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Stop the Spambots!

Started by Seanbobe, May 07, 2019, 08:44:43 AM

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Faressain

Ar'tler replaces his Newtonian Law of Speed with Equal and Opposite Reaction.
Priest units never get old. WOLOLO!

A fate can be changed, everything will change. A destiny is just a container that keeps the liquid in - in this case a person.
Raise your voice, and say it with Twilight Sparkle! I am a kitty cat and I'm steppin' on pillow, steppin' steppin' on pillow, steppin' steppin' on pillow.

Have a twili-meow! /On discord as Vardaril#1783

Seanbobe

Quote from: FaressainAr'tler replaces his Newtonian Law of Speed with Equal and Opposite Reaction.
Quote from: Joyous ThetaJimmy takes Remediation.
Quote from: FlashFlireRobin replaces Multi-Stage with Discharge.
Mackenzie replaces Reckless Abandon with Impulsive Charge.
Reshi replaces Primal Fury with Focused Fury.


Robin checks the planner.
Updated.

Robin finds a checklist in the planner.

Quote from: Someone1. Make company in Forumtopia. ✓
2. Get permission to mine. ✓
3. Mine crystallized posts. ✓
4. Use crystallized posts to make an anomaly. ✓
5. Gain control of the anomaly.
5. Use plan eggbeater.
6. Edit The Code.
My joke RPG: Instructions Unclear: The RPG of Memes
My serious RPG: Stop the Spambots!
My offline life: error 404

Seanbobe

My joke RPG: Instructions Unclear: The RPG of Memes
My serious RPG: Stop the Spambots!
My offline life: error 404

Faressain

Ar'tler looks at the paper bags and checks them out.
Priest units never get old. WOLOLO!

A fate can be changed, everything will change. A destiny is just a container that keeps the liquid in - in this case a person.
Raise your voice, and say it with Twilight Sparkle! I am a kitty cat and I'm steppin' on pillow, steppin' steppin' on pillow, steppin' steppin' on pillow.

Have a twili-meow! /On discord as Vardaril#1783

Seanbobe

Quote from: FaressainAr'tler looks at the paper bags and checks them out.
Ar'tler discovers several objects in the bags.

Obtained:
5x Fake mustache
3x Rainbow eyeglasses (ACCESSORY): Raises all stats by 1. Allows user to equip another accessory. Only one pair of eyeglasses may be equipped at a time.
1x Jacket of life (ACCESSORY): If user faints, they regain 1 health if they are not healed next turn.
My joke RPG: Instructions Unclear: The RPG of Memes
My serious RPG: Stop the Spambots!
My offline life: error 404

Faressain

#1181
Ar'tler temporarily swaps out his mask for a bought-now Top Hat, Cheating Shorts, Green Eyeglasses and Light Bandanna (that he buys), if possible.
Priest units never get old. WOLOLO!

A fate can be changed, everything will change. A destiny is just a container that keeps the liquid in - in this case a person.
Raise your voice, and say it with Twilight Sparkle! I am a kitty cat and I'm steppin' on pillow, steppin' steppin' on pillow, steppin' steppin' on pillow.

Have a twili-meow! /On discord as Vardaril#1783

Blunderbus

#1182
Mackenzie takes off her tie, slaps on a mustache and immediately charges straight through the door.
join Fragmented Future to RIDE A TRAIN! WOOOOOOO YEAH, TRAINS, BABY!

Joyous Theta

#1183
Jimmy buys a top hat and equips a bandanna, feeling that's he's going to need it for this fight.

Junka takes the car keys, the very heavy trophy, and wonders where that car is.

Seanbobe

Quote from: FaressainAr'tler temporarily swaps out his mask for a bought-now Top Hat, Cheating Shorts, Green Eyeglasses and Light Bandanna (that he buys), if possible.
Quote from: Joyous ThetaJimmy buys a top hat and equips a bandanna, feeling that's he's going to need it for this fight.

Junka takes the car keys and wonders where that car is.
Updated.

Quote from: FlashFlireMackenzie takes off her tie, slaps on a mustache and immediately charges straight through the door.
Mackenzie runs through. The group sees a large group that looks very similar to them.

Time to fight!

The enemies begin pulling the group apart!

Battle sanction: Don't use ping!
Punishment for breaking sanction: Take 20 blockable damage!

Battle sanction: Defeat at least one enemy on an odd numbered turn! (This is an ODD numbered turn)
Reward for following sanction: This battle is worth double experience!

Sub-battle 1:

Party:
Mackenzie:
     Health: 50/50
     Energy: 25/25
     Effects from equipment: +2 energy per turn, halve the cost of skills.

Enemies:
Frank:
     Health: 250/250
     Skills:
          Repeat (passive): Frank uses whatever ability he used last turn before his turn.
          Karate chop: Deals 1d50 damage 75% of the time.
          Warm up: Doubles the effect of the next attack the user makes.
     Fitness: 12
     Defense: 3

Sub-battle 2:

Party:
Robin:
     Health: 50/50
     Energy: 25/25
     Effects from equipment: Skills cost 1.5x energy, are twice as effective.
     Prepared: 1x Quick thinking, 1x Discharge, 1x Discharge (doubled by beanie)
     Immune! Can't gain statuses! (1 turn remaining)

Enemies:
Connor:
     Health: 200/200
     Skills:
          Change focus: Swap Fitness and Defense.
          Copy: Learn a skill another enemy can use.
     Fitness: 15
     Defense: 0
Skillmonkey:
     Health: 0/0
     Skills:
          Static (passive): User cannot act or be attacked.
          Heal: User regains 30 health.
          Bomb: Deal 1d40 damage to an enemy.
          Shock: Deal 1d20 unblockable damage to an enemy.

Sub-battle 3:

Party:
Reshi:
     Health: 49/50
     Energy: 25/25
     Effects from equipment: +2 energy per turn, +5 willpower, -2 other stats, deal and take half damage.

Enemies:
Arthur:
     Health: 350/350
     Skills:
          Fury: Deals 1d50 damage and 1d20 damage to self.
          Paranoia: Swap statuses with target.
          Furryism: Deal 1d30 damage to target. Heal self for the same amount.
     Fitness: 11
     Defense: 4

Sub-battle 4:

Skillmonkey uses shock. On nobody.

Party:
Flynn:
     Health: 50/50
     Energy: 35/35
     Effects from equipment: +2 energy per turn.
     Immune! Can't gain statuses! (1 turn remaining)

Enemies:
Jared:
     Health: 275/275
     Skills:
          Copyright: Use the last skill someone else used.
          Plot twist: Reverse a status. Double its length.
          Clear: Remove negative statuses from self. Regain 20 health.
     Fitness: 13
     Defense: 2
Skillmonkey:
     Health: 0/0
     Skills:
          Static (passive): User cannot be attacked. Moves have no target.
          Heal: User regains 30 health.
          Bomb: Deal 1d40 damage to an enemy.
          Shock: Deal 1d20 unblockable damage to an enemy.

