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Moonlight meanderer

Dungeons and Ducks 1.5: Welcome to the new world. Sign up/Re sign up.

same
same
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Posted at

So lets get started. I'll be using the same formula as Zeph and more adding a continuation from his original game and story.

The credit for the game and concept goes to Zeph.

I think after this game it should probibly move onto GM elections.

Narrations will be up everyday at around 9:pm GMT. (3 pm according to Drunk duck).

Im using zephs as a template.
_________________________________________________________________________________________________The Story_____________________________________
Sitting upon an obsidian rock, a man lazed in the sun, his eyes drifting about his surroundings he seemed otherwise content. His eyes locked on a small figure approaching over the horizon. Puzzled he got to his feet, the sun making him squint his eyes in an attempt to see the figure.
It approached him slowly, a small chill ran down his spine as he finally made out what it was. It was a child, around the age of six, it smiled up at him, but it's smile wasn't normal, the eyes were filled with such murderous intent it felt as if the air around the man was growing thick. He stumbled back, "W-what are you!?" he gasped, before the black tendrils tore from the child's being and into him, piercing the armor like a knife through butter.

Several days past, the body left on the rock to rot, suddenly it began to twitch, the flesh from the body already began to corrode burned away, revealing nothing but a pitch black shadow. The fallen soldier sat up, white circles where it's eyes used to be, the shadowy creature jumped off the rock, grabbing it's sword. Within moments the being took off. Charging in the direction the child had went.

It came across the city the soldier once fought to protect fallen into ruin, the civilians slaughtered, black shadowy figures in their place, blood splattered upon their clothing as they marched onto the next part of the city, snuffing out any survivors they saw. The new arrival felt joy fill it inside, a thrill of the kill running through it's shadowy veins as it walked forward. The chaos it was to sue sitting in it's mouth like the sweet taste of one's favorite treat.

A few survivors had made it through sewers to discover a safe city. The plague had not yet reached here. It seemed like the perfect place to seek shelter. Tranquillity set in, they felt although this was the safest place they could be. But like all good things, it came to an end.

The once safe haven city now lies in ruins. Each of the survivors now face a dilemma. Either moving on with the quest and overcoming their inevitable fate or becoming one with the disease they spent so long escaping from. The city has been turned to rubble. The once pure white has been turned to a blood red.

Dark shadows lurk behind the destruction. Could the infection of the city have been instigated from within? The mysterious Mr.Z has disappeared. Some have died and some remain.
___________________________________________________________________________________________________Narration System______________________________

Similar to Mafia, the GM will update the Narrations of what happens at a set time in the day.

The GM will narrate something, and the players can choose to RP what they do within this time of what happens at that point of time. The narrations will then advance the plot later.

___________________________________________________________________________________________________Fighting System_______________________________

Damage dealt to enemies is based on how effective the attack would be on the enemy. Say Player A. Attacks armored tortoise with a bow, it'll probably do jack crap, where as Player B. Attacks armored tortoise with a sledge hammer, it may break the turtle's shell. Send in your attacks to the GM to have them put in the Narration. The attack order will be in the order the PQ's are received so the enemy may be dead before you strike. In the case of multiple enemies, say the enemy's name you wish to attack, and what you are doing to attack it.

Enemy attacks are based by who is closest to it, or who dealt it the most damage.

Example: Player A. Fires a rocket at the enemy, the enemy's attention is now on Player A. Some classes however can pull this attention off a weaker class, such as the Knight's "For Glory" skill, if they choose to use this during a fight, the knight will take damage instead of the weaker class.

________________________________________________________________________________________________Non Combat Game play____________________________

Outside of combat the players can RP, they are expected to remain in character while posting in this topic. Do no go OOC (Out of Character) doing so will be punished. Perhaps by a rather hungry monster taking off your limb.

If the GM says you're a bar, feel free to RP in a bar, get drunk, fall down whatever, just remember to be smart about it. Nobody wants a person to RP an idiot, that does nothing but stupid things. IE killing people with farts.

You can also give items to other players this way. Just makes sure to keep track of your inventory.

______________________________________________________________________________________________Items and Inventory_________________________________

Each player will be given basic starting items, their weapons varying by what class they chose. Three days worth of Rations (Health), their weapon, and some currency.

The Inventory system would look something like this, and can be copy and pasted into your posts to help you keep track of it.

