《Decide Your Fate Games - R.Malak》Level Up!
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Congratulations Warrior! You've survived the second chapter of Survive on Coroleya - Decide Your Fate Game
Join the Gnomish Mercenaries
Gnome Architect:
Health Points: 120
Resilience: 7
Race Skill
Healer Automaton : Selecting the Health Automaton heals 25 Health points
Battle Automaton : Selecting the battle Automaton raises resilience up by 25
Magical Automaton: Selecting the magic Automaton Increases elemental resistance by 40%
Maintenance: Once a selected Automaton has been used in any scenario they cannot be used again until the other two Automatons have been used.
Twice the Power: You can now select two Automatons simultaneously to be used at the same time, however both will require maintenance and cannot be used again for two scenarios.
Vampires of Vanclar
Blood Sucker:
Health Points: 130
Resilience: 18
Race Skill
Fangs: One of the remarkable skills a vampires possesses is the ability to paralyze an enemy with the poison from their fangs. Speeding up the death of an enemy - 8 damage
Thirst: Vampires have an almost debilitating need for blood and need to be fed every single day. As such whenever you face a scenario that does not require fighting you lose - 15 Health points which cannot be reduced by your resilience.
Agility: As vampire you have an uncanny ability to move at great speed and so are able to avoid all damage from any traps you might come across in your travels.
Join the Gilgathan Giants
Thick Skull:
Health Points: 230
Resilience: 27
Race Skill
Brutal Efficiency: Once their mind is focused upon a goal they can move with incredible speed and strike hard. On the second scenario you can take down most enemies instantly without taking any damage. (This does not include boss battles.)
No Brain: It takes twice as long for an giant to defeat an enemy, meaning they take twice the amount of damage as any other race unless they use Brutal Efficiency.
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Short Temper: Due to their short tempers they can be easily be infuriated by a companion's mere presence. Therefore you can no longer use companions to reduce the amount of damage you take for every fourth scenario.
Join the Trolls of the Swamp
Swamp Monster:
Health Points: 150
Resilience: 20
Race Skill
Regeneration: Able to use sunlight to heal their wounds, these creatures are able to regenerate new tissue and restore lost limbs. +6 Health Points from each scenario, when they're injured.
Bark Skin: Due to their bark like skin they are extremely vulnerable to fire, which has reduced their fire resistance by - 150%. (Until you can collect enough items to reach a resistance level higher than 150% you will have no fire resistance.)
Toughness: Senses heightened by battle your resilience increases +5 resilience, when faced with boss battles.
Be A Part Of The WarHorde
Orc Reaper:
Health points: 140
Resilience: 13
Race Skill
Bloodlust: On the fourth choice of every scenario, you will not be able to use your resilience to stop damage dealt to you.
Bloodhaze: Lost in the bloodhaze of battle your damage increases, ending battles faster - 5 damage received.
Join the Red Land Humans
Red Slayer:
Health Points: 140
Resilience: 11
Race Skill
Wasteland Skin: If you are attacked by a fire creature you take no damage, whatever choice you decide.
Hardened Skin: Every third encounter you face, reduce your damage by 25%
Lead the Caldasher Goblins
Goblin War Chief:
Health Points: 180 You start this game with thirty six Goblins at your command with 5 Life Points for each Goblin. Each time you lose 5 Health Points a Goblin dies.
Resilience: 6
Race Skill
Chieftain's Call: At each scenario if you select the evil option, you draw forth more goblins from their underground caves to follow you in search of blood and glory.
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Fight for the Dwarven Domains
Black Shield:
Health Points: 140
Resilience: 15
Race Skill
Feralisation- With each battle you fight reduce your resilience by 1
Dwarven Ingenuity - At the beginning of each chapter restore your resilience points back to it's original amount and add 1 more. Dwarven Ingenuity also allows you to repair your equipment during scenarios where you avoid combat or rest. Replenishing resilience to it's full amount.
Dwarven Battlerage: Every third battle you face add 10 Health Points
Fight for the glory of all Ogrekan (Ogres)
Ogrekan Monster:
Health Points: 190
Resilience: 13
Race Skill
Hard Headed: The option of retreat is not offered to you. You must always select to fight and endure whatever is thrown at you.
Will to live: If your life points dip below 20 after a battle, push it back up 40 Health Points
The Fae'lon of Neeven (Elves)
Fae'lonic Guard:
Health Points: 100
Resilience: 14
Race Skill
Warrior Spirit: Add 20 Health points for every third encounter.
Unbreakable shield: Increase your resilience by 5 for every third encounter
Become a Werewolf of the Black Forest
Blood Claw
Health Points: 140
Resilience: 14
Race Skill
Metal Claw: With every encounter you face in battle, you are able to end the battle far more swiftly, reducing the amount of damage you take by 10.
Swift Strikes: Able to avoid most attacks, reduce the damage you receive by another 10 for every third encounter.
Join the ranks of the Minotaurs
Minotaur Legend
Health Points: 170
Resilience: 13
Race Skill
Bound By Honor: As a Minotaur you are bound by your honor to do no harm to the innocent, making choosing to be the path of darkness no longer possible for you.
