.

Niklas said:
Archmage
Player: oyzar
Race: Human
Nation: Amurite
Alignment: Good

You're a mage of the highest echelon. You have mastered every magic discipline, from raining meteors (+Elemental) on enemy armies (xSynergy) to turning pesky apprentices into frogs (+Body). You could summon powerful otherworldly entities (+Conjuration) to do your bidding, or send fearsome fake dragons (+Illusion) to strike fear in the minds of your adversaries (+Mind). You're too sharp to fall for those tricks from others (xIllusion, xMind), and you can resist most magic attacks (xElemental, xBody) on your person. Your mage training has left you physically fragile (-Power), and it's hard to cast spells with your arms pinned (-Unarmed). You don't like people shooting at you (-Ranged), and those hardest to defeat are those that deflect (-Deflection) or simply hide (-Stealth) from you.

Spoiler Stats :
+Conjuration +Elemental +Illusion +Body +Mind +Nature +Power +Divine +Stealth
-Power -Ranged -Stealth -Unarmed -Deflection -Profane
xSynergy xElemental xIllusion xBody xMind


Special power: Divination. Once during the game you may divine another character's full stats. You will receive a complete up-to-date list of abilities, weaknesses and resistances, but nothing else. Note that this power is subject to the same time restrictions as a Scanner item.

Comments: Has received Salvation from the Prior and the Gift of Nature from the Satyr, giving him +Nature and +Divine but also -Profane. Has bought himself an Amulet of Power (+Power) and a Cloak of Shadows (+Stealth).


Pirate
Player: Renata
Race: Human
Nation: Lanun
Alignment: Evil

<I haven't had a chance to write this either, but since you already have battle notes it should be fine.>

Spoiler Stats :
+Melee +Ranged +Dodge +Elemental +Distraction +Nature +Stealth +Power
-Armor -Deflection -Absorption -Alertness -Body -Divine -Profane
xSynergy xElemental xDistraction xReach xPoison


Special power: Stickup. You're a pirate, what did they expect? Once during the game you may rob another character using your pistol. You will receive all their (actual) gold from it, but no items. It only works once since the officials will be forced to write a rule about it after the fact - of course not in effect retroactively. The character you rob will be aware of what happened and may act on it however they like.


Comments: Received Corruption from the Eidolon giving +Profane and -Divine. Then received the Gift of Nature from the Satyr, giving +Nature and -Profane as well as losing the +Profane again. Note that she isn't aware of that, might be fun to put in somehow. Bought ???? and ???? giving +Power and +Stealth.

Niklas said:
Ritualist
Player: rhawn
Race: Human
Nation: Sheaim
Alignment: Evil

You are a high priest and sorcerer of the Ashen Veil. You draw your power from Agares' hell (+Profane), and know the rites to summon the most powerful of demons (+Conjuration). You can corrupt a person's mind (+Mind), wither his body (+Body) or poison his blood (+Poison), with nothing more than a slight incantation, in fact your vile attacks will disrupt the systems of the most restorative of bodies (xRegeneration). The forces of hell recognize you as one of their own (xProfane), and you have seen enough madness to fear no creature, no matter where from (xConjuration). It doesn't do to look too closely into your eyes (xAlertness), and there is no shielding from your insiduous spells (xDeflection). Your worst enemies are those goodly priests (+Divine) and their elemental counterparts (-Elemental), but you are also physically fragile from your many rituals (-Power). You cannot corrupt what you cannot see (-Stealth), and those firing from a long distance may be out of your reach (-Ranged).

Spoiler Stats :
+Poison +Profane +Conjuration +Body +Mind
-Power -Ranged -Divine -Elemental -Stealth
xDeflection xRegeneration xAlertness xProfane xConjuration


Special power: Rites of Passage. Every night you may conduct unholy rites of passage for a character. If that character were to die in battle the coming evening (i.e. in the battle chosen by the Mark), you can capture their soul as it tries to leave the realm of the living. For every soul you capture your strength grows, and you will get a +1 bonus in battle for each soul. This bonus will not work against opponents with xProfane.

Comment: Fought the Druid on morning 7, got 3 wp, healed 2 of those so still has 1 left.