_________________________
_____Same's inventory_______

1.Rusted Metal Sword
2. X2 Rations
3. Lizard's claw.

____________________________________________________________________________________________________Looting_____________________________________

When a monster drops an item, you may decide to pass on it. Or the GM will pick a number between 1 and 10 (Or whatever variation they wish) whoever is closest to the number gets the item. (Kind of like the greed system from WoW)

_____________________________________________________________________________________________________Classes_____________________________________

Your class will obviously decide what abilities your character has, and what they can wear/wield.

The classes are as follow.

______________________________
___________Soldier_____________

Soldiers are jacks of all trades, they can use both guns and melee weapons, however their ability to use the larger weapons is limited, they are best with guns. Soldiers rely more on speed and tactics to win a fight.

Soldier's Skills-

Eat Lead: The soldier's gun attacks do more damage.

Duel Wield.: Soldiers can wield any combination of blade and gun, be it two swords, two guns, or a gun and a sword.

Long range: Soldiers are less likely to be hit.


________________________________
___________Knight_______________

The cyber armored champion of melee combat, the Knight is terrible with ranged weapons, but great at taking damage, and dealing it with melee weapons.

Knights cannot use guns.

Knight's skills.

Templar: Knights can take more damage while wielding a shield.

Titan's Might: Knights do more damage while wielding a 2 handed sword.

For Glory: A knight can pull the enemy's attention off one ally to himself

_________________________________
____________Rogue________________

Kings of the streets, the rogue is trained in the art of keeping hidden. Great at deactivating traps, and security devices. Rogues excel in thievery and breaking into places. Some places will require a rogue's fine touch if the party does not wish to alert the media of their presence. Rogues wield knives, often in pairs.

Rogues cannot use shields, heavy armor, or two handed weapons.

Rogue's Skills.

One with Shadow: The rogue can avoid enemy attacks this turn by hiding in the shadows.

One eye open: Rogues cannot be taken by surprise, allowing them to avoid critical attacks from enemies.

Backstabber: Take the enemy by surprise may cause more damage.

__________________________________
__________Tech Whizz______________


Tech whizzes know their way around devices, those of the unexplained kind, advances in science allow these little buggers to unleash various attacks that normal humans would find impossible, by inserting various programs into their gauntlets, they can cast a variety of "Spells"

Tech Whizzes cannot use shields or heavy armor, and cannot duel wield. They cannot use guns.
Their weapons are class specific.

Burst of Flame: Launches a blast of flames from the TW's gauntlets at the enemy.

Shock Wave: Unleashes an electrical pulse at the enemy. Sometimes short circuits lesser robotic enemies.

Sub Zero: Attempts to freeze an enemy in a sheet of ice.

______________________________________________________________________________________________________Race_____________________________________
Several Races exist in this world. Some you may recognize some you may not. Here are the listings of the races.

Human: They're pretty much the jack of all trades, master of none. Humans run several of the major cities, however they seem to be more susceptible to the shadow plague.

Elf: Elves are intelligent, and elegant. They make most of the technological advancements, and a lot of the "Spell" research is conducted by them. They are very agile, making for great tech whizzes, rogues and soldiers.

Werewolf: Mutations, Werewolves look like wolves with a human's body, completely covered in fur, werewolves stand at an average height of 7 feet hunched over. They know little of technology, making them terrible rogues, or Tech Whizzes. (There is no curse to a werewolf, that is simply how they are born)

Undead: Different than zombies, and rotting corpses, Undead are merely souls that have died, and came back from the other side. Their bodies remain in the same state as they were when they died. They are cursed with the inability to die of old age, destined to wander for eternity unless killed. Undead look like humans or elves.

Purr: Purrs are catlike people, they have several features of cats, such as, ears, tails, fangs, slit eyes ect. Purr's are very agile, and good with technology. Making for good rogues and tech mages.

Dragoon: Dragoons are humanoid dragons. Looking like elves or humans, these creatures often have horns, slit eyes, and reptilian like features, along with a small pair of wings. Dragoons cannot actually fly, their wings are more of an evolution trait that hasn't left them yet. Dragoons excel in melee combat, and the use of technology, making great Knights or Tech Whizzes.


__________________________________________________________________________________________________Character Sheet_________________________________

Name:
Age:
Sex:
Height:
Weight:
Race:
Class:

Inventory:
1.
2.
3.


