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[IC] TotMV:G^2: Clash of Fate: beginning/end (Group A)


Chevaleresse

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Plans were laid, groups organized, diviners consulted and agreements settled. The party found their march to the outside largely unhindered; they'd dealt an incredible blow to the House Shienar war machine, and it seemed that enemy forces would rather avoid the demonstrably powerful troop marching toward their base of operations rather than try to bring them to a halt. . . or so it seemed, anyway. A detachment of Asterlux troops followed them; with the siege broken, they could finally spare the help. The sun was cresting the horizon as the party moved through increasingly hilly and rocky terrain. Remains of campsites, hurriedly abandoned, dotted the countryside, growing denser as they moved.

 

The "camp" above the mine, though, was reminiscent of a king's palace. Opulent golden items of all varieties practically littered the area, decorating the squat, practical facilities built outside the mine's entrance. A brilliant red carpet, kept incredibly clean despite the place's status as a mine-turned-army camp, led up to their adversary. A golden dais held stairs leading up to an ornate throne, and on the throne lounged a man dressed in a sort of finery, a (golden of course) goblet full of what looked like wine held lazily in one hand. He almost seemed to ignore the arrival of the group for a moment, gazing into his drink. He took a sip, finally deigning to glance at the party through red, catlike eyes. He leisurely placed the goblet aside, and turned his head to look at them more properly.

 

"Ah, so the mongrels have finally arrived." His eyes narrowed. "As if it was even permissible for them to gaze upon me, let alone - hah! - try to stage some sort of resistance!" It seemed like the so-called King of Heroes was about to burst into laughter at the very idea. "I've no patience for pest control. Begone with you. It disgusts me to even share the ground with you." The ground rumbled slightly, and the "dais" began to raise itself out of the ground, throne and all. Slowly enough that one could reach it, of course, but that may not have been the most immediate concern. An unholy screeching, chittering sound burst forth from within the mines, and the abominations the party had fought previously began to boil outward, a horrific mass of spiked limbs, all-too-human teeth, and unnatural movements rushing toward them.

 

Initiative

 


Jade O'Duffle: 21
Isobel & LOTUS: 20
Liliya: 13
Spicy HG: 11
Bel Lahmu: 8
D&G: 6
Lesser Lahmu: 5
Greater Lahmu: 4
Soryn: 3
Lexiel: 1

Status

 

Lexiel: Healthy
D&G: Healthy
Jade O'Duffle: Healthy
Liliya: Healthy
Soryn: Healthy
Isobel & LOTUS: Healthy
Spicy HG: Healthy

Gilgamesh: Healthy
Lesser Lahmu A: Healthy
Lesser Lahmu B: Healthy
Lesser Lahmu C : Healthy
Lesser Lahmu D : Healthy
Lesser Lahmu E: Healthy
Greater Lahmu A: Healthy
Greater Lahmu B: Healthy
Bel Lahmu A: Healthy, Flying
Bel Lahmu B: Healthy, Flying

 

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Spicy HG:

HP: 70/70

 

Stats:

Con:8, Dex:0, Int:0, Str:10, Syn:12, .EXE:0/32(0/4lvls).

 

Active Cooldowns:
None!


Effects:

Damage(dealt) cannot be reduced below 25%,

15% DR vs Physical damage.

Immune to fire damage,

Takes double cold damage.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

Spicy HG glanced side to side with a bit of a confused look.

"Whoa, major deja-vu.  Anyone else feel like they just sat through that speech, only a few feet to the left or something?  Uhh actually it's probably just me, forget I said anything."

With that out of the way she made towards the mass of horrors and started striking in quick succession.

 

Spicy HG uses Rush Technique on Lesser Lahmu B, this deals 3d4 attacks for two damage each ignoring the first three points of DR.

 

Spoiler

Equipment/Tricks(2):

 

Vorpal Glaive: An incredibly sharp blade of polished steel, engraved with the Jabberwocky poem, and mounted on a haft nearly six feet in length and made of Ash, sanded and stained.

Deals 2d10+[Str] damage, reduce user’s Init by 8-[Str].

Level 2 - Vorpal: Defensive effects cannot reduce damage dealt below 25%.

 

Trapezohedron: A shiny black bangle made of polygons and math.