Sub-battle 5:

Party:
Nef:
     Health: 50/50
     Energy: 25/25
     Effects from equipment: Deal half damage back to enemies, +1 attack, +1 defense.
     Immune! Can't gain statuses! (1 turn remaining)
Deluxe robot:
     Health: 25/40
     Energy: 13/15
     Immune! Can't gain statuses! (1 turn remaining)

Enemies:
Lily:
     Health: 250/250
     Skills:
          Flare up: Deal 5d10 damage to 1-3 party members. May inflict burn.
          Chill down: Deal 35 damage to a party member. May inflict freeze.
          Dangerous delight: Randomly inflict burn, poison, cut, bleed, infected, or freeze on a party member.
     Fitness: 4
     Defense: 11

Sub-battle 6:

Party:
Lucy:
     Health: 50/50
     Energy: 38/45
     Effects from equipment: +2 energy per turn.
     Immune! Can't gain statuses! (1 turn remaining)

Enemies:
Ricky:
     Health: 250/250
     Skills:
          Defensive position: Raise defense by 5. Lower fitness by 4.
          Hypnotize: Make an enemy sleepy.
          Dodgy (passive): User has a 10% chance of dodging attacks.
     Fitness: 2
     Defense: 13

Sub-battle 7:

Party:
Avalon:
     Health: 70/70
     Energy: 45/45
     Effects from equipment: +2 energy per turn.

Enemies:
Joey:
     Health: 350/350
     Skills:
          Protractor knife: Inflict bleeding on an enemy>
          Fun facts: Heal self for 30 health.
          Risky roll: User selects a number of d10s to roll if the result is 50 or less, deal that much damage.
     Fitness: 7
     Defense: 8

Sub-battle 8:

Party:
Josh:
     Health: 70/70
     Energy: 49/50
     Effects from equipment: Roll the average result on dice.
     Immune! Can't gain statuses! (1 turn remaining)

Enemies:
Nat:
     Health: 250/250
     Skills:
          Personal robot: Creates a robot with 250 health and the same abilities and stats as the user.
          RNG: Does something random.
          Charge: Raise the power of the next attack by 20.
     Fitness: 9
     Defense: 6

Sub-battle 9:

Party:
Ar'tler:
     Health: 66/70
     Energy: 21/25
     Effects from equipment: Attacks work against scambots.
     Immune! Can't gain statuses! (1 turn remaining)

Enemies:
Julie:
     Health: 250/250
     Skills:
          Energize: Raises defense by 5. Attacks will be countered.
          Char: Deal 1d40 damage and inflict angry.
          Helium mark: Put a helium mark on a target, lowering their stats by 3 and preventing them from inflicting or removing statuses.
     Fitness: 5
     Defense: 10

Sub-battle 10:

Skillmonkey uses bomb. On nobody.

Party:
James:
     Health: 52/55
     Energy: 30/30
     Effects from equipment: Skills cost half energy, +2 energy per turn.
Deluxe robot:
     Health: 40/40
     Energy: 15/15
Skillmonkey:
     Health: 0/0
     Skills:
          Static (passive): User cannot be attacked. Moves have no target.
          Heal: User regains 15 health.
          Bomb: Deal 1d40 damage to an enemy.
          Shock: Deal 1d20 piercing damage to an enemy.

Enemies:
Ronald:
     Health: 250/250
     Skills:
          Prepare (passive): User must prepare skills before using them.
          Calculate: Grants self the high roll status.
          Super shock: Deal 1d10+double modifier piercing damage.
     Fitness: 10
     Defense: 5

Sub-battle 11:

Party:
Junka:
     Health: 50/50
     Energy: 25/25
     Effects from equipment: Skills cost half energy, standard attacks may freeze, +5 willpower, -2 other stats.

Enemies:
Millie:
     Health: 250/250
     Skills:
          Bio shield: User takes half damage for two turns.
          Laserbeam: Deals 1d50 damage, inflicts blind.
          No u: Reverse a status on self. Apply it to a party member.
     Fitness: 14
     Defense: 1

Sub-battle 12:

Party:
Jimmy:
     Health: 50/50
     Energy: 15/25
     Effects from equipment: Skills cost half energy, deal and take half damage, immune to mood based statuses.
     Immune! Can't gain statuses! (1 turn remaining)

Enemies:
Andy:
     Health: 325/325
     Skills:
          Math charge: Add +20 to the user's next attack.
          Troll: User deals and takes double damage for 3 turns.
          Immature rant: 10% chance of defeating target. Take 1d50 damage on fail.
     Fitness: 7
     Defense: 8

Sub-battle 13:

Party:
Jack:
     Health: 40/40
     Energy: 35/35
     Effects from equipment: Act twice per turn.
     Immune! Can't gain statuses! (1 turn remaining)
Skillmonkey:
     Health: 0/0
     Skills:
          Static (passive): User cannot act or be attacked.
          Heal: User regains 15 health.
          Bomb: Deal 1d40 damage to an enemy.
          Shock: Deal 1d20 piercing damage to an enemy.

Enemies:
Finn:
     Health: 250/250
     Skills:
          Pep talk: Raises stats by 5 next turn.
          Recovery: Regain 50 health.
          Screech: Deals 1d20 damage and 1d10 damage to self.
     Fitness: 6
     Defense: 9

Sub-battle 14:

Party:
Andrew:
     Health: 65/65
     Energy: 45/50
     Effects from equipment: No effect.
     Immune! Can't gain statuses! (1 turn remaining)
     Scam Salad! Can attack Scambots! (2x)

Enemies:
Ariana:
     Health: 350/350
     Skills:
          Hustle: User takes an extra turn next turn.
          Anticipate: Nullifies an action a party member may use.
          Lullaby: Inflicts sleepy on an enemy.
     Fitness: 3
     Defense: 12

Sub-battle 15:

Party:
Fred:
     Health: 37/50
     Energy: Playlist
     Effects from equipment: 50% chance of +5 health per turn.
     Playlist:
         Fearless
         Magic music
         Energizing song

Enemies:
Jacob:
     Health: 250/250
     Skills:
          Medical kit: Regain 25 health.
          Charge: Add 20 to next attack.
          Speech: May inflict sleepy on a target.
     Fitness: 0
     Defense: 15
My joke RPG: Instructions Unclear: The RPG of Memes
My serious RPG: Stop the Spambots!
My offline life: error 404

Joyous Theta

#1185
"Who are you and do you know where the car is?!" Junka asks Millie, showimg the car keys while pumped up with a feeling of danger.

The Deluxe Robot uses Faulty Logic on James, arguing that sense there's three people on their side, and James is, in a way, the leader of the three, that would mean he's three times as powerful.
James looks at the Skillmonkey and says "Wait, what are these things? I always just got bored and started trying to just sequence break before this point. Why bother when you aren't winning, am I right?" He extends the walkthrough over to Ronald, but accidentally winds up smacking him in the face. "Oops."

Jimmy uses 60 second rule, currently fearing for his life.

Blunderbus

Mackenzie pew-pews a laser at Frank.

Robin uses Quick Thinking.

Reshi makes himself dodgy because we might as well make this battle last longer than it already will, y'know?
join Fragmented Future to RIDE A TRAIN! WOOOOOOO YEAH, TRAINS, BABY!

Wolfslime123

Conrad looks at the Skillmonkey.

"Hey! I can fight on my own too thank you very much!"

Conrad defends... does Heavy Trophy prevent me from taking an action next turn? If not then attack.
Yours Truly,
\\/\/

Faressain

#1188
Ar'tler Pomsduns Julie to weaken her, speaking what it seems to be some sort of cultist speech.
Priest units never get old. WOLOLO!

A fate can be changed, everything will change. A destiny is just a container that keeps the liquid in - in this case a person.
Raise your voice, and say it with Twilight Sparkle! I am a kitty cat and I'm steppin' on pillow, steppin' steppin' on pillow, steppin' steppin' on pillow.

Have a twili-meow! /On discord as Vardaril#1783

Seanbobe

Main battle:
(If anyone defeats their opponent, they come here and can provide support to the others.)