Paladin
Player: Aramazd
Race: Human
Nation: Bannor
Alignment: Good

You are the sword of Junil, and the spear to drive evil from all of Erebus. Your sword (+Melee) and shield (+Deflection) protect the innocent from harm, and your armor (+Armor) and faith (+Divine) protect yourself. No gods would harm you (xDivine), and Junil's strength and your own training protects you from the forces of hell (xProfane). You have the power to heal others with your touch, but it could just as easily be used to harm the unworthy (+Body) as Junil commands. You are well trained to face other fighters in combat (xMelee), and you usually single out the strongest opponents for yourself (xPower). You would not stoop to underhanded tricks, so those looking for such won't have much luck (xAlertness). You don't have much respect for those that would strike from the shadows (-Stealth), or use trickery (-Distraction) or even more despicable tactics (-Poison) to bring a man down, you stick to honorable combat on the battlefield. Those that are hardest to fight are those who are hard to get close to (-Reach), or those that move faster than your armor lets you keep up with (-Movement).

Spoiler Stats :
+Melee +Armor +Deflection +Body +Divine +Power +Elemental
-Movement -Reach -Stealth -Distraction -Poison
xPower xMelee xAlertness xDivine xProfane


Special power: Righteousness. You fight to vanquish the evil and protect the innocent. You get a +2 bonus against any character with alignment Evil. On the other hand, you get a -1 against any character with alignment Good.

Comment: Has bought equipment to give +Power and +Elemental (he didn't bother to name them, so feel free to make something up).

Niklas said:
Raider
Player: CCRunner
Race: Human
Nation: Malakim
Alignment: Good

You are a desert son, a nomadic raider and scout for your tribe. <I still haven't had time to write this up. Hopefully you'll get some good battle notes from CCRunner. I'll tell him to forward them to you, otherwise you can base it on the style he uses in his background and in his previous fight where he did send notes.>

Spoiler Stats :
+Melee +Movement +Alertness +Ranged +Illusion
-Poison -Regeneration -Elemental -Unarmed -Deflection
xRanged xNature xIllusion xMovement xDivine


Special power: Camouflage. You are one with the desert sand, but you have learnt to blend into all terrains using just a touch of magic power. You get +Stealth as a free ability. GM note: This ability will not show up on scans of your normal abilities, only on scans of your power. It will not affect the price of equipment you purchase.

Comment: Got 5 wound points on evening 6, has healed 2 so is currently at 3 wp.


Shaman
Player: Tasslehoff
Race: Orc
Nation: Clan of Embers
Alignment: Evil

You are a clan witch doctor, dabbling in any magic that will help you. Be it healing skills (+Regeneration) or turning opponents into frogs (+Body), anything goes. You're not always sophisticated though, you can sometimes force the plants and beasts of the wild to obey (+Nature) and fight for you (+Synergy), but if you lose that control they would be happy to turn on you instead (-Nature). You have a good command of the elements though (+Elemental), and you've learnt to withstand them (xElemental). You've seen and dabbled in enough demonic magic to know how to counter it (xProfane), though the retribution of the so called good gods is worse (-Divine). You know lots of small tricks and charms, for instance to divine locations (xStealth) or rust metals (xArmor). You can easily work your magic even at a short distance (xReach), but things could get ugly if they bring their weapons up close (-Melee). The iron grasp you hold on your mind is fragile from years of self abuse (-Mind), and you are sometimes prone to see things that aren't there (-Illusion).

Spoiler Stats :
+Synergy +Regeneration +Elemental +Body +Nature
-Melee -Divine -Illusion -Mind -Nature
xReach xArmor xStealth xProfane xElemental


Special power: Curse. Each day you may cast a curse on another contestant, to jinx them. Doing so means they cannot use their special power, whatever it is, for the following night and day.

Comment: Got 2 wp on evening 5, but has healed them both.
 
and..:

Spoiler Last couple, Lich and Ghost :

Niklas said:
Lich
Player: Tolis
Race: Undead
Nation: Calabim
Alignment: Evil

You have taken undeath to new levels through vile necromantic rites (+Profane). As you are technically already dead, you are rather hard to kill again (+Regeneration), and in particular couldn't be poisoned (xPoison). The very touch of your skin holds the icy chill of death (+Unarmed), sucking the life out of the unwary (xUnarmed). Your also have magic skills, which apart from your death rays focus on fooling your adversaries into your traps (+Illusion) and twisting their minds to your horrid will (+Mind). Those who try to stay and a distance (xReach) and be extra alert to your tricks will find that not all things bear looking too closely at (xAlertness). Armor could never stop a ray of death (xArmor), though some manage to deflect them (-Deflection) or jump out of the way (-Dodge). Your body is rather frail after death (-Power), and you find that keeping your focus is a bit harder than before (-Distraction). Your worst enemies are those goodly priests bent on your destruction (-Divine).