+12% Physical(non-magic/energy) damage resistance, reduce Init by 8-[Str](minimum 0).

Level 2 - Fundamental Origins: +3%.

Level 3 - Move Memory: Increase user’s Init by 3.

Level 4 - Action Memory: Further increases user’s Init by 3.(15% DR, +6 Init)

 

Actions(5): 

 

Rush Technique: Ravage your enemy with a flurry of blows.

Total: 3d4 attacks for 2 damage each, each attack ignores the first 3 points of damage reduction.

Level 1: Attack 1d4 times for 2 damage each.

Level 2: +1d4 attacks.

Level 3: Each attack now ignores 3 points of damage reduction.

Level 4: +1d4 attacks.

 

Sealing Slash: Cloak your weapon in binding energy and attack an enemy.  Make a weapon attack against one enemy at 75% damage that disables all of their non-item actions for 2 turns, cooldown=2.

 

Coupling Attack(perk)(1lvl): Choose one ally, 50% chance to gain a lily rank with that ally(no more than one rank per ally per combat), then you both make a weapon attacks against the same enemy and each add 1d4 damage to your attack of an element thematically appropriate to the other for each lily rank you share, takes an extra turn to use, doesn't require a slot, cooldown=3.

Level 2: Removes charge turn.

 

.EX Megadaptor(2lvls): “I’ll make that brain of yours a little smarter, and that body a little stronger.” Increase [Stat of choice] of one target by your [Syn] for 3 turns, boosting the same stat multiple times doesn’t stack, cooldown=2.

Level 2: -1 Cooldown.

 

.EXE Flame Bind(-1lvl): Cloak your weapon in captive flame boosting its effectiveness.  Add [Syn] fire damage to the next attack of four targets, yourself or allies, choosing the same target multiple times stacks this effect, cooldown=2.

 

.EXE Conflagration(-2lvls): Raw power and fury flow through your veins boiling your blood and turning almost everything around you(even dust in the air) into a possible incendiary. Inflicts all enemies with a burn effect that deals 3d6+[Syn] damage each round for three rounds.

 

Transform!(perk)(-2lvls): After generating enough energy to kickstart a short cutscene her divine form Spicy HG transforms into the CPU Blood Heart, gaining all the benefits there in, this action doesn’t require a slot.

 

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Lexiel looks over the battlefield, and quickly comes up with a plan of attack that will (hopefully) work.  "Ranged attackers, hit the flyers!  If they're down, focus on the shiny asshole!  Everybody else, get the enemy... infantry under control, and then do the same!"  She also sends a radio message, which hopefully the enemy won't be able to intercept and at least some allies will hear.  "I'm going to start setting up my summons to provide healing.  They will need some protection, or at least a sufficiently large distraction."

 

Lexiel summons a Soul Warden (1 mana, 1 round cooldown).  The Soul Warden has 12 HP, and basic attack that does damage equal to her level.  Whenever someone enters the encounter in any way, friend or foe, summon or otherwise, the Soul Warden heals all allies and itself HP equal to Lexiel's level.  She orders the Soul Warden to stand somewhere relatively safe and try to look non-threatening (this is a nonverbal effect).

 

Spoiler

Lexiel always has access to all her actions due to her perks.

 

Lexiel's HP:  90/90

 

Relevant Passives:

 

Lexiel has 10% damage reduction when she has more than 45 HP left.

 

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Flight wasn't fun. At some point, Liliya knew, she'd need to get something to fix that. Surely that'd be feasible, whether it be a ranged weapon like a gun, or something that let her strike enemies in the air from the ground with her knife without throwing it. . .

 

 

Use Knife in the Back on Lesser Lahmu A, deal basic damage (3d4+DEX, with dex% chance to deal 1.5x damage.) and if the enemy is using a defensive action, this attack does weapon damage +SYN+1d6, ignoring the effects of that defense. 2 turn cooldown. Slashing and Blunt damage are reduced by 2 points.

Spoiler

Level: 5
EXP: 0

HP: 55
Init:

Stats:
Constitution: 5
Dexterity: 12 (+1 if armor is approved)
Intelligence: 0
Strength: 6
Synergy: 12

 


Perks:
See the future: Liliya has the capacity to see a few seconds into the future when she is in danger, and use that knowledge to save herself. Liliya has the option to forfeit her action in order to dodge enemy attacks, with a 1 turn cooldown. Does not dodge AOE type attacks.