_________________________
______Skills 50 points_______

HP:10+

Strength: 5+

Intellect: 5+

Agility: 5+

Defense: 5+

- The + means you can add points to these skills. Your skills will determine how much damage you do to an enemy as well, along with if you can open locks or break down doors. Choose wisely.

XP: 0/100 (Next Level 2)
-You'll obtain XP from killing enemies, every level adds 100 more needed XP to advance to the next level.

___________________________________
__________Equipment________________(Possibly optional)

Head: (None)
Chest: (None)
Legs: (None)
Weapon: (None)
Shield: (None)
Weapon 2: (None)


_______________________________________________________________________________________________How equipment works______________________________

Equipment will have stats on it.

Ex.

Rusted army dagger.
Attack 6 (Adds to strength)
Cost:13 currency
Description: A rusted army dagger, it looks like it's seen its share of use.

Your equipment will be factored into the battles when damage is being dealt, or taken. Such as if you're wearing.

Broken armor.
Defense Increase 6 (Adds to defense obviously)
Cost: 35 currency.
Description: It's shattered in several places but the straps allows one to sling it over their frame from minor protection.

The broken armor will be factored into how much damage you would take if an enemy were to take a swing at you.



_________________________________________________________________________________________________Equipment upgrade_______________________________

The GM may choose to drop something seemingly useless after an enemy is killed, however keeping these and taking them to a weapon/armor shop can allow you to upgrade your armor. Such as.

Scrap Metal
Sell Price: 13 currency.
Description: It's a broken piece of metal, perhaps a vendor will want it.

When in a city/town, PQ the GM the item you wish to upgrade and the item you wish to add to it.

Ex.

Player said. "I would like to use this Scrap Metal, with my Broken Armor, how much for the upgrade?"
-GM responds the price, if the player agrees-

player receives reinforced armor.

Reinforced Armor
Defense Increase 8
Cost 40 currency.
Description: An old piece of armor reinforced by welded scrap metal.

_______________________________________________________________________________________________________Shops____________________________________

Shops provide a variety of services, however they only sell stock items. More advanced equipment has to be obtained on the field, and upgraded at weapon/armor shops. A GM can open up a shop in a city by putting it in their narrative as.

Ex.
Weapon Shop
____________

Services: Can upgrade weapons for a price.

Merchandise:
Rusted Sword 10 currency
Rusted Shield 23 currency
Rusted Knife 8 currency
Rusted Rifle 16 currency.

Your sell price is on your item you pick up, simply PQ the GM the item you wish to sell, and the will respond with the money you receive, remember to edit it out of your inventory, or else you could be penalized.

_________________________________________________________________________________________________Let the Game begin_______________________________

I'll post the first narration once we've got everyone who is playing accounted for.

Also, add 40 currency to your money pouches. You'll be using this it buy gear once the game begins.

Example of how to organize yourself.

Equipment:

XP: 0/100

Level: 1

_________________________
____???"s Inventory________
1.
2.
3.

Money: 40Gold

_________________________________________________________________________________________Starting Character Sheet Example___________________________

Name: Same
Age:19
Sex: Male
Height: 6' 3"
Weight: 200lbs
Race: Elf
Class: Soldier

Inventory:
1. 3 rations.
2. -leave blank-
3.-leave blank-


_________________________
______Skills 50 points_______

HP:20

Strength: 15

Intellect: 15

Agility: 15

Defense: 15

- The + means you can add points to these skills. Your skills will determine how much damage you do to an enemy as well, along with if you can open locks or break down doors. Choose wisely.

XP: 0/100 (Next Level 2)
-You'll obtain XP from killing enemies, every level adds 100 more needed XP to advance to the next level.

___________________________________
__________Equipment________________(Possibly optional)

Head: (None)
Chest: (None)
Legs: (None)
Weapon: (None)
Shield: (None)
Weapon 2: (None)

Leave all equipment blank. Until after you buy your first gear in the narration.

This isn't my real character sheet, just an example.


