Posts: 389
Joined: Apr 2016
Pronouns: variants of 'he'
Location: Above the stars; beneath the moon
RE: You have 17 Days Until Your Place of Business is Shut Down
04-04-2018, 05:49 PM
(03-29-2018, 05:57 AM)wiltingMyosotis Wrote: »> Let's make healing paste for ourselves, using wood chips for fuel and magic grass as the herb! Then let's check out if there's any other missions we can do involving alchemy.
(03-30-2018, 01:54 AM)DragoonExMachina Wrote: »We have all the puni balls we need for Miriam's request (Irony, ho!) and the plan as I had suggested it was to finish that off and then return and start crafting. Remember that every time we use energy, the crafting takes that much longer.
Thus I propose we return to town and craft for our quota. Let's aim for, say...ten healing paste. That'll take twelve days, plus rest time (or thereabouts).
Since you've got enough puniballs between what's in the basket and what's in the container back home for Miriam's request, and probably enough supplies by now to make lots of healing paste, you decide to head for home.
Miriam says farewell once you reach the town gates. "Well, I hope you're satisfied that I will be a great help if you choose to hire me again. For the moment my services will be 100 cole per day, but we may renegoatiate at some point," she nods curtly.
"Okay. Well, see you later."
"That you will! Away!" She charges off into the town.
You stop by the workshop briefly to pick up the rest of the puniballs, and then turn in that request. (-5 Puniball, +500 Cole)
You head to the workshop to get some...work done.
{Doing Alchemy - Welcome to the Magic Workshop}
You spend the rest of the day, and the start of the next day, making another healing paste. You feel like you're starting to get the hang of this particular alchemy, which is good since you really need to make quite a lot of them. This leaves you a little winded, though, and finishes off your supply of Supplements; you'll need to make more of those to get any more Healing Pastes done. (-1 Supplement, -1 Magic Grass, -1 Wood Chips, +Healing Paste (3)). Now, you might go looking for more requests to do or get right to even more alchemy..or decide to do something else, of course.
>
Date: 1/15
Time: About one quarter
Status & Inventory:
4216 Cole
Location: Syzygy - Sarah's Workshop
Character Status:
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SpoilerSarah Kennigan:
Uninjured,
Just Okay
Weapon: Basic Staff
Armor: Normal Clothes
Accessory: None
Skills:
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SpoilerEther Light: A self-defense technique from Master. Non-elemental magic attack, any 1 square.
Dave Barrett:
Barely Scratched,
Just Okay
Weapon: Hatchets
Armor: Normal Clothes
Accessory: None
Skills:
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Spoiler- Hatchet Throw: Throw a hatchet in any of 8 directions. Does physical damage to whatever it hits first.
- Slice & Dice: Chop-chop-chop-chop! Attempts 5-10 normal attacks, all on the same target, at reduced accuracy.
- Quick Feet (passive): Go go go! Instead of the usual 1 move, 1 attack/skill, Dave can choose any 3 actions to perform on each of his turns, each of which can be either kind.
Fee: 0 Cole
Miranda (???):
Uninjured,
Fine
Weapon: Knight's Sword
Armor: Knight's Armor
Accessory: None
Skills:
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Spoiler- Zero Motivation (passive): Eh. Miranda has less energy states than normal (Exhausted, Okay, Fine). It costs energy to perform regular move and attack actions in battle. Active skills require a large percentage of her maximum energy.
- Chill (passive): Whatever, it's fine. Miranda regains a small amount of energy anytime she isn't doing anything, regardless of if it's out of town or even in the middle of a battle.
- Spin Slash: Gotta respect the classics. Slashes everything in the 8 tiles surrounding Miranda for physical damage.
- Lazy Combo: Way too much effort. Performs six normal attacks in a row (which can have distinct targets), and then lacks the motivation to do anything at all for the next two turns (Chill is disabled during these turns).
- Slack Off (3/3): Miranda's favorite activity. Doesn't accomplish anything immediate, but restores a moderate amount of energy instead of spending it. Has a 2-turn cooldown and only works 3 times per battle.
Fee: 500 Cole
Miriam Kovich:
Uninjured,
10/10 Bombs
Weapon: Crossbow
Armor: Lab Coat
Skills:
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Spoiler- SCIENCE! (passive): Nothing can be allowed to deter the march of progress! Miriam's determination to discover the unknown gives her seemingly boundless energy. Instead her skills use up her limited supply of bombs, which can only be replenished back at town or by Sarah giving her items of the category [Bomb Supply] out of the basket and a night to turn them into more bombs. The quality and type of item affects how many bombs it can produce.
- Keen Eye (passive): A scientist must always be paying attention! To everything. Miriam's presence in the party increases the probability of finding more items, and of finding a wider variety of items. Some items can only be initially discovered with Miriam in the party.
- Observation: Let's see what makes you tick... Miriam can spend an entire turn (both the move and act portions) on observing an enemy and provide tactical data about that enemy type's behaviors, weaknesses, strengths, etc. This data remains available indefinitely after being obtained once.
- CrossBomb (1): The obvious combination. Miriam attaches a small bomb to a crossbow bolt. Hits any enemy in normal attack range for normal attack damage, then causes explosive fire damage to the 3x3 square centered on the target. This can also be aimed at empty squares for tactical effect.
Fee: FREE TRAIL x 1 (100 Cole after)
Dual Techs:
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SpoilerSarah & Dave:
Ether Hatchet (Hatchet Throw + Ether Light): Do the thing! Targets any enemy on a straight line from Dave which he could hit with Hatchet Throw. Deals physical damage to the target and then magical damage to anything in the 3x3 square centered on the target.
All other info