Pursuit: When Liliya is unable to attack an enemy, whether through a stun or an enemy dodge or through "See the Future", her next attack will do 1.5x damage.

Overdrive: When Liliya is reduced to less than 1/3 MHP, her DEX and Init are raised by (Level+1) until her HP is raised above this point, and she gains a 20% blanket damage reduction

 

Suprisingly Speedy: Gain +1 DEX per level.

 

Poisonable(Flaw): Liliya is more sensitive to toxic compounds than others. She takes 2x damage from poison status.

 

 

 

Slots: 7

 

Equipment:

Niphe: A damascus steel switchblade, with some heft. Does 3d4+DEX damage, with dex % chance to deal 1.5x damage.

Base CT Level: Does 1d4+DEX damage.

CT Level 2: Deal 2d4+DEX

CT Level 3: Deal 3d4+DEX

CT Level 4: Attacks with this weapon have a DEX% chance to crit for 1.25x damage.

CT Level 5: Crits deal 1.5x damage.

 

Leather jacket: A grey leather jacket with buttons down the front, and a bit of scuffing. It is surpisingly resilient. Reduce slashing and blunt damage by 2 points. Increases DEX by 1.

Base CT Level: Reduce slashing and blunt damage by 1 point.

CT Level 2: Now reduces by 2 points.

 

Knife in the back: Deal Weapon Damage. If the enemy is using a defensive action, this attack does weapon damage +SYN+1d6, ignoring the effects of that defense. 2 turn cooldown

Level 1: Deal weapon damage, if the enemy is defending, deal weapon damage+SYN and ignore the defense. 3 turn cooldown.

Level 2: Deals 1d6 more damage.

Level 3: 2 turn cooldown.

 

All war is deception: Deal weapon damage with the enemy's DEX added on top. 4 turn cooldown.

Level 1: Deal Weapon damage with the targetted enemy's DEX score added on top. 4 turn cooldown.

 

Rapid slam:A high damage attack that requires one turn to charge up. This attack does (User DEX-Enemy DEX)x (2d6) which, in this case, would be (13-EnemyDEX)x(2d6). Difference (userDEX-enemyDEX) capped at Liliya's base DEX, 12. Cooldown: 5 turns.

Level1: Deal (User DEX - Enemy DEX)x 2d6 damage, with the difference capped at Liliya's base dex. 5 turn cooldown.

 

Punishment: Deal Weapon Damage. If the enemy inflicted a status condition on an ally last round, this attack does weapon damage+SYN+1d6. 2 turn cooldown.

Level 1: Deal weapon+SYN damage to a target if it inflicted a status on an ally last round, regular weapon damage if it didn't. 3 turn cooldown.

Level 2: Deal 1d6 more damage against enemies that inflicted status on an ally.

Level 3: 2 turn cooldown.

 

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LOTUS analyzed the situation — the unorganized group of Trespasser-fighters had effectively been cordoned off into four groups by the approach of the enemy’s minions, leaving him and his holder with Lexiel, Jade, Soryn, Dackly and Gozer, Spicy HG, and he believed the last one’s name was Liliya — he had been asking around and learning names rather more extensively than Isobel. It appeared that Lexiel had taken command upon herself, but LOTUS could and would provide specialized tactical support to a few members of the current team at a time anyway. As for those flying beasts, based on observation from previous battles... ”If you’re going to fire at the flying monsters, fire at the one with the bend in the tip of its wing. I want you especially to fire at the area where the wing meets its body — it isn’t an easy shot, but if you hit it you will be hitting a vulnerability. Jade, I would like if you were to just unload into it — both to kill it and to draw a little attention, though I’ll make sure you can do that again soon enough.” As for their foe, well, the man apparently loved to rant, but then again LOTUS did himself, didn’t he? What struck LOTUS as the more crucially arrogant mistake was that apparently Gilgamesh liked the idea of raising himself up to be targeted by EVERYONE. Idiot.