Battle sanction: Don't use ping!
Punishment for breaking sanction: Take 20 blockable damage!

Battle sanction: Defeat at least one enemy on an odd numbered turn! (This is an EVEN numbered turn)
Reward for following sanction: This battle is worth double experience!

Sub-battle 1:
Quote from: FlashFlireMackenzie pew-pews a laser at Frank.
Mackenzie: Laser shot: 1d30=9+20(inteligence)+3(charge)-3(enemy defense)=29
Mackenzie shines a beam at Frank.
Frank: Health: 250-29=221

Frank warms up.

Party:
Mackenzie:
     Health: 50/50
     Energy: 23.5/25
     Effects from equipment: +2 energy per turn, halve the cost of skills.

Enemies:
Frank:
     Health: 221/250
     Skills:
          Repeat (passive): Frank uses whatever ability he used last turn before his turn.
          Karate chop: Deals 1d50 damage 75% of the time.
          Warm up: Doubles the effect of the next attack the user makes.
     Fitness: 12
     Defense: 3
     Warmed up! Next attack will be doubled!

Sub-battle 2:
Quote from: FlashFlireRobin uses Quick Thinking.
Robin: Quick thinking: 1d20=4+16(intelligence)+25(first turn)=45
Robin deals a powerful hit to Connor.
Connor: Health: 200-45=155

Connor copies bomb.

Party:
Robin:
     Health: 50/50
     Energy: 25/25
     Effects from equipment: Skills cost 1.5x energy, are twice as effective.
     Prepared: 1x Discharge, 1x Discharge (doubled by beanie)

Enemies:
Connor:
     Health: 155/200
     Skills:
          Change focus: Swap Fitness and Defense.
          Copy: Learn a skill another enemy can use.
          Bomb: Deal 1d40 damage to a party member.
     Fitness: 15
     Defense: 0
Skillmonkey:
     Health: 0/0
     Skills:
          Static (passive): User cannot act or be attacked.
          Heal: User regains 30 health.
          Bomb: Deal 1d40 damage to an enemy.
          Shock: Deal 1d20 unblockable damage to an enemy.

Sub-battle 3:
Quote from: FlashFlireReshi makes himself dodgy because we might as well make this battle last longer than it already will, y'know?
Dodgy! May dodge attacks!

Arthur tries to swap stats with Reshi.
Reshi dodges the attack.

Party:
Reshi:
     Health: 49/50
     Energy: 24/25
     Effects from equipment: +2 energy per turn, +5 willpower, -2 other stats, deal and take half damage.
     Dodgy! May dodge attacks! (2 turns remaining)

Enemies:
Arthur:
     Health: 350/350
     Skills:
          Fury: Deals 1d50 damage and 1d20 damage to self.
          Paranoia: Swap statuses with target.
          Furryism: Deal 1d30 damage to target. Heal self for the same amount.
     Fitness: 11
     Defense: 4

Sub-battle 4:
Flynn karate chops Jared.
Flynn: Karate chop: 1d60=36+12(intelligence)-2(enemy defense)=46
Flynn deals a strong chop to Jared.
Jared: Health: 275-46=229

Jared copies shock.
Jared: Shock: 1d20=13+13(fitness)=26
Flynn: Health: 50-26=24

Skillmonkey uses heal. On nobody.

Party:
Flynn:
     Health: 24/50
     Energy: 28/35
     Effects from equipment: +2 energy per turn.

Enemies:
Jared:
     Health: 229/275
     Skills:
          Copyright: Use the last skill someone else used.
          Plot twist: Reverse a status. Double its length.
          Clear: Remove negative statuses from self. Regain 20 health.
     Fitness: 13
     Defense: 2
Skillmonkey:
     Health: 0/0
     Skills:
          Static (passive): User cannot be attacked. Moves have no target.
          Heal: User regains 30 health.
          Bomb: Deal 1d40 damage to an enemy.
          Shock: Deal 1d20 unblockable damage to an enemy.

Sub-battle 5:
Nef tech fiddles.
Nef: Tech fiddle: 16+2(tech)=18
Nef deals heavy damage.
Lily: Health: 250-89=166

The deluxe robot tech fiddles.
Deluxe robot: Tech fiddle: 9
The tech fiddle backfires!
Nef: Health: 50-5=45
Deluxe robot: Health: 25-5=20

Lily flares up.
Lily: Flare up: 4+10+1+3+5+4(fitness)=27
Nef: Block: 1d10=4+10(willpower)=14
27-14=13
Nef: Health: 45-13=32
Damage is reflected.
Lily: Health: 166-6=160
Deluxe robot: Block: 7+10(willpower)=17
27-17=10
Deluxe robot: Health: 20-10=10

Party:
Nef:
     Health: 32/50
     Energy: 19/25
     Effects from equipment: Deal half damage back to enemies, +1 attack, +1 defense.
Deluxe robot:
     Health: 10/40
     Energy: 7/15

Enemies:
Lily:
     Health: 160/250
     Skills:
          Flare up: Deal 5d10 damage to 1-3 party members. May inflict burn.
          Chill down: Deal 35 damage to a party member. May inflict freeze.
          Dangerous delight: Randomly inflict burn, poison, cut, bleed, infected, or freeze on a party member.
     Fitness: 4
     Defense: 11

Sub-battle 6:
Lucy overcooks Ricky.
Lucy overcook: 3d15=7+13+8+8(intelligence)-13(enemy defense)=23
Ricky: Health: 250-23=227

Ricky smacks Lucy.
Ricky: Slap: 1d20=1+2(fitness)=3
Lucy: Block: 1d10=5+10(willpower)=15
3<15
Lucy blocks the attack.

Party:
Lucy:
     Health: 50/50
     Energy: 33/45
     Effects from equipment: +2 energy per turn.

Enemies:
Ricky:
     Health: 227/250
     Skills:
          Defensive position: Raise defense by 5. Lower fitness by 4.
          Hypnotize: Make an enemy sleepy.
          Dodgy (passive): User has a 10% chance of dodging attacks.
     Fitness: 2
     Defense: 13

Sub-battle 7:
Avalon plays smooth jazz.
Sleepy! Can only act every other turn!

Joey risky rolls 8d10s.
6+8+8+8+8+2+8+8=56
No effect.

Party:
Avalon:
     Health: 70/70
     Energy: 39/45
     Effects from equipment: +2 energy per turn.

Enemies:
Joey:
     Health: 350/350
     Skills:
          Protractor knife: Inflict bleeding on an enemy>
          Fun facts: Heal self for 30 health.
          Risky roll: User selects a number of d10s to roll if the result is 50 or less, deal that much damage.
     Fitness: 7
     Defense: 8
     Sleepy! Can only act every other turn! (CANNOT act this turn)(7 turns remaining)

Sub-battle 8:
Josh low rolls.
Josh: Low roll: 10+13(intelligence)-6(enemy defense)+10+10+10+10+10+10+10+10+10=107
Nat: Health: 250-107=143

Nat creates a personal robot.

Party:
Josh:
     Health: 70/70
     Energy: 44/50
     Effects from equipment: Roll the average result on dice.

Enemies:
Nat:
     Health: 143/250
     Skills:
          Personal robot: Creates a robot with 250 health and the same abilities and stats as the user.
          RNG: Does something random.
          Charge: Raise the power of the next attack by 20.
     Fitness: 9
     Defense: 6
Personal robot:
     Health: 250/250
     Skills:
          RNG: Does something random.
          Charge: Raise the power of the next attack by 20.
     Fitness: 9
     Defense: 6

Sub-battle 9:
Quote from: FaressainAr'tler Pomsduns Julie to weaken her, speaking what it seems to be some sort of cultist speech.
Ar'tler lowers Julie's stats.