Any questions feel free to ask me via PQ

_______________
Skill Tree_____

Soldier:
Lvl 5: Snipe: Takes one preperation turn, but can deal more damage (Mulitply your weapon's attack power by 2)

Lvl 10: Quick Reload: The soldier can attack twice, however is second attack is reduced by 3

Lv1 13: Guerilla tactics: a Soldier can distract an enemy with a flash grenade, defending a ally, but pulling aggro to themselves.

lvl 17: Baptized by lead: The soldier's firing rate is increased greatly this turn (Weapon attack multiplied by 4) But the skill cannot be used again for 2 turns.

lvl 25: Hellsong for the Departed: Increased damage against demonic, and undead enemies. (It's an aura, costs one turn to prepare)

lvl 32: Knee Shot: Shoots the enemy in a critical point of movement, making them slower.

lvl 40: BlitzKrieg: The soldier pays 10 life to deal a flurry of bullet, and explosive damage.

lvl 46: Drive closer, I want to hit it with my sword.: Melee combat increased.

lvl 52: Grenades for my valentine: Throw all grenades at once, causing heavy damage. Can only be used once (you use all your grenades)

Knight:

lvl 5: Templar's Might: Smashes the enemy with one's shield for extra damage.

lvl 10: Pain of my Bretheren: The Knight can direct all damage to himself, reduced by the defence of his shield.

Lvl 13: Executioner's Cleave: A heavy two handed weapon strike that deals 3X weapon damage.

Lvl 17: Crusader's vengeance: The knight's strength against the dead, and the demonic increases. (aura, costs a turn to prepare)

Lvl 25: Gallant Strike: A heavy blow dealt with a melee weapon, 2X attack for 1 handed, and 3x for two handed.

lvl 32: Forsaken Cause: (aura, costs a turn to prepare) the knight goes into a frenzy, increasing his attack 5X for the turn, can only be used once per battle, may attack own allies if the enemy dies before their turn.

lvl 40: Judge, Jury, Executioner: The party's strength increases for one turn adding X2 to their weapon damage.

lvl 46: As the Damned lay dying: Holy blade, deals 5X damage to demons.

lvl 52: Mercy of the Strong: Heals an ally for 2X the knight's intelligence.


Rogue:

lvl 5: Bitter Revenge: The rogue can attack twice, but the second attack is multipied by .5

Lvl 10: Shadow rift: (Takes a turn to use) The rogue will step through the shadows to appear elsewhere.

lvl 13: Labodamie: Impales a knife in an enemy's skull, requires two turns to prepare.

lvl 17: Theft: Attempts to steal an item, causing an additional item to drop after combat.

Lvl 25: Stabby Stab, Shanky Shank: The rogue unleashes a flurry of attacks, multiplying weapon damage by 3 each.

lvl 32: Allies are great meatshields: The rogue will hide behind a stronger ally to reduce aggro (Must pick who you're hiding behind)

lvl 40: Armor of the living shadows: The rogue's avoidance rate greatly increases for one turn. (Aura, costs a turn to prepare)

lvl 46: Manslaughter: (Aura, costs a turn to prepare) The rogue's damage against humanoids greatly increases.

lvl 52: Spine render: Impales the spine, preventing enemy movement, (rare to work)

Tech Whizz:

Lvl 5: Fireball: Launches a basic fireball, doubles weapon damage.

Lvl 10: Frostbite: Inflicts cold damage, doubling weapon damage, and half weapon damage rounded down is dealt to enemy during their attack phase.(Intellect increases initial damage)

Lv1 13: Burning Passion: Increases the attack power of an ally by half their original weapon damage. (WD+.5(WD) Where as WD=Weapon damage) By lighting their weapon or ammo on fire. Costs a turn to prepare. (Intellect increases damage ratio. If GM chooses)

lvl 17: Heart Stopper: Blasts the enemy with a surge of electricity, GM flips a coin, Heads the enemy is paralyzed, tails the caster paraylzes themself. Inflicts +.5 Weapon damage. (Intellect increases damage)

lvl 25: Zephyr: A blast of wind, takes the form of a warrior, slicing enemies with a wind blade. 3X weapon damage

lvl 32: Summon Enfernia: Summon forth the elemental Enfernia, she can combo with the summoner or party member, Lasts 2 turns. Can only be used once per battle. Takes a turn to summon, can be interupted.

lvl 40: Throne of Thorns: Hits the enemy with a blast of thorned vines. Flip a coin, if heads it demobalizes an enemy. Inflicts 1.5X Weapon damage.

lvl 46: Summon Lightning: Summon the lightning elemental to combo with, Up's parties weapon damage by 1.5X. Costs a turn to summon. Can be interupted.

lvl 52: Judgement of the Fallen: Summon forth the Fallen God Knight to strike down your foes. 10X weapon damage, takes 5 turns to summon, can be interupted.