 

”...what a jackass,” Isobel muttered to herself, rolling her eyes at Gilgamesh’s speech. The botanist (who had decided to focus upon her natural agility, and wasn’t wearing her apron, leaving her in her fairly form-fitting jumpsuit with LOTUS in one pocket) was in a somewhat awkward position. As the fight had just started, noone was in need of a poppy or help, and her chaingun would make LOTUS too far away to provide advice, so the only thing she could really do was, well... Isobel pulled her hatchet off of one of the belt loops on her jumpsuit, towards the back, and then looked at it. ”...oh boy.” This thing wasn’t meant for combat, but, well, she didn’t have much choice...! When one of the lesser horrific tooth-beast things drew near, Isobel shouted more out of harriedness than anything else, and swung her hatchet it.

 

LOTUS uses Weakness Pinpoint on Bel Lahmu B, granting attacks on it this turn 10% Crit Chance! Isobel uses... Hatchet on Lesser Lahmu A, for 1d4+STR (2) damage.

 

Isobel has a 15% dodge chance.

Spoiler

Level: 5
HP: 45
Init: 20

Stats:
Constitution: 6
Dexterity: 10
Intelligence: 12
Strength: 2
Synergy: 0

Perks: 
Meat Palanquin: Though Isobel Carries LOTUS everywhere, the two of them ARE separate beings, and considering Isobel takes physical action whereas LOTUS takes vocal action, the two of them can act effectively independently. Each of the moves of Isobel and LOTUS are tagged [Isobel] or [LOTUS], and Isobel and LOTUS can use one of each category of move a turn. Actions are limited to (Level-1) levels, however, and [LOTUS] moves cannot be heals nor attacks. Pieces of equipment essentially count as [Isobel] moves. Active “defensive stance” moves such as Basic Defense override this perk, disallowing using two actions.

 

Reaction Time: On the NSS Exodus, things can sometimes break down into lightning-fast action. Isobel and LOTUS both have developed excellent reflexes -- Isobel from experience, and LOTUS from programming. +[2*Level] INIT.

 

Tactical Uplink (Partial): LOTUS has reconnected to the Tactical Uplink. It’s not a very good connection, as in flicks in briefly and then flickers out for several seconds, but it IS a connection nonetheless. LOTUS is finally back in touch with his “kin” and they at happy to help him out with calculations. When they can, anyway. Every three turns, a [LOTUS] move may be used as if it had an additional effective level, which is listed with each [LOTUS] move, and which is a fixed upgrade to the move created when the move is created.

 

Actions: 
Help Intent [Isobel]: The Exodus is a real frantic place, and helping your fellow spaceman out becomes a natural action. Isobel has helped people out of sticky situations in the past, and she’s more than willing to help someone get on their feet now. Isobel removes an ailment from an ally

 

Dexterity [Isobel][Passive](Level 3): Isobel may not actually be a trained fighter but gunfights are not uncommon where she works and she's been shot at once or twice. Isobel has a 15% chance to dodge incoming attacks.

Level 2: Upgraded from 5% to 10%

Level 3: Upgraded from 10% to 15%

 

Healing Poppy [Isobel](Level 3): Isobel, a very good botanist, has bred a species of poppy that takes the tiny dose of the heal-all tricordrazine within poppies in the 26th century and significantly increases it. This dose is fast acting upon consumption, too. Isobel heals someone for 3d4+INT damage.

Level 2: Upgrade from 1d4+ INT to 2d4+INT damage healed.

Level 3: Upgrade from 2d4+INT to 3d4+INT

 

Harvest [Isobel][Trick]: Isobel IS a trained botanist, and she has become skilled in the art of locating and harvesting seeds and pods from plants in such a way that they are useful for future planting. Isobel can harvest seeds from plants she finds, with an opposing INT roll similar to crafting rolls.

 

Pathing Advice [LOTUS](Level 2): LOTUS calculates various possible routes of travel and estimated timelines of action for the target, and then announces to them which of these is the most efficient course of action to move quickly. LOTUS fixes the initiative of the target directly behind his and Isobel’s initiative, for this turn and the next. The target can also end this effect early. 

Level 2: Upgrade from a duration of “this turn” to a duration of “this turn and the next”.

(TU Level: Upgrades to a duration of this turn and the next two when Tactical Uplink (Partial) is active.)

 

Efficiency Analysis [LOTUS]: LOTUS observes the action just made, and then calculates a more optimal way to release energy or regain stamina or such, at least for the current situation. He then, of course, shouts out that more optimal method. LOTUS removes one turn of cooldown from another character's turn. This move has 1 turn of cooldown itself.