Julie chars Ar'tler.
Julie: Char: 1d40=26
Ar'tler: Block: 1d10=6+8(willpower)=14
26-14=12
Ar'tler: Health: 6-12=54

Party:
Ar'tler:
     Health: 54/70
     Energy: 12/25
     Effects from equipment: Attacks work against scambots.

Enemies:
Julie:
     Health: 250/250
     Skills:
          Energize: Raises defense by 5. Attacks will be countered.
          Char: Deal 1d40 damage and inflict angry.
          Helium mark: Put a helium mark on a target, lowering their stats by 3 and preventing them from inflicting or removing statuses.
     Fitness: 0
     Defense: 5

Sub-battle 10:
Quote from: Joyous ThetaThe Deluxe Robot uses Faulty Logic on James, arguing that sense there's three people on their side, and James is, in a way, the leader of the three, that would mean he's three times as powerful.
James looks at the Skillmonkey and says "Wait, what are these things? I always just got bored and started trying to just sequence break before this point. Why bother when you aren't winning, am I right?" He extends the walkthrough over to Ronald, but accidentally winds up smacking him in the face. "Oops."
Faulty logic! Higer stat between fitness and intelligence will be used for both!

James: Walkthrough whack: 1d15=3+11(faulty logic)-5(enemy defense)=9
James deals a light hit to Ronald.
Ronald: Health: 250-9=241
Cheated! Defense will be lowered!

Skillmonkey uses bomb. On nobody.

Ronald prepares a calculate.

Party:
James:
     Health: 52/55
     Energy: 30/30
     Effects from equipment: Skills cost half energy, +2 energy per turn.
Deluxe robot:
     Health: 40/40
     Energy: 9/15
Skillmonkey:
     Health: 0/0
     Skills:
          Static (passive): User cannot be attacked. Moves have no target.
          Heal: User regains 15 health.
          Bomb: Deal 1d40 damage to an enemy.
          Shock: Deal 1d20 piercing damage to an enemy.

Enemies:
Ronald:
     Health: 241/250
     Skills:
          Prepare (passive): User must prepare skills before using them.
          Calculate: Grants self the high roll status.
          Super shock: Deal 1d10+double modifier piercing damage.
     Fitness: 10
     Defense: 5
     Prepared: Calculate
     Cheated! Defense will be lowered! (-1)(5 turns remaining)

Sub-battle 11:
Quote from: Joyous Theta"Who are you and do you know where the car is?!" Junka asks Millie, showimg the car keys while pumped up with a feeling of danger.
Junka pumps up.

Millie uses a laserbeam.
Millie: Laserbeam: 1d50=42+14(fitness)=56
Junka: Block: 1d10=7+11(willpower)+5(eyeglasses)+5(pumped up)=28
56-28=28
Junka: Health: 50-28=22
Junka counters the attack.

Junka: Key slash: 1d15=13+17(fitness)-2(eyeglasses)=28
Millie: Health: 250-28=222
Keyed! Fitness will be lowered!

Party:
Junka:
     Health: 22/50
     Energy: 22/25
     Effects from equipment: Skills cost half energy, standard attacks may freeze, +5 willpower, -2 other stats.
     Pumped up! Willpower will be increased! Will counter attacks! (+5)(5 turns remaining)

Enemies:
Millie:
     Health: 222/250
     Skills:
          Bio shield: User takes half damage for two turns.
          Laserbeam: Deals 1d50 damage, inflicts blind.
          No u: Reverse a status on self. Apply it to a party member.
     Fitness: 14
     Defense: 1
     Keyed! Fitness will be lowered! (-1)(5 turns remaining)

Sub-battle 12:
Quote from: Joyous ThetaJimmy uses 60 second rule, currently fearing for his life.
Andy: Health: 325-80=245

Andy makes a troll post.
Troll! Will deal and take double damage!

Party:
Jimmy:
     Health: 50/50
     Energy: 15/25
     Effects from equipment: Skills cost half energy, deal and take half damage, immune to mood based statuses.

Enemies:
Andy:
     Health: 245/325
     Skills:
          Math charge: Add +20 to the user's next attack.
          Troll: User deals and takes double damage for 3 turns.
          Immature rant: 10% chance of defeating target. Take 1d50 damage on fail.
     Fitness: 7
     Defense: 8
     Troll! Will deal and take double damage! (3 turns remaining)

Sub-battle 13:
Quote from: \//Conrad looks at the Skillmonkey.

"Hey! I can fight on my own too thank you very much!"

Conrad defends... does Heavy Trophy prevent me from taking an action next turn? If not then attack.
Jack: Trophy smash: 1d50=1+17(fitness)-9(enemy defense)=9
Jack fumbles with the trophy, nearly dropping it.
Finn: Health: 250-9=241

Finn screeches.
Finn: Screech: 1d20=9+6(fitness)=15
Jack: Block: 1d10=9+17(willpower)=26
15<26
Jack blocks the attack.
Finn: Screech: 2+6(fitness)=8
Finn: Health: 241-8=233

Party:
Jack:
     Health: 40/40
     Energy: 35/35
     Effects from equipment: Act twice per turn.
Skillmonkey:
     Health: 0/0
     Skills:
          Static (passive): User cannot act or be attacked.
          Heal: User regains 15 health.
          Bomb: Deal 1d40 damage to an enemy.
          Shock: Deal 1d20 piercing damage to an enemy.

Enemies:
Finn:
     Health: 233/250
     Skills:
          Pep talk: Raises stats by 5 next turn.
          Recovery: Regain 50 health.
          Screech: Deals 1d20 damage and 1d10 damage to self.
     Fitness: 6
     Defense: 9

Sub-battle 14:
Andrew uses matureness.
Andrew: Health: 65-2=63

Ariana anticipates matureness.

Party:
Andrew:
     Health: 63/65
     Energy: 40/50
     Effects from equipment: No effect.
     Scam Salad! Can attack Scambots! (1x)

Enemies:
Ariana:
     Health: 350/350
     Skills:
          Hustle: User takes an extra turn next turn.
          Anticipate: Nullifies an action a party member may use.
          Lullaby: Inflicts sleepy on an enemy.
     Fitness: 3
     Defense: 12
     Anticipate! Will nullify matureness!

Sub-battle 15:
Fred plays the lyre.
Fred: Lyre tune: 1d15=6+9(fitness)-15(enemy defense)=0
Fred deals no damage.

Jacob slaps Fred.
Jacob: Slap: 1d20=14
Fred: Block: 1d10=5+4(willpower)=9
14-9=5
Fred: Health: 37-5=32

Party:
Fred:
     Health: 32/50
     Energy: Playlist
     Effects from equipment: 50% chance of +5 health per turn.
     Playlist:
         Cooldown
         Magic music
         Energizing song

Enemies:
Jacob:
     Health: 250/250
     Skills:
          Medical kit: Regain 25 health.
          Charge: Add 20 to next attack.
          Speech: May inflict sleepy on a target.
     Fitness: 0
     Defense: 15
My joke RPG: Instructions Unclear: The RPG of Memes
My serious RPG: Stop the Spambots!
My offline life: error 404

Blunderbus

Mackenzie says "no u", which somehow makes Frank's next attack half as effective instead of twice? I don't really get it either but it works okay?

Robin discharges his prepared energy at Connor.

