Board Thread:Roleplaying/@comment-27227983-20170603025806/@comment-32632608-20170830104008

//Yep, you regenerate once you leave.

//Sorry for the inactivity here, school is draining. Anyway, I think I'd be able to post much more quickly... Though, I honestly feel like the plot of this RPG feels quite the lackluster. I'd tell if I were to abandon this, which wouldn't happen till Thread 2-3. I'll try to make the plot work out, but when it ends up unenergetic and forced, I'll cut the cord to this.

Cipher Jules finds some expired canned foods. No good...

Expired Food: It smells terrible. Could attract animals.

Willson keeps salvaging, and locates a locked box. Would need a lockpick to open.

Escanne searches the area, and more bones... 4 Bones added to inventory.

Cipher takes 15 damage, Willson takes 20.

Raid Battle:

The Grassy Mackerel is starting to heal up...

The spear gets pulled out, and a noticeable hole is left inside the Giant Mackerel. 40 damage.

Overgrowth canceled!

Hm, looks like someone joins in the raid. Baron with his boomstick is in the roster!

Possible Interactions:

(Northern Blue Grassland: Nobody.)

Gather resources. Look around in the area. (Items, Legacy Points, New areas, enemy encounter or perhaps a special encounter?) Move to a different area. (Dead Grounds/Bunker)

(Dead Grounds: Baron, Escanne, Willson and Ayers.)

Dig up the mounds. (What could be under them?)

Trade Strange Coins for items with Mimi!

Search the area. (Items, Legacy Points, New areas, enemy encounter or perhaps a special encounter?)

Enter the bunker. (Investigate what's inside, with no idea on what could be in there in the first place! Up to three players and two allies can be in there at a time.)

Move to a different area. (Northern Blue Grassland.)

(Bunker: Cipher. 1/3 Players and 0/2 Allies.)

Loot the bodies.

Salvage the machines.

Take items. (0-4 every attempt.)

Go back to the Dead Grounds.

(Lake: Wicket, Sukuna and Kenningway.)

Try fishing. Throw an item in the water. (Something good or bad, depending on the item dropped, will happen.)

Salvage the debris.

Try getting fruit from the trees.

Join the Raid Battle. (Lasts for 9 turns.)

Dive. (Unlocks more options for you.)

(Lake [Underwater]: Willson)

Collect fish/sea flora. (Materials.)

Steal unprotected gears. (Items or even equipment here.)

Fight the sea lizard. (Hard Fight Alone.)

Try to sneak past the lizard for the treasure. (Success chance depends on your mobility.)

June 20 3:20 P.M.

Section: Northern Border: It's as far as the Ethereal Train could have gotten you.

Areas: Northern Blue Grassland | | Dead Grounds | Bunker | ???

Players:

Sukuna: Life: 120/120 | Toughness: 0 | Mobility: 60 | Legacy Points: 0/100 (Level 1)

Cipher Jules: Life: 65/120 | Toughness: 10 | Mobility: 30 | Legacy Points: 70/100 (Level 1)

Wicket: Life: 100/100 | Toughness: 15 | Mobility: 50 | Legacy Points: 10/100 (Level 1)

Baron: Life: 120/120 | Toughness: 5 | Mobility: 40 | Legacy Points: 20/100 (Level 1)

Escanne: Life: 50/50 | Toughness: 5 | Mobility: 80 | Legacy Points: 0/100 (Level 1)

Willson Pak: Life: 40/80 | Toughness: 15 | Mobility: 25 | Legacy Points: 30/100 (Level 1)

Enemies:

(Raid: Grassy Mackerel | Wicket can try fighting this creature, and if he succeeds in defeating it, he catches it and gets great rewards. People could join in, but whoever actually catches the fish will be the one who dealt the most damage. This Raid lasts for 9 turns. So far, Wicket is the only one fighting this Raid enemy.)

Grassy Mackerel (Raid) Life: 370/500 | Toughness: 50 | Mobility: 250 | Strength: 45 | (Level 5)

Overgrowth: The Grassy Mackerel dives down the water, and pops back up with more flora on it's back. It heals the Grassy Mackerel by 100 Life, and summons 2 plant based enemies to protect the Grassy Mackerel. Takes 2 turns to charge, and can be canceled if stunned, or if it takes 100 damage before diving. Tsunami: Using it's tail to splash a great amount of water towards the player characters. It can deal 50 damage at once, but will just deal 25 towards targets buffed with protection. Fish can end up on the shore from this move, and injured players could try consuming some fish to heal the turn after this is cast. Devour: The Grassy Mackerel swallows a character whole. It will only take 3 turns before the character is swallowed completely (Vanquished), but if this enemy takes 150 damage before those 3 turns, it spits them out. The Grassy Mackerel cannot act for those 3 turns. Allies:

Mimi: Life: 60/80 | Toughness: 15 | Mobility: 10 | Legacy Points: 0/100 (Level 1)

Mimic-you, Mini you: Mimi creates a plushie version of any entity in the battle she is in. This plushie will have 10% of the original's stats as it's own. When a critical hit, the plushie version can be a reference to video games, shows and movies.

Needle Pokes: Mimi uses her needles as a weapon, either throwing them to deal 5 neutral damage to all enemies, or strike them on just one enemy for 20 damage.

2 Steps Forward, 1 Jump Back: Mimi casts a spell on an ally, either increasing 2 of these strength/mobility/toughness by 25% percent. The stat that doesn't get buffed will be decreased by 50%. This lasts for 2 turns.

Kenningway: Life: 80/80 | Toughness: 5 | Mobility: 60 | Legacy Points: 0/100 (Level 1)

Case Slashes: Slashing 1 enemy using his briefcase 2-4 times, dealing 8-12 damage each hit. When the target enemy was killed with this attack, this action will repeat on a random enemy. Can only be done if he has the briefcase.

Briefcase Shield: Kenningway uses his briefcase as a shield, protecting either himself or someone else. This reduces damage by 75% for 2 turns. Only one person can be protected at a time, and while this is in effect, Kenningway doesn't have it.

Palm-Strike: Kenningway pummels a target's face with his fists- Palms, to be specific. This deals 10 damage but either stuns the enemy for 2 turns or bruises them (Makes them take 50% more damage till they get healed.).

Ayers: Life: 168/168 | Toughness: 15 | Mobility: 30 | Legacy Points: 0/200 (Level 3)

Joker Card: Ayers throws a card at a target, dealing 40-60 damage and taunting any other enemies to attack him or a player/other ally of his choice. Russian Roulette: He pulls out a revolver, loads in 5 bullets in the chamber, then aims it on his head, with a 5/6 chance of shooting himself. If he doesn't end up shooting himself, all attacks will be 50% stronger for 1-3 turns (And 5 bullets will hit random enemies, each dealing 25 damage). If he does end up shooting himself, he takes 40 damage. (But only 4 bullets will hit random enemies this time.)

Taking Chances: Ayers' will swap the stats of a target of his choice. Toughness, Mobility, Strength, Luck, etc, will have the points they have shuffled randomly, possibly having disastrous or pleasant effects. This effect lasts for 2 turns.

Status Effects:

Polluted Air (Bunker): Every 10 minutes (1 Turn), all entities inside will lose 15 Life for as long as they are there.

Underwater (Lake [Underwater]): Every 1 minute, all players and allies here will take 2 damage. (20 damage every turn.)