Hand of Justice: In every scenario you choose to do good add 10 Health Points.
Join the Armies of the Undead as a Dark Mage
Summoner
Health Points: 220 You start this new chapter with forty four Undead at your command with 5 Life Points for each Undead warrior. Each time you lose 5 Health Points a Undead warrior dies.
Resilience: 6
Race Skill
Blood Knife: If in each scenario you choose the path of darkness, you will be able to make a blood sacrifice to bring life to five additional Undead warriors to serve your bidding. And if you do gain any resilience points, they too can be sacrificed for five more Undead warriors. Any Undead warriors created will be added your base Health Points. Increasing the amount of health you have for each Chapter.
Sacrifice - Give up the life of an undead warrior to strengthen your resilience to 10 for a single scenario.
Warriors of the Open Plains
Centaurn Arrow
Health Points: 120
Resilience: 13
Race Skill
Flying arrow: In every third encounter you face, you are able to end the fight, before it even begins. Dealing out swift death, without incurring any loss of life. (Doesn't work with High Level creatures.)
Bow's Edge: Draw your bow back to it's very limits to unleash a powerful arrow that ends fights quickly. Reduce the damage you receive by 10 for every third encounter.
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A collection of thought-provoking science fiction and fantasy short stories with a focus on emotion. Each entry involves a unique potential future, morally gray technological advances, and the complex relationship that humans and their creations share. Every chapter is a stand-alone short story and can be enjoyed in any order. A brief synopsis can be found at the top of each chapter if you'd like a preview before reading. Stories are 5 - 10 minute endeavors from start to finish. Thanks for reading!
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Broken
After fleeing earth for a safe haven on mars Atlas and his sister Levy attempt to have a normal life. Unfortunately things never go as planed. Atlas being a descendant of an ancient being struggles with human concepts. And humanities hate for him dose not help his fragile state. Follow him in his endeavors to become more human with the help of his sister.. Other note. if you are looking for a long read then thats good I got four other books that follow up this one all done. Book one is done. Book 2 and three now out. Book to is kinda for my own enjoyment.
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+++Working on new chapters. Share what I've posted with your friends and family! Be sure to build strong bonds with those who are important to you. We only have each other in this world for so long!+++ Can Roderick XXIII gather together and train a party of adventurers to clear out Madeon Caves and bring peace to the wildmarches of Midthalion? Sent from his home monastery in the west to the wildmarches of Midthalion, Roderick the Holy Avenger is devoted to living out his oath to bring the Holy Light to the dark corners of the world. He enlists the help of an old friend, Ulrich Vogelbrandt the dwarf druid, to train and prepare a fighting force capable of defending the west from the evil they both see gathering and growing in the east. Eoroth is an ode to Tolkienesque epic fantasy, Robert E Howard and H.P. Lovecraft's pulp fiction, and Gygaxian Dungeons & Dragons. I like to write about serious topics because I think it's fun. I hope it makes for a fun read. Place: Eoroth, a vast, flat world with many continents set in oceans that reach out and mingle with the Celestial Sea. Our story takes place on the continent of Thalion in the middle, unsettled region called Midthalion. Peoples: Races in Eoroth aren't different species; the species of man is just incredibly diverse, consisting of many known races (and perhaps some unknown). There are no humans in Thalion. Thalion's races include variations of elves, dwarves, halflings (billowits), pierros (clownish men), bergeracs (long-nosed and swarthy men of honour), orcs, trolls, goblins, and hobgobs. The Church: There's one dominant religion in Westhalion. The faith of the elves is an analogue to Roman Catholicism while the dwarves practice an Eastern Orthodox analogue. (Forgive me for not having figured out names yet.) The practitioners worship a triune god (the All-Father, Son-of-All, and Holy Light). There are many powers in heaven, all created by God. These include the Twelve High Thrones, individual, created beings who take on the role of guiding mankind in different aspects, drawing them closer and closer to God. (That should be the essentials. I could write pages on the theology. Comment where something's unclear in the story.) Natural World: There are plants and animals in Eoroth, but the world is also inhabited by spirits called aeons. Aeons are transformative beings; in the wild, they'll change based on whatever is happening nearby. Pollute a pond? Expect to see toxic toad-men running around. Leave a bunch of dead bodies strewn across a battlefield? Expect the place to become haunted with ghouls and ghasts. Druids are important for making sure that the aeons are pacified; that their needs are met so that they don't become rampaging monsters. Where the wilderness becomes overgrown, so too do the aeons. Aeons and People: Long ago, men learned how to trap aeons in stone tablets and use them for war. Now, anyone can capture an aeon into a special staff made by a druid. Men train, raise, and bond with these aeons. Druids often build entire ranches devoted to raising healthy aeons as allies and companions. Aeons are divided into twelve known families, and the church sees these as corresponding with the Twelve Thrones in Heaven. Direction: My goal is to get the story to one million words by June next year. I have tons of content in mind for the world. I want to release novels set in different ages of the world depicting different historical events. I hope to expand the setting into a tabletop role-playing game as well as a series of old-school JRPGs. But, it all begins with writing some stories and publishing my novels.
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