Reshi throws a sheet of paper at Arthur.
join Fragmented Future to RIDE A TRAIN! WOOOOOOO YEAH, TRAINS, BABY!

Faressain

Ar'tler then uses Equal and Opposire Reaction on himself, so he'd be able to survive that barrage easily.
Priest units never get old. WOLOLO!

A fate can be changed, everything will change. A destiny is just a container that keeps the liquid in - in this case a person.
Raise your voice, and say it with Twilight Sparkle! I am a kitty cat and I'm steppin' on pillow, steppin' steppin' on pillow, steppin' steppin' on pillow.

Have a twili-meow! /On discord as Vardaril#1783

Wolfslime123

Focus willpower.

Attack.
Yours Truly,
\\/\/

Joyous Theta

junka clay

james walkthrough

jimmy 60 second

joyous lazy

Seanbobe

Main battle:

Party members here may use support moves or items to boost teammates. They may not attack.

Battle sanction: Don't use ping!
Punishment for breaking sanction: Take 20 blockable damage!

Battle sanction: Defeat at least one enemy on an odd numbered turn! (This is an ODD numbered turn)
Reward for following sanction: This battle is worth double experience!

Party:
Nef:
     Health: 32/50
     Energy: 19/25
     Effects from equipment: Deal half damage back to enemies, +1 attack, +1 defense.
Deluxe robot:
     Health: 10/40
     Energy: 7/15

Sub-Battle 1:
Quote from: FlashFlireMackenzie says "no u", which somehow makes Frank's next attack half as effective instead of twice? I don't really get it either but it works okay?
Mackenzie reverses the charge.

Frank warms up again. This cancels out the reversed charge.

Frank karate chops. it misses.

Party:
Mackenzie:
     Health: 50/50
     Energy: 22/25
     Effects from equipment: +2 energy per turn, halve the cost of skills.

Enemies:
Frank:
     Health: 221/250
     Skills:
          Repeat (passive): Frank uses whatever ability he used last turn before his turn.
          Karate chop: Deals 1d50 damage 75% of the time.
          Warm up: Doubles the effect of the next attack the user makes.
     Fitness: 12
     Defense: 3

Sub-Battle 2:
Quote from: FlashFlireRobin discharges his prepared energy at Connor.
Robin: Discharge: 3d30+2d30(doublified)=4+15+21+22+2+32(doublified intelligence)=96
Robin deals a devastating hit to Connor.

Connor: Health: 155-96=59

Connor throws a bomb at Robin.
Connor: Bomb: 1d40=20+15(fitness)=35
Robin: Block: 1d10=1+8(willpower)=9
35-9=26
Robin: Health: 50-26=24

Party:
Robin:
     Health: 24/50
     Energy: 25/25
     Effects from equipment: Skills cost 1.5x energy, are twice as effective.
     Prepared: 1x Discharge

Enemies:
Connor:
     Health: 59/200
     Skills:
          Change focus: Swap Fitness and Defense.
          Copy: Learn a skill another enemy can use.
          Bomb: Deal 1d40 damage to a party member.
     Fitness: 15
     Defense: 0
Skillmonkey:
     Health: 0/0
     Skills:
          Static (passive): User cannot act or be attacked.
          Heal: User regains 30 health.
          Bomb: Deal 1d40 damage to an enemy.
          Shock: Deal 1d20 unblockable damage to an enemy.

Sub-Battle 3:
Quote from: FlashFlireReshi throws a sheet of paper at Arthur.
Reshi: Paper toss: 1d5=2
Arthur: Health: 350-2=348

Arthur tries to swap stats with Reshi.
Dodgy! May dodge attacks!

Party:
Reshi:
     Health: 49/50
     Energy: 24/25
     Effects from equipment: +2 energy per turn, +5 willpower, -2 other stats, deal and take half damage.

Enemies:
Arthur:
     Health: 348/350
     Skills:
          Fury: Deals 1d50 damage and 1d20 damage to self.
          Paranoia: Swap statuses with target.
          Furryism: Deal 1d30 damage to target. Heal self for the same amount.
     Fitness: 11
     Defense: 4
     Dodgy! May dodge attacks! (2 turns remaining)

Sub-Battle 4:
Flynn uses karate chop.
Flynn: Karate chop: 1d60=10+12(intelligence)-2(enemy defense)=20
Flynn deals a weaker chop to Jared.
Jared: Health: 229-20=209

Jared uses karate chop.
Jared: Karate chop: 1d60=28+13(fitness)=41
Flynn: Block: 1d10=10+7(willpower)=17
41-17=24
Flynn: Health: 24-24=0
Flynn faints.

All party members have fainted.

Flynn, Jared, and Skillmonkey join sub-battle 12 (Jimmy, Andy).

Sub-Battle 4:
Nef uses the 60 second rule.
Lily: Health: 160-80=80

The deluxe robot uses the 60 second rule.
Lily: Health: 80-80=0
Lily faints.

Nef and the deluxe robot join the main battle.

Sub-Battle 4:
Lucy overcooks Ricky.
Lucy: Overcook: 3d15=14+14+7+8(intelligence)-13(enemy defense)=30
Ricky: Health: 227-30=197

Ricky enters a defensive position.

Party:
Lucy:
     Health: 50/50
     Energy: 28/45
     Effects from equipment: +2 energy per turn.

Enemies:
Ricky:
     Health: 197/250
     Skills:
          Hypnotize: Make an enemy sleepy.
          Dodgy (passive): User has a 10% chance of dodging attacks.
     Fitness: -2
     Defense: 18

Sub-Battle 5:
Avalon 60 second rules.
Joey: Health: 350-80=270

Party:
Avalon:
     Health: 70/70
     Energy: 41/45
     Effects from equipment: +2 energy per turn.

Enemies:
Joey:
     Health: 270/350
     Skills:
          Protractor knife: Inflict bleeding on an enemy>
          Fun facts: Heal self for 30 health.
          Risky roll: User selects a number of d10s to roll if the result is 50 or less, deal that much damage.
     Fitness: 7
     Defense: 8
     Sleepy! Can only act every other turn! (CAN act this turn)(6 turns remaining)

Sub-Battle 6:
Josh low rolls.
Josh: Low roll: 10+13(intelligence)-6(enemy defense)+10+10+10+10+10+10+10+10+10=107
Nat: Health: 143-107=36

Nat rolls RNG.
Invigorated! Can act twice!

The robot charges.

Party:
Josh:
     Health: 70/70
     Energy: 39/50
     Effects from equipment: Roll the average result on dice.
     Invigorated! Can act twice!

Enemies:
Nat:
     Health: 36/250
     Skills:
          Personal robot: Creates a robot with 250 health and the same abilities and stats as the user.
          RNG: Does something random.
          Charge: Raise the power of the next attack by 20.
     Fitness: 9
     Defense: 6
Personal robot:
     Health: 250/250
     Skills:
          RNG: Does something random.
          Charge: Raise the power of the next attack by 20.
     Fitness: 9
     Defense: 6
     Charged! Next attack's power will be increased! (+20)

Sub-Battle 7:
Quote from: FaressainAr'tler then uses Equal and Opposire Reaction on himself, so he'd be able to survive that barrage easily.
Equal/opposite! Highest unused stat will be added to dice rolls!

Julie uses energize.

Party:
Ar'tler:
     Health: 54/70
     Energy: 14.5/25
     Effects from equipment: +5 intelligence, -2 other stats, skills cost half energy, may use one unavailable ability per battle.
     Equal/opposite! Highest unused stat will be added to dice rolls!