(TU Level: Removes 2 turns of cooldown when Tactical Uplink: Partial is active)

 

Weakness Pinpoint [LOTUS](Level 2): LOTUS observes an enemy and using his built-in medical and security HUDs he finds a weakness within their defenses that may not be immediately apparent by purely visual inspection, and then proceeds to loudly broadcast them to the battle, revealing them for others’ usage. LOTUS creates a debuff on a target that grants a 10% *2 crit chance on attacks made against it for a turn.
Level 2: Upgrade from 5% chance to 10% chance.

(TU Level: Lasts for 2 turns instead of one when Tactical Uplink: Partial is active.)

 

HatchetA simple botanist’s hatchet, this thing is MEANT to be chopping down saplings rather than Isobel’s enemies, but circumstances seem to have dictated otherwise. It’s kind of a terrible weapon, but Isobel isn’t much of a fighter anyway. Does 1d4+STR damage.

 

Golden Chaingun [Level 2]: A strange wrist bangle made by Mar, this compact device of golden stone shoot out a chain made of solar magic that is tipped with a very sharp carbon steel hook which can easily stab into and catch in things. It’s made as a mobility booster rather than as a weapon, however. Can be used for one of two active abilities: performing an ersatz Basic Defense that provides Isobel and LOTUS with an additional 50% dodge chance in return for any other actions this turn, or for making an action first strike. 2 turn cooldown, either way.

Level 2: Adds the first strike option.

 

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"Oh yeah, this coming from Mr. 'Your side lost every battle since we got here' himself, huh!?" Dackly shouts, flipping through her scrapbook, checking for this Caster guy.  He seems familiar.

Libra on Gilgamesh

 

Spoiler

Level: 5

EXP:

HP: 45/45

Init: 6

Stats:

Constitution: 3

Dexterity: 6

Intelligence: 12

Strength: 6

Synergy: 3

 

Complexity:

 

Equipment:

 

Name: Dackly's Absolutely Unequivocally Cool Stone Rapier

Description:A Stone Rapier made from magical stone, it is nearly indestructable and lightweight.

 

-Level 1:

Deal 2d6+Str Damage

-Level 2:

Change damage dice to 3d4

-Level 3:

Deal 4 damage to enemies that completely fail an attack, this is limited to proccing twice per turn.

-Level 4:

This weapon is Unholy.

 

Name:Dackly and Gozer's Scrapbook I guess It's Magic?

Description:A book containing Dackly and Gozer's Adventures, It is covered in mementos of their travels.

 

-Level 1:

When used, Libra A target, Granting a short blurb about them, and revealing their health. Can only be used once per battle.

 

Name: Emerald Fonts
Description: A small emerald which glistens with some kind of condensation, and glows with an inner light, anyone holding it would feel better, but not much.

 

-Level 1:

 The user is healed for CON/4 + 1 HP per turn.

 

Name: Emerald Fonts
Description: A small emerald which glistens with some kind of condensation, and glows with an inner light, anyone holding it would feel better, but not much.

 

-Level 1:

 The user is healed for CON/4 + 1 HP per turn.

 

Perks:

 

Dynamic Duo: The user is actually two, and everything that entails.

 

Once Per Plot the user can get a "Buddy",  A Buddy is a partner recruited in the course of the game through roleplaying.

 

The user may swap out either Dackly or Gozer with any Buddy by spending a Craft Token, When doing so, the Buddy gains a trick or trick level on the spot, as though crafted.

 

Buddies can only gain abilities and action levels through this method.

 

A swapped out Buddy will only last until the end of a given combat or encounter, unless swapped back with Dackly and Gozer.

 

Moves marked "Gozer" or "Dackly" are replaced with Buddy Moves when Activating a Buddy.

 

Buddies start with a small array of inbuilt actions.

 

--

Tag Team Trouble

 

The user can use two actions in one turn, so long as none of those actions have any of the same tags. Action levels are capped at (Level-1)

 

Tags include "Blue Art" "Dackly" "Gozer" and similar.

--

 

Well Versed

The User has been around the block a few times.

 

The user can learn skills for 1 AP, as long as they came from a Helpless or Friendly target.

 

These skills are marked "Blue Art"

 

--

 

N-Nani?!

