Time Mage (480 HP) Turn 1:
**TIME REVERSAL ~ SPEED ORDER REVERSED**
Speed 4:
Devour and devi rush the Time Mage...Devour edges out!
NOTE: Devour, the value you PM'd me is not in the choices of Attack. Read the First Page! I will move to the nearest value instead.
Devour attacks the Time Mage for 50.
Time Mage falls to 430 HP
devi attacks the Time Mage for 100
Time Mage falls to 330 HP
Speed 3:
Aquila and Skeleton bum rush the Time Mage...Skeleton edges out!
Skeleton sneaks up
from behind and blindsides the Time Mage for 100 x 2 damage
Time Mage falls to 130 HP
Aquila attacks the Time Mage for 40 damage.
Time Mage falls to 90 HP
Speed 5:
NOTE: Alphaeus, you already dealt 100 damage. So your PM to me is invalid because your 100 hasn't cooled down yet. I will go to the next highest attack.
Alphaeus deals 50 damage!
Time Mage falls to 40 HP.
Speed 2:
DoctorNoob1 reveals a concealed weapon and
DOUBLE ATTACKS for 100 AND 50
Time Mage is defeated!
DoctorNoob1 wins against the Threat! He gains 3 Glory!
Loot:
NOTE: Remember that the Initiative was reversed when the Time Mage was still alive. Now that he's dead...
The 1st and 3rd Player Scrounge for Relics to pilfer...
1st Player (
DoctorNoob1) acquires...
The Boots of Speed. From now on, the Initiative Order will be revealed to you beforehand, and you can decide if you want to move up or down the placement! Attack Values will not be revealed to you.
3rd Player (
Aquila) acquires...
6 Fire Rubies. Fire Rubies are worth 1 Glory each. However, you may during the Planning Phase, use 1 or all Rubies to add 10 damage to your attacks!
Moving on...
Room 3: Changeling
Type: Undead
HP: 510
Glory: 3
Attack Pattern: Deals 10 damage to the 1st and 2nd Player
Special Rules: The Changeling appears as a different being depending on the Player looking at them. As a result, it can see through common attacks quickly...
All non-unique attacks in the Initiative are negated. In order for everyone to truly damage the Changeling, every Player must have a unique Attack Value.
Room Bonuses:
Machismo Contest! - Suddenly everyone starts getting the notion that scars are truly the way to exert manliness. Therefore,
the Player(s) who received to MOST damage in this Room, will be given 1 Relic to keep as a prize of manliness! Ties are allowed, but this Tie cannot be 0 damage.
Party:
Alphaeus (100) - 1 Glory
Devour (100)
Skeleton (100)
devi (100)
DoctorNoob1 (100) - 3 Glory
The Boots of Speed. From now on, the Initiative Order will be revealed to you beforehand, and you can decide if you want to move up or down the placement! Attack Values will not be revealed to you.
Aquila (100)
6x Fire Rubies. Fire Rubies are worth 1 Glory each. However, you may during the Planning Phase, use 1 or all Rubies to add 10 damage to your attacks!
Cooldowns:
***Number in parenthesis is number of turns left before Attack can be used again.
Alphaeus - 100 ATK (4), 50 (4)
devi - 100 ATK (5)
Devour - 50 ATK (4)
DoctorNoob1 - 100 ATK (5), 50 (3)
Aquila - 40 ATK (1)
Skeleton - 100 ATK (5)
Charge Up (3) - Adds 30 damage to your attack.
From Behind (1) - Deals double the damage of your attack.
Fake Out (3) - This 'attack' is treated as an attack, but neither hits nor deals any damage.
Double Attack (2) - Declare another attack value. Your attack is treated as if you attack twice with both values.
Trap Attack (1) - Declare another attack value and another player. This attack will trigger before that player attacks. Ignores Initiative (is faster than everything).
BANZAI! (1) - Deal 60 damage at the expense of randomly triggering cooldowns for some of your Basic Attacks which add to 60.
Replacement (2) - Declare a 5 or any other attack and a Player. This attack replaces the target Player's attack during Resolution. You do not take credit if it kills. If you used any other value but 5, the cooldown applies to you.
Him, not me! (2) - Deal 5 damage. Declare a player. The Threat ignores its usual attack pattern and treats that Player as its first target.
Hoard (2) - Deal 5 damage. Declare an Item in the collective Inventory. For as long as you haven't used it, it is yours and cannot be used by anyone else.
Feign Injury (1) - Deal 5 damage. END THE ROUND immediately. Players after you in the initiative do not get to attack.
Knife Twist (1) - Deal 10 damage. Double the highest or lowest attack made by anyone else (your choice). If it kills the Threat, you take the credit.
Bear Hug (1) - Deal 20 damage. Halve the damage of the next 2 players in initiative.
Poisonous Tip (1) - Deal 25 damage. Deal 10 damage for each attack that goes after you. If the Threat dies this way, you take the credit.
Divine Strike (1) - Deal an unavoidable, uncounterable, totally invincible 35 straight damage.
Heavenly Strike (1) - Deal 75 damage. If this is the best attack in the turn, you instantly gain 1 Glory.
Cockblock (2) - Cancels any ability. Play during: Resolution, when an ability is activated.
Elbow Shove (3) - Cancels a Player's Action for the round and makes him miss his turn. Play during: Planning phase (when you PM attacks)
Leg Trip (3) - Cancels a Player's Action for the Round and cause them to fall, dealing 10 damage to themselves. Play during: Resolution, when attacks are shown.
Counter! (2) - Immediately deal extra damage of your choice to the Threat. Play during: Receive Threat phase (when you are attacked). Note that you must take damage to trigger this.
Parry (2) - Halve or Double another Player's attack (your choice). Play during: Resolution phase.
Meatshield (1) - Select a Player before or after you and have them take damage instead of you. Play when: You are being damaged.
Humility (1) - Take damage for an attack meant for someone else. Gain 2 Glory for your efforts. Play when: Someone else is being damaged.
Reverse Humility (1) - Redirect damage meant for you to someone else instead. Congratulate them for their Humility. Play when: You are damaged.
Thanks Mom (1) - Replace a player's attack with one of your own. This is treated as their attack (you take no credit). Play during: Resolution.
Hustle (1) - Adds 20 damage to any other Player's attack after you. You do not take credit if it kills. Play during: Resolution.
Re-Formation (1) - Rearrange 2 players' turn orders. Play during: Resolution.
Retcon (1) - Disable any ability used in Resolution...and claim it as your own. From until it is used, only YOU can use that ability. Play during: Resolution.
Bandages (2) - Gain 15 Life if used. Can also be used on another player. If used selflessly, gain 2 Glory.
Earth Potion (1) - Turn to stone. Negate all damage this turn.
Fire Potion (1) - You are empowered. Deal twice the damage for 2 turns.
Water Potion (1) - Cool and soothing. Gain 25 Life if used. Can also be used on another player. If used selflessly, gain 3 Glory.
Wind Potion (1) - Grants speed and foresight. When consumed, decreases cooldown of all abilities and attacks by 2 for the duration of the Threat encounter.
Sun Potion (1) - Explosive potential. Deal 30 damage to all targets. And 10 to each player.
Moon Potion (1) - Conceal what cannot be seen. You can make an additional attack for the next 2 turns.
Deadline of PMs is 2.5 Days from this post.