Enemies:
Julie:
     Health: 250/250
     Skills:
          Energize: Raises defense by 5. Attacks will be countered.
          Char: Deal 1d40 damage and inflict angry.
          Helium mark: Put a helium mark on a target, lowering their stats by 3 and preventing them from inflicting or removing statuses.
     Fitness: 0
     Defense: 5
     Energized! Defense is increased! Attacks will be countered!(+5)(5 turns remaining)

Sub-Battle 8:
Quote from: Joyous Thetajames walkthrough
James: Walkthrough whack: 1d15=12+11(faulty logic)+1(cheated)-5(enemy defense)=19
James deals heavy damage with the walkthrough.
Ronald: Health: 241-19=222
Double cheated! Defense will be lowered! (-1)

Deluxe robot uses bomb.
Deluxe robot: Bomb: 1d40=34+11(intelligence)+1(cheated)+1(double cheated)-5(enemy defense)=42
Ronald: Health: 222-42=180

Ronald prepares a super shock.

Skillmonkey uses shock. On nobody.

Party:
James:
     Health: 52/55
     Energy: 30/30
     Effects from equipment: Skills cost half energy, +2 energy per turn.
     Faulty logic! Higher stat between fitness and intelligence will be used for both! (3 turns remaining)
Deluxe robot:
     Health: 40/40
     Energy: 7/15
Skillmonkey:
     Health: 0/0
     Skills:
          Static (passive): User cannot be attacked. Moves have no target.
          Heal: User regains 15 health.
          Bomb: Deal 1d40 damage to an enemy.
          Shock: Deal 1d20 piercing damage to an enemy.

Enemies:
Ronald:
     Health: 180/250
     Skills:
          Prepare (passive): User must prepare skills before using them.
          Calculate: Grants self the high roll status.
          Super shock: Deal 1d10+double modifier piercing damage.
     Fitness: 10
     Defense: 5
     Prepared: Calculate
     Cheated! Defense will be lowered! (-1)(4 turns remaining)
     Double cheated! Defense will be lowered! (-1)(4 turns remaining)

Sub-Battle 9:
Quote from: Joyous Thetajunka clay
Junka: Clay slap: 1d5=5+17(fitness)-1(enemy defense)=21
Millie: Health: 222-21=201
Junka is healed.

Millie says "No u."
deyeK! Fitness will be increased! (+1)

Junka counters the attack!
Junka: Clay slap: 1d5=4+17(fitness)+1(deyeK)-1(enemy defense)=21
Millie: Health: 180-21-159

Party:
Junka:
     Health: 50/50
     Energy: 25/25
     Effects from equipment: Skills cost half energy, standard attacks may freeze, +5 willpower, -2 other stats.
     Pumped up! Willpower will be increased! Will counter attacks! (+5)(4 turns remaining)
     deyeK! Fitness will be increased! (+1)(4 turns remaining)

Enemies:
Millie:
     Health: 159/250
     Skills:
          Bio shield: User takes half damage for two turns.
          Laserbeam: Deals 1d50 damage, inflicts blind.
          No u: Reverse a status on self. Apply it to a party member.
     Fitness: 14
     Defense: 1

Sub-Battle 10:
Quote from: Joyous Thetajimmy 60 second
Jimmy uses 60 second rule.
Andy: Health: 245-160=85

Andy uses immature rant.
Andy: Immature rant: 1d50=45+7(fitness)-8(defense)=44*2(troll)=88
Andy: Health: 85-88=0
Andy faints.

Flynn, Jared, and Skillmonkey join the sub-battle.

Skillmonkey uses heal. On nobody.

Party:
Flynn:
     Health: 0/50
     Energy: 21/35
     Effects from equipment: +2 energy per turn.
     Fainted! Cannot act!

Jimmy:
     Health: 50/50
     Energy: 15/25
     Effects from equipment: Skills cost half energy, deal and take half damage, immune to mood based statuses.

Enemies:
Jared:
     Health: 209/275
     Skills:
          Copyright: Use the last skill someone else used.
          Plot twist: Reverse a status. Double its length.
          Clear: Remove negative statuses from self. Regain 20 health.
     Fitness: 13
     Defense: 2
Skillmonkey:
     Health: 0/0
     Skills:
          Static (passive): User cannot be attacked. Moves have no target.
          Heal: User regains 30 health.
          Bomb: Deal 1d40 damage to an enemy.
          Shock: Deal 1d20 unblockable damage to an enemy.
Andy:
     Health: 0/325
     Skills:
          Math charge: Add +20 to the user's next attack.
          Troll: User deals and takes double damage for 3 turns.
          Immature rant: 10% chance of defeating target. Take 1d50 damage on fail.
     Fitness: 7
     Defense: 8
     Fainted! Cannot act!


Sub-battle 11:
Quote from: \//Focus willpower.

Attack.
Jack focus shifts, and then begins to use the trophy.

Finn gives a pap talk.

Party:
Jack:
     Health: 40/40
     Energy: 26/35
     Effects from equipment: Act twice per turn.
     Focus shift! All stats are used for willpower! (Lasts until end of battle)(Cannot be removed by player actions)
     Using trophy! User gets 1 less action this turn! Will attack with the trophy!
Skillmonkey:
     Health: 0/0
     Skills:
          Static (passive): User cannot act or be attacked.
          Heal: User regains 15 health.
          Bomb: Deal 1d40 damage to an enemy.
          Shock: Deal 1d20 piercing damage to an enemy.

Enemies:
Finn:
     Health: 233/250
     Skills:
          Pep talk: Raises stats by 5 next turn.
          Recovery: Regain 50 health.
          Screech: Deals 1d20 damage and 1d10 damage to self.
     Fitness: 6
     Defense: 9
     Pep talk! Stats will be raised! (+5)

Sub-battle 12:
Andrew uses math power.

Ariana hustles.

Party:
Andrew:
     Health: 63/65
     Energy: 40/50
     Effects from equipment: No effect.
     Scam Salad! Can attack Scambots! (1x)
     Math power! Add 1d20+intelligence to attack! (5x)

Enemies:
Ariana:
     Health: 350/350
     Skills:
          Hustle: User takes an extra turn next turn.
          Anticipate: Nullifies an action a party member may use.
          Lullaby: Inflicts sleepy on an enemy.
     Fitness: 3
     Defense: 12
     Anticipate! Will nullify matureness!
     Hustle! Can act twice!

Sub-battle 13:
Fred uses the 60 second rule.
Jacob: Health: 250-80=170

Jacob charges.

Party:
Fred:
     Health: 32/50
     Energy: Playlist
     Effects from equipment: 50% chance of +5 health per turn.
     Playlist:
         Cooldown
         Magic music
         Energizing song

Enemies:
Jacob:
     Health: 170/250
     Skills:
          Medical kit: Regain 25 health.
          Charge: Add 20 to next attack.
          Speech: May inflict sleepy on a target.
     Fitness: 0
     Defense: 15
     Charged! Next attack's power will be increased! (+20)
My joke RPG: Instructions Unclear: The RPG of Memes
My serious RPG: Stop the Spambots!
My offline life: error 404

Blunderbus

Mackenzie tries a laser shot again.

Robin uses 60 second rule.

Reshi... attacks with the umbrella, I guess.
join Fragmented Future to RIDE A TRAIN! WOOOOOOO YEAH, TRAINS, BABY!

Faressain

Ar'tler snatches Energized with Suspicious Compassion. "M-more f-free points?"
Priest units never get old. WOLOLO!