Spoiler Stats :
+Regeneration +Unarmed +Profane +Body +Illusion
-Power -Divine -Deflection -Dodge -Distraction
xPoison xArmor xAlertness xReach xUnarmed


Special power: Master Mind. You can force others to do your bidding. Every day you may target a contestant, and decide who they vote for. They can vote for whoever they like in the thread, but their final vote in the tally will be whatever you decide. They will not be notified to what happened, other than by seeing their vote in the tally, and in particular will not learn who was behind it.


Ghost
Player: Methos
Race: Human
Nation: Sidar
Alignment: Neutral

You have detatched yourself from the world, prolonging your life unnaturally on a thin thread, until there is so little of you that you have faded physically as well (+Stealth). You can turn almost completely invisible if needed (+Illusion), though the ripples of your passage can still give you away (-Alertness). Physical hits sometimes pass right through you (+Absorption), and others you can easily evade (+Dodge). You are trained as a spy, moving behind enemy lines to pick up information unseen (+Alertness). Your weapon has a nether quality, the fabric it hits simply vanishes from reality (xAbsorption), cutting through steel like butter (xArmor), and making it hard to heal wounds (xRegeneration). You need not fear poisons (xPoison), your body is no longer that important to you. But there are those that can exploit that magically, trying to sever your link with it completely (-Body). The so called good priests consider your existance an abomination and will try to end it (-Divine). They are misguided, the true abominations are those that have truly died but returned to life from hell, and you are trained to fight them (xProfane). The physical world can still harm you, but it takes extreme heat or cold to affect you (-Elemental). And the uncaring nature itself will try to end your unnatural existance if given the chance (-Nature).

Spoiler Stats :
+Stealth +Dodge +Absorption +Alertness +Illusion
-Alertness -Divine -Body -Nature -Elemental
xPoison xArmor xRegeneration xAbsorption xProfane


Special power: Invisibility. You can make yourself unseen and watch people who think they are alone. Every day, pick a contestant to monitor. You will be notified of any private gold transfers they make during that day, either gifting or receiving gold, and with whom. You will not learn the amount transfered, only that a transfer took place.
 
Damn- the Paladin pwned the Illusionist.
 
Woops, wrong person. Yeah, I meant the Ritualist.
 
Yeah, I was considering just having the guy trip in his dark cloak and break his nose on the ground and die. That fight was really uneven. Even more uneven than one of the Paladin's other fights.... *grumble*
 
You know, that would have been hirlarious.

Fight begins! Paladin just starts cutting through everything ritualist throws at him. Ritualist, while backing up, trips on a stone and breaks his nose on the ground, breaking his neck in the progress. (Ever wondered how he would break his nose when he fell BACK? Well now you know).
The crowd goes wild at the Ritualist's newest acrobatic feat and Paladin stares blankly at the dead ritualist. The creepy white robots from the plane Krikkit that comes in and starts killing people, which the dead contestants responded by coming back as zombies.
 
The Paladin's fight against you? That was closer. If I understand the Battle Mechanics Right, Paladin vs. Ritualist was 13-4, and Paladin vs. Harlequin was, assuming the stats you posted a few pages ago were correct, Some number between 10 and 14 (Depending on your alignment and whether the Paladin and purchased any equipment yet)-7. :p
 
I purchased an item, resulting in me hitting 2 weaknesses and one resistance, I believe. That makes my strength 8. Paladin hit three weaknesses, and I was evil, making his strength at least 13. So yeah, I was pretty ****ed. I remember afterwards, hypothetically deducating that if I had bought Poison instead of Ranged, and gotten Nature from Scherbchen, have my +Profane removed as well as gotten xDivine from Chand, I would have won.

So, it was really unlikely.

And Seon, no more Douglas Adams references. That man has made a mess of my brain already...
 
Okay, it was 13 or 14-8. That's still closer than the 13-4 of when he fought the Ritualist.
 
I'm thinking about making a Star Wars themed Snakes and Foxes type game.... I don't know if I would call it Snakes and Foxes 4, since there are some major differences between this and what I've developed so far.

In any case, it won't start for a while.
 
Top Bottom