Dackly, Gozer, and Buddies are unable to act for one turn if their actions fail. (Seperately.  If Dackly fails an action, actions marked as Dackly are no longer usable for the next turn, and likewise for other examples.)

 

--

 

Action slots: 7

 

Actions: You will take one (possibly more, with buffs) action per turn in combat. Actions can be active or passive, and are your primary means of resolving combat. An action is typically an attack or a buff/debuff of some variety, with some kind of special quality attached. You get 10 AP to start, and +2 per level; a new action costs 2 AP, while leveling an existing one costs 1. Leveling an action should increase its power or utility slightly without fundamentally changing it; basics cannot be leveled. Action level is capped at 2 levels higher than your own.

 

-Level 1 Nyx's Starlight Spear; "Redeeming Darkness": (Blue Art, Dackly, Gaze):

Dackly focuses on Feelings of Honor and Glory, Creating a Spear of Cold Black Shade infused with starlight.  A target afflicted by this is equipped with a weapon able to deal 1d6+Stat damage, and is obligated to use it instead of their normal weapons for at least 3 turns.

If a target is defeated after having been afflicted by this, they are defeated honorably, and lose faith in their chances of winning a fight to the death.  Enemies are considered helpless in this state.
If Dackly and Gozer are defeated, the weapon's usage is no longer compulsory.

Level 2: The weapon created by this ability deals 10d4+Stat to other targets who are also wielding a weapon made by this skill.

 

Level 1 Parry: (Blue Art, Dackly) The user calls an attack, and if it would happen, it is cancelled, and the attacker is stunned for 1 turn.  This is considered to take place immediately before that action, if successful.

 

(Dackly, Gaze) Level 1 Soften: Dackly focuses on Feelings of Love and Compassion, blasting a target with pure love, which feeds on the target's better nature and inflicts Int/3 Soften Stacks.  This is considered a status effect, whose effects (But not application of the stacks) can be resisted by specific defenses, such as Mirror Mail, True Unyielding Desire to cause indiscriminate suffering, and being made of something very soft.

Future damage dealt by the target is reduced by their soften stacks.  If the target's health reaches zero, or if they are no longer capable of dealing damage, they are turned Soft in some way.  Enemies are considered helpless in this state.

 

Level 4 Petrify: (Dackly, Gaze): Dackly focuses on Feelings of Hatred and Fear, blasting a target with pure hatred, which feeds on the targets fear and inflicts Int+1d6 Hatred Stacks.  This is considered a status effect, whose effects (But not application of the stacks) can be resisted by specific defenses, such as Mirror Mail, True Heroic Resolve, and being made of stone.  When Hatred Stacks Exceed Remaining Health, the target is petrified, executing them.  Enemies are considered Helpless in this state.

Level 2, Stacks increased to Int+1d8

Level 3, Stacks increased to Int+2d6

Level 4, An additional effect is granted to this attack, based on a chosen ally, light source, or pertinent status effect.

 

Level 1 Royal Guard: (Gozer, Blue Art) Gozer assumes a powerful stance, preparing to absorb incoming attacks.  Gozer predicts that a specific target will be attacked by a specific other target, if he is correct, the attack is negated, and D&G gain a damage boost equal to the damage negated, which is added to their next attack.  This action takes place immediately before the attack being blocked does.


Level 1: (Dackly, Blue Art) Riding: Gain +6 INIT. Activates automatically at combat start.

 

Level 1: (Both Partners) Checkmate: The user must have one Debuff, one Buff, and be below half their max health, the target must be charging their ultimate action, or, if no ultimate technique exists, they must be using their gimmick, they must also either have stacks from, or be under the effects of an action labeled "Gaze" in it's tags.  At least one ally must be in critical health, and one must be at max health.

The user performs an action which radically turns the tide of battle, based on a plan made previously coming to fruition perfectly

Deal 10d10+Int damage.  Once per plot cooldown. Once this ability is usable, it may be activated at-will, as a free first strike.

 

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Soryn Éclaire (90/90 HP)

 

Soryn stared rather impressed by the accumulated gold and trinkets that Caster had lying around. Not even he had gathered such a ludicrous amount of wealth over his lifetime. He couldn't help but be rather impressed by Caster's grandeur, and couldn't find it in himself to rebuke his opponent's behavior. Instead, he would respond with utmost seriousness and care, for he knew that, like Saber, Caster was not going to be easy to defeat.