The damage equation is.

Let x=weapon damage.
Let s=Skill multiplyer.

x(s)=Damage dealt
For skills that add halves.

x+.5(x)=Damage dealt.

So if X was 10, it's be 10+5=15.

Add the skill tree to the main post.

Posted at

Sorry, someone else is gonna have to be the tank this time.
Name:Vitious
Age:23
Sex:Male
Height:5'10
Weight:160 pounds
Race:Human
Class:Soldier

Inventory:
1.3 rations
2.
3.

_________________________
______Skills 50 points_______

HP:20+

Strength: 20+

Intellect: 10+

Agility: 15+

Defense: 15+

XP: 0/200
__________Equipment________________(Possibly optional)

Head: (None)
Chest: (None)
Legs: (None)
Weapon: (None)
Shield: (None)

Mettaur
Mettaur
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offline
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199
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Posted at

So, your previous character is dead now, I presume? I'm staying with my old character, continuing on with him.

Name: Zachary
Age:15
Sex: Male
Height: 5'9"
Weight: 95lbs
Race: Human
Class: Rouge

Inventory:
1. 3 rations.
2. -leave blank-
3.-leave blank-


_________________________
______Skills 0 points_______

HP:20+10

Strength: 10+5

Intellect: 26+21

Agility: 15+10

Defense: 10+5


- The + means you can add points to these skills. Your skills will determine how much damage you do to an enemy as well, along with if you can open locks or break down doors. Choose wisely.

XP: 0/100 (Next Level 2)
-You'll obtain XP from killing enemies, every level adds 100 more needed XP to advance to the next level.

___________________________________
__________Equipment________________

Head: Top-Hat(None)
Chest: Tee-Shirt(None)
Legs: Pants With Many Pockets(None)
Weapon: Dissolved Dagger(None)
Shield: My Arm(None)
Weapon 2: My Foot(None)

Posted at



Name: Green
Age:20
Sex: Male
Height: 5' 10"
Weight: 170lbs
Race: Undead
Class: Soldier

Inventory:
1. 3 rations.
2. fruit
3. rusty revolver

Currency: 0


_________________________
______Skills 50 points_______

HP:18

Strength: 10

Intellect: 10

Agility: 28

Defense: 15


XP: 35/100 (Next Level 2)
-You'll obtain XP from killing enemies, every level adds 100 more needed XP to advance to the next level.

___________________________________
__________Equipment________________(Possibly optional)

Head: (None)
Chest: (Rusted Copper Vest)
Legs: (None)
Weapon: (Peace Maker)
Shield: (None)
Weapon 2: (Rusty Revolver)

Zeph
Zeph
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Posted at

If you have any questions, or need my help feel free to PQ me Same.

rokulily
rokulily
status:
offline
posts:
199
joined:
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Posted at

i'll play!

Name: Lily
Age: 20
Sex: female
Height: 5' 4"
Weight: 115lbs
Race: Purr
Class: Rogue

Inventory:
1. 3 rations.
2.-leave blank-
3.-leave blank-

_________________________
______Skills points_______

HP: 20
Strength: 10
Intellect: 15
Agility: 21
Defense: 15
XP: 0/100

___________________________________
__________Equipment________________

Head: (None)
Chest: (None)
Legs: (None)
Weapon: (None)
Shield: (None)
Weapon 2: (None)

Hakoshen
Hakoshen
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Posted at

I just got into a real world game of the Star Wars RPG, so I think this might be interesting as well.

I've one question though; how would we know which skills are benefitted by which stats? I mean, a soldier is supposed to have speed and tactics, but how will I know when I should start buffing agility instead of strength?

Zeph
Zeph
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Posted at

Skills as in.

Soldier:
Lvl 5: Snipe: Takes one preperation turn, but can deal more damage (Mulitply your weapon's attack power by 2)

Lvl 10: Quick Reload: The soldier can attack twice, however is second attack is reduced by 3

Lv1 13: Guerilla tactics: a Soldier can distract an enemy with a flash grenade, defending a ally, but pulling aggro to themselves.

lvl 17: Baptized by lead: The soldier's firing rate is increased greatly this turn (Weapon attack multiplied by 4) But the skill cannot be used again for 2 turns.

lvl 25: Hellsong for the Departed: Increased damage against demonic, and undead enemies. (It's an aura, costs one turn to prepare)

Skill tree skills?