A fate can be changed, everything will change. A destiny is just a container that keeps the liquid in - in this case a person.
Raise your voice, and say it with Twilight Sparkle! I am a kitty cat and I'm steppin' on pillow, steppin' steppin' on pillow, steppin' steppin' on pillow.

Have a twili-meow! /On discord as Vardaril#1783

Wolfslime123

Wait... the attacks are out of sync with the turns and that bothers me.

Defend.
Yours Truly,
\\/\/

Joyous Theta

#1198
Junka roasts Millie.

James and the robot keep walkthrough slapping because idk, you make up a reason?

Jimmy lectures the new person.

Seanbobe

#1199
Main Battle:

Nef tech fiddles.
It fizzles out.

The robot tech fiddles.
It fizzles out.

Battle sanction: Don't use ping!
Punishment for breaking sanction: Take 20 blockable damage!

Battle sanction: Defeat at least one enemy on an odd numbered turn! (COMPLETED)
Reward for following sanction: This battle is worth double experience!

Party:
Robin:
     Health: 24/50
     Energy: 25/25
     Effects from equipment: Skills cost 1.5x energy, are twice as effective.
     Prepared: 1x Discharge
Nef:
     Health: 32/50
     Energy: 13/25
     Effects from equipment: Deal half damage back to enemies, +1 attack, +1 defense.
Deluxe robot:
     Health: 10/40
     Energy: 1/15

Sub-battle 1:
Quote from: FlashFlireMackenzie tries a laser shot again.
Mackenzie: Laser shot: 1d30=1+20(intelligence)-3(enemy defense)=18
Mackenzie deals moderate damage to Frank.
Frank: Health: 221-18=203

Frank karate chops.
Frank: Karate chop: 1d50=40+12(fitness)=53
Mackenzie: Block: 1d10=5+12(willpower)=17
53-17=36
Mackenzie: Health: 50-36=14

Frank karate chops.
Frank: Karate chop: 1d50=13+12(fitness)=25
Mackenzie: Block: 1d10=1+12(willpower)=13
25-13=12
Mackenzie: Health: 14-12=2

Party:
Mackenzie:
     Health: 2/50
     Energy: 20.5/25
     Effects from equipment: +2 energy per turn, halve the cost of skills.


Enemies:
Frank:
     Health: 203/250
     Skills:
          Repeat (passive): Frank uses whatever ability he used last turn before his turn.
          Karate chop: Deals 1d50 damage 75% of the time.
          Warm up: Doubles the effect of the next attack the user makes.
     Fitness: 12
     Defense: 3

Sub-battle 2:
Quote from: FlashFlireRobin uses 60 second rule.
Connor: Health: 59-80=0
Connor faints.
Robin joins the main battle.

Sub-battle 2:
Quote from: FlashFlireReshi... attacks with the umbrella, I guess.
Reshi: Umbrella smack: 1d15=7+1(fitness)-2(eyeglasses)-4(enemy defense)=2/2(trench coat)=1
Arthur: Health: 348-1=347

Arthur slaps Reshi.
Arthur: Slap: 1d20=13+11(fitness)=24
Reshi: Block: 1d10=1+16(wilpower)+5(eyeglasses)=22
24-22=2/2(trench coat)=1
Reshi: Health: 49-1=48

Party:
Reshi:
     Health: 48/50
     Energy: 25/25
     Effects from equipment: +2 energy per turn, +5 willpower, -2 other stats, deal and take half damage.

Enemies:
Arthur:
     Health: 347/350
     Skills:
          Fury: Deals 1d50 damage and 1d20 damage to self.
          Paranoia: Swap statuses with target.
          Furryism: Deal 1d30 damage to target. Heal self for the same amount.
     Fitness: 11
     Defense: 4
     Dodgy! May dodge attacks! (1 turn remaining)

Sub-battle 3:
Lucy uses the 60 second rule.
Ricky: Health: 197-80=117

Ricky hypnotizes Lucy.
No effect.

Party:
Lucy:
     Health: 50/50
     Energy: 30/45
     Effects from equipment: +2 energy per turn.

Enemies:
Ricky:
     Health: 117/250
     Skills:
          Hypnotize: Make an enemy sleepy.
          Dodgy (passive): User has a 10% chance of dodging attacks.
     Fitness: -2
     Defense: 18

Sub-battle 4:
Avalon uses the 60 second rule.
Joey: health: 270-80=190

Joey risky rolls 8 dice.
Joey: Risky roll: 8d10=6+3+3+1+1+4+9+8+7(fitness)=42
Avalon: Block: 1d10=1+7(willpower)=8
42-8=34
Avalon: Health: 70-34=36

Party:
Avalon:
     Health: 36/70
     Energy: 43/45
     Effects from equipment: +2 energy per turn.

Enemies:
Joey:
     Health: 190/350
     Skills:
          Protractor knife: Inflict bleeding on an enemy>
          Fun facts: Heal self for 30 health.
          Risky roll: User selects a number of d10s to roll if the result is 50 or less, deal that much damage.
     Fitness: 7
     Defense: 8
     Sleepy! Can only act every other turn! (CANNOT act this turn)(5 turns remaining)

Sub-battle 5:
Josh uses 60 second rule, delivering 36 to Nat and 44 to the robot.
Nat is defeated.

The personal robot charges.

Party:
Josh:
     Health: 70/70
     Energy: 44/50
     Effects from equipment: Roll the average result on dice.

Enemies:
Personal robot:
     Health: 206/250
     Skills:
          RNG: Does something random.
          Charge: Raise the power of the next attack by 20.
     Fitness: 9
     Defense: 6
     Charged! Next attack's power will be increased! (+20)

Sub-battle 6:
Quote from: FaressainAr'tler snatches Energized with Suspicious Compassion. "M-more f-free points?"
Ar'tler takes energized.

Julie chars Ar'tler.
Julie: Char: 1d40=25
Ar'tler: Block: 1d10=7+8(willpower)-2(eyeglasses)+5(energized)+9(equal/opposite)+5(equal/opposite)=32
25<32
Ar'tler blocks the attack.
Angry! Cannot use non-attacking moves!

Ar'tler: Counter: 1d5=3+5(fitness)-2(eyeglasses)+9(equal/opposite)+5(equal/opposite)-5(enemy defense)=15
Julie: Health: 250-15=235

Party:
Ar'tler:
     Health: 69/70
     Energy: 25/25
     Effects from equipment: +5 intelligence, -2 other stats, skills cost half energy, may use one unavailable ability per battle.
     Equal/opposite! Highest unused stat will be added to dice rolls! (4 turns remaining)
     Energized! Defense is increased! Attacks will be countered!(+5)(5 turns remaining)
     Angry! Cannot use non-attacking moves! (3 turns remaining)

Enemies:
Julie:
     Health: 235/250
     Skills:
          Energize: Raises defense by 5. Attacks will be countered.
          Char: Deal 1d40 damage and inflict angry.
          Helium mark: Put a helium mark on a target, lowering their stats by 3 and preventing them from inflicting or removing statuses.
     Fitness: 0
     Defense: 5

Sub-battle 7:
Quote from: Joyous ThetaJames and the robot keep walkthrough slapping because idk, you make up a reason?
James: Walkthrough whack: 1d15=1+11(faulty logic)-5(enemy defense)+1(cheated)+1(double cheated)=9
Ronald: Health: 180-9=171
Triple cheated! Defense will be lowered! (-1)

Deluxe robot: Walkthrough whack: 1d15=11+5(fitness)-5(enemy defense)+1(cheated)+1(double cheated)+1(triple cheated)=14
Ronald: Health: 171-14=157
Quadruple cheated! Defense will be lowered! (-1)

Ronald uses calculate.