 

He let out a wearied sigh, as the sun, his longest nemesis, began peeking over the horizon. He was perhaps fortunate, to not have needed to fight during the daytime until now. But with the nature of the group, having the light of day would be more advantageous to the daytime dwellers.

 

Soryn casts Hemosphere, consuming 25% of Soryn's current health (22 HP) to grant Jade a barrier that blocks [Health Cost/2 [11] + INT [12]] a total of 23 damage.

Any enemy who breaks the barrier will receive [Barrier health/2 [11]  + INT[12]] a total of 23 damage.

The Blood Well is brimming... (103/108 Capacity)

 

The Sun is peeking over the horizon...

On Turn 3 (because I said so), the sun will rise, and Soryn's flaw, Denounce the Sun! will become active...

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"Heh, well get used to it. Tell ya what, how about we get you and the ground aquainted with eachother? I bet you'll love a mouth full of dirt!" Jade sneered at the 'King of Heros'. He was about to fire off a bullet towards the man before he was stopped by LOTUS, "Ah alright, leave it to men!  I hope you like fried monster bird!" He then fired a barrage of bullets towards the flying creature.

 

(Starting off with Pyro Rounds)

(Delaying this action until after Isobel & LOTUS to get that sweet 10% Crit Chance)

Fan the Hammer all 6 rounds on Bel Lahmu B dealing, (1d6+27/3)*1.5 damage. For every 3 Pyro rounds that hit deal an extra (4d4)*1.5 damage 

Dodge Chance: 26%

 

 

HP: 55
Ammo: 6/6 Pyro

 

Stats:
Constitution: 5
Dexterity: 12+1
Intelligence: 12
Strength: 5
Synergy: 1+3

 

Perks/Flaws:
Swift Sparrow: This character dodges incoming attacks, having a Base DEX*2 chance.
Quickdraw: Deal 1.5x damage against targets that are behind Jade in the initiative order. If an enemy has more than 1 action per turn Jade must be ahead of 50% or more of their turns
Hawk-Eye’d Shot: DEX+INT (Both Base Stats) chance to do 3x damage with a Firearm’s basic weapon damage.
Darting Marksman: Jade gains +1 Dex  for every level

 

Too Focused (Flaw): Due to Jade focusing too much during combat while aiming it makes it harder for him to recover when that focus is lost. Stuns last 1 more turn when afflicted on Jade.

 

Actions: 
Action Slots=7

 

Twitchy Reflexes: Jade always seems to have an itchy trigger finger and is always ready to enter combat.
Base: Add +4 to Jade’s initiative roll
-Level 2: Now adds +8 to Jade’s initiative roll (3 AP)

1000-Yard Stare: With his keen sight, Jade is able to judge and hit bulls-eyes from great distances.
Base: Add 1/4 of Intelligence to Firearm Attack Damage
Level 2: All Firearm Attacks now add 1/2 of Intelligence
Level 3: All Firearm Attacks now add 3/4 of Intelligence
Level 4: All Firearm Attacks now add All of Intelligence. This action can no longer receive levels that increase damage based on Intelligence (5 AP)

Combat Roll: A quick roll out of danger. 
-Base: Increase Evasion chance by 1.5 for 1 turn. 3 Turn cooldown
-Level 2: You can now reload during roll
-Level 3: Cooldown reduced to 2 Turns
-Level 4: Evasion Chance increases by 2.0 (5 AP)

Fan the Hammer: Quickly unload bullets into one enemy. 
Base: Fires 1d6 worth of bullets fired. Deals (Firearm Basic Attack damage/3) Per Bullet. Each bullet counts as an attack. This gains no bonuses that add to Firearm Basic Attacks. 4 Turn Cooldown
-Level 2: Now fires 1d6+2 worth of bullets
-Level 3: Now fires 1d6+4 worth of bullets
-Level 4: Jade can now choose how many bullets are fired (5 AP)

Equipment:
Ace of Spades
Description: A revolver fancy revolver made by Jade himself. It can use multiple types of ammo though it can only hold 6 bullets at a time. Must spend an action to reload when magazine is empty. The recoil is hard to manage and thus reduces the users Initiative by 5-Str
-Base: 1d6+Dex+Ammo Effects, Basic Ammo: Adds 1d6 to damage