Posted at

Name: Vast (BATMAN!)
Age: batman…catman…whatever, has no age
Sex: i think im a dude
Height: over 9000 (5ft 10in?)
Weight: fat…50lbs (200)
Race: Black…Purr
Class: rougue

Inventory:
1. Stuff - bow?
2. Stuff - arrows? 30?
3. Stuff - human head?


_________________________
______Skills 50 points_______

HP:10+30

Strength: 5+5

Intellect: 5+5

Agility: 5+5

Defense: 5+5


XP: 0/100 (Next Level 2)

___________________________________
__________Equipment________________(Possibly optional)

Head: (None) Mask
Chest: (None) symbol
Legs: (None) leg ware
Weapon: (None) my mind
Shield: (None) whoever's nearby
Weapon 2: (None) your mom



yes I joked throughout it.
ignore my equipment lest you want me to have that…
your funeral if so.

and you must call me Vast!

same
same
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offline
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199
joined:
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Posted at

So far the In list is:

1337
Shirkersama
Mettaur
TFGM
Rokulily
Possibly Hakoshen


Should we start on friday or when we get to a certain number?
By the way. Not sure if its included in the first post but
since this is a web comic site including art for your character
on your character sheet gains you an extra point towards a skill.

Here's an of the last game.



Zeph
Zeph
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Posted at

It might be in there. I can't remember if it was an afterthought or not.

Zeph
Zeph
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199
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Posted at

Want me to create a skill tree for the techwhizz? MEtt reminded me I never made one.

Mettaur
Mettaur
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Posted at

Ca I re-use mine? I don't know if I can make one right now, with no GIMP anymore, and MS Paint sucks.

same
same
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posts:
199
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Posted at

Ca I re-use mine? I don't know if I can make one right now, with no GIMP anymore, and MS Paint sucks.

Since youre continuing on you don't need it. Add the exp on from your old character.

Zeph
Zeph
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Posted at

Lvl 5: Fireball: Launches a basic fireball, doubles weapon damage.

Lvl 10: Frostbite: Inflicts cold damage, doubling weapon damage, and half weapon damage rounded down is dealt to enemy during their attack phase.(Intellect increases initial damage)

Lv1 13: Burning Passion: Increases the attack power of an ally by half their original weapon damage. (WD+.5(WD) Where as WD=Weapon damage) By lighting their weapon or ammo on fire. Costs a turn to prepare. (Intellect increases damage ratio. If GM chooses)

lvl 17: Heart Stopper: Blasts the enemy with a surge of electricity, GM flips a coin, Heads the enemy is paralyzed, tails the caster paraylzes themself. Inflicts +.5 Weapon damage. (Intellect increases damage)

lvl 25: Zephyr: A blast of wind, takes the form of a warrior, slicing enemies with a wind blade. 3X weapon damage

lvl 32: Summon Enfernia: Summon forth the elemental Enfernia, she can combo with the summoner or party member, Lasts 2 turns. Can only be used once per battle. Takes a turn to summon, can be interupted.

lvl 40: Throne of Thorns: Hits the enemy with a blast of thorned vines. Flip a coin, if heads it demobalizes an enemy. Inflicts 1.5X Weapon damage.

lvl 46: Summon Lightning: Summon the lightning elemental to combo with, Up's parties weapon damage by 1.5X. Costs a turn to summon. Can be interupted.

lvl 52: Judgement of the Fallen: Summon forth the Fallen God Knight to strike down your foes. 10X weapon damage, takes 5 turns to summon, can be interupted.

Edit:
The damage equation is.

Let x=weapon damage.
Let s=Skill multiplyer.

x(s)=Damage dealt
For skills that add halves.

x+.5(x)=Damage dealt.

So if X was 10, it's be 10+5=15.

Add the skill tree to the main post.

same
same
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199
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Posted at

Also 1337. Are you attempting to use that to get the extra point?

Will it count?

It's just Hark promotion.

Well i'd say no. But all you need is your own scribble.

As long as its original, I'll accept.

Mettaur
Mettaur
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offline
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199
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Posted at

Hell yeah! Well, after everyone says we can. Also, do we continue where your stitched up corpse was gaining ground towards me, or is that fight over?

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Moonlight meanderer

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