Skillmonkey uses heal. On nobody.

Party:
James:
     Health: 52/55
     Energy: 30/30
     Effects from equipment: Skills cost half energy, +2 energy per turn.
     Faulty logic! Higher stat between fitness and intelligence will be used for both! (3 turns remaining)
Deluxe robot:
     Health: 40/40
     Energy: 7/15
Skillmonkey:
     Health: 0/0
     Skills:
          Static (passive): User cannot be attacked. Moves have no target.
          Heal: User regains 15 health.
          Bomb: Deal 1d40 damage to an enemy.
          Shock: Deal 1d20 piercing damage to an enemy.

Enemies:
Ronald:
     Health: 157/250
     Skills:
          Prepare (passive): User must prepare skills before using them.
          Calculate: Grants self the high roll status.
          Super shock: Deal 1d10+double modifier piercing damage.
     Fitness: 10
     Defense: 5
     Prepared: Calculate
     Cheated! Defense will be lowered! (-1)(3 turns remaining)
     Double cheated! Defense will be lowered! (-1)(3 turns remaining)
     Triple cheated! Defense will be lowered! (-1)(4 turns remaining)
     Quadruple cheated! Defense will be lowered! (-1)(5 turns remaining)

Sub-battle 8:
Quote from: Joyous ThetaJunka roasts Millie.
Junka: Roast: 1d30=30+4(intelligence)-2(eyeglasses)-1(enemy defese)=31
Millie: Health: 159-31=128
Angry! Can only use attacking moves!

Millie uses a laserbeam.
Millie: Laserbeam: 1d50=17+14(fitness)=31
Junka: Block: 1d10=1+11(willpower)+5(eyeglasses)+5(pumped up)=22
31-22=9
Junka: Health: 50-9=41

Junka counters the attack.
Junka: Clay toss: 1d5=1+17(fitness)-2(eyeglasses)-1(enemy defense)=15
Millie: Health: 128-15=113
Frozen! Cannot act!

Party:
Junka:
     Health: 50/50
     Energy: 25/25
     Effects from equipment: Skills cost half energy, standard attacks may freeze, +5 willpower, -2 other stats.
     Pumped up! Willpower will be increased! Will counter attacks! (+5)(3 turns remaining)
     deyeK! Fitness will be increased! (+1)(3 turns remaining)

Enemies:
Millie:
     Health: 113/250
     Skills:
          Bio shield: User takes half damage for two turns.
          Laserbeam: Deals 1d50 damage, inflicts blind.
          No u: Reverse a status on self. Apply it to a party member.
     Fitness: 14
     Defense: 1
     Angry! Can only use attacking moves! (2 turns remaining)
     Frozen! Cannot act! (1 turn remaining)

Sub-battle 9:
Quote from: Joyous ThetaJimmy lectures the new person.
Tired! Negative statuses will last longer!

Jared copies heal.

Skillmonkey uses bomb. On nobody.

Party:
Flynn:
     Health: 0/50
     Energy: 21/35
     Effects from equipment: +2 energy per turn.
     Fainted! Cannot act!

Jimmy:
     Health: 50/50
     Energy: 11/25
     Effects from equipment: Skills cost half energy, deal and take half damage, immune to mood based statuses.

Enemies:
Jared:
     Health: 239/275
     Skills:
          Copyright: Use the last skill someone else used.
          Plot twist: Reverse a status. Double its length.
          Clear: Remove negative statuses from self. Regain 20 health.
     Fitness: 13
     Defense: 2
     Tired! Negative statuses will last longer! (13 turns remaining)
Skillmonkey:
     Health: 0/0
     Skills:
          Static (passive): User cannot be attacked. Moves have no target.
          Heal: User regains 30 health.
          Bomb: Deal 1d40 damage to an enemy.
          Shock: Deal 1d20 unblockable damage to an enemy.
Andy:
     Health: 0/325
     Skills:
          Math charge: Add +20 to the user's next attack.
          Troll: User deals and takes double damage for 3 turns.
          Immature rant: 10% chance of defeating target. Take 1d50 damage on fail.
     Fitness: 7
     Defense: 8
     Fainted! Cannot act!


Sub-battle 10:
Quote from: \//Wait... the attacks are out of sync with the turns and that bothers me.

Defend.
Jack uses the trophy.
Jack: Trophy whack: 1d50=16-9(enemy defense)-5(pep talk)=2
Finn: Health: 233-2=231

Jack defends.

Finn uses recovery.

Party:
Jack:
     Health: 40/40
     Energy: 26/35
     Effects from equipment: Act twice per turn.
     Focus shift! All stats are used for willpower! (Lasts until end of battle)(Cannot be removed by player actions)
Skillmonkey:
     Health: 0/0
     Skills:
          Static (passive): User cannot act or be attacked.
          Heal: User regains 15 health.
          Bomb: Deal 1d40 damage to an enemy.
          Shock: Deal 1d20 piercing damage to an enemy.

Enemies:
Finn:
     Health: 281/250
     Skills:
          Pep talk: Raises stats by 5 next turn.
          Recovery: Regain 50 health.
          Screech: Deals 1d20 damage and 1d10 damage to self.
     Fitness: 6
     Defense: 9

Sub-battle 11:
Andrew uses a folder.
Andrew: Folder smack: 1d15+1d20(math power)=12+13+6(fitness)+9(intelligence)-12(enemy defense)=28
Ariana: Health: 350-28=322
Bleeding! Health will go down! (-5)

Ariana attacks.
Ariana: Kick: 1d20=16+3(fitness)=19
Andrew: Block: 1d10=9+7(willpower)=16
19-16=3
Andrew: Health: 63-3=60

Ariana sings a lullaby.
It has no effect.

Party:
Andrew:
     Health: 60/65
     Energy: 33/50
     Effects from equipment: No effect.
     Math power! Add 1d20+intelligence to attack! (4x)

Enemies:
Ariana:
     Health: 317/350
     Skills:
          Hustle: User takes an extra turn next turn.
          Anticipate: Nullifies an action a party member may use.
          Lullaby: Inflicts sleepy on an enemy.
     Fitness: 3
     Defense: 12
     Anticipate! Will nullify matureness!
     Bleeding! Health will go down! (-5)(4 turns remaining)

Sub-battle 12:
Fred uses the 60 second rule.
Jacob: Health: 170-80=90

Jacob attacks.
Jacob: Slap: 1d20=6+20(charge)=26
Fred: Block: 1d10=3+4(willpower)=7
26-7=19
Fred: Health: 32-19=13

Party:
Fred:
     Health: 13/50
     Energy: Playlist
     Effects from equipment: 50% chance of +5 health per turn.
     Playlist:
         Cooldown
         Magic music
         Energizing song

Enemies:
Jacob:
     Health: 90/250
     Skills:
          Medical kit: Regain 25 health.
          Charge: Add 20 to next attack.
          Speech: May inflict sleepy on a target.
     Fitness: 0
     Defense: 15
My joke RPG: Instructions Unclear: The RPG of Memes
My serious RPG: Stop the Spambots!
My offline life: error 404

Blunderbus

...Yeah Mackenzie's not winning this one, huh?
60 second rule I guess.


Reshi uses 60 second rule.


Robin prepares a Quick Thinking.
join Fragmented Future to RIDE A TRAIN! WOOOOOOO YEAH, TRAINS, BABY!