Ammo List

 

 

 

 

Hat of the Precursors
Description: This worn cowboy hat has been enhanced with ancient technology, breathing new life into a beloved accessory. However due to this technology it’s quite heavy and reduces the Initiative by 5-Str
Base: Reduce all damage from all sources by 1
-Level 2: When making basic weapon damage with a Firearm add 1d6 Plasma damage
-Level 3: Grants +3 Synergy to the wearer

 

Very Vibrant Piece of Grass
Description: A piece of grass kept in one's mouth. Surprisingly it helps with focus. It is green and alive, very vibrant.
Base: +1 Dex

 
 


Cryo Ammo: Bullets filled with a cryogenic substance 
-Base: -2 Initiation per bullet

 

Pyro Ammo: Bullets that get set ablaze with fire 
-Base: +2 damage and once hit 3 bullets hit a target deal 4d4 Fire Damage

 

Shock Ammo: Bullets charges with large amounts of electric energy. 
-Base: Has a 20% chance to paralyze the target per hit
 
 
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LOTUS analyzes one of the flying creatures for weaknesses, while Isobel strikes at one of the smaller creatures with her hatchet for [6] damage. 

 

Jade empties his revolver into the same flying creature, blowing all of its wings off for [165] damage! The thing crashes into the ground with a snapping noise, unmoving. 

 

Liliya stabs the monster Isobel was already hatcheting for [19] damage. 

 

Spicy HG rushes Lesser Lahmu B with a number of light attacks, hitting it [5] times for 10 damage total.

 

The remaining flying creature dives at Jade, [Success] but he deftly avoids the creature's flailing limbs.

 

Dackly opens her tome, attempting to find the entry on Gilgamesh. "G̼i̩̜̘͞ͅl̵͔g̶̯a̗m̪̯̤̫͖̤e̤͓͜s̨h͎̖,͉͔̗̯͖ ̙̺̲̘͘t҉h̨̦̹̠͇͍͖e͍̖̞̝̩̩ ̰̤́K̵͙̣̝i̠̲̤̙̜n̬̪͔g̩̬̪̕ ̷̣̲̹̤̬̲o͜f̡̞̫̺̰̬͚ H̲̙̜̲̪e͕̝̖ͅr͕̟̠̜͚̥͞o͙̻͈e̜s̻̝͔̩̥͈,̻ ̥̺̼̗̙̬̹͞ẁ͚̥̫̼̹̙ͅh̻̗͓̥͓͍̣o̼̱̺̱̘͎͝ ̙̪̩͟w̶̲i̯̼͘ͅe̟̠l̮̜͠d̫͙̳͖s͙ ̼͔̥͚̳a̠̩̲̪͠ḷ̛̱̟ͅl̳͓̭͡ ̷͈͚̦̹̖͕t͔̻̪r̭̰e̱̬̳̰͉̘̜ą͚̻s̴̼̠u̳̞r̤͖̯̣̦̘͡e̟̤̞̬̝s̪̖͖͈̙̮ͅ ̥͙̯̜̩̦̫͡ķ̲n̸͈͙̪̩̲̗o̢̟̱w͙̗̭̘͈̕ͅͅn̛ͅ ̨̹͍͚̙t̵͈̭͔o̮̝̦͡ ̸̱͇̟̱̜͇̻M̀҉̘̙̱̬̹͖̳͔͍̖͓̟͙̲͇͙̠a̴̶̘̯͉̺̘̪̪͈̟͈̻̲ǹ̶̵̜̪̳͈̣̩̰̭̳͔͘,͈̭̙̀͜͢ ͡͏̻̪̜̲͚T̡̨̺̥̰̪̭̠̳̼̻̰͕͉̣̥̪̰͎͔́͘ͅh͏̙͔̦̺̥̯e͘͏҉̯̤̠͍̘̠̣̦̤̤͔̳͝ ̷̵̵͇̣̙͉̙͎̤̥̟͚̣̻͕̦̘̞̼͜Ẹ̡̢̩̗̰̰͖̲̱͈̩̖̝̥̞̭̺̗͡͡ń̢̦͙͈̖͔̞͔̮̬͈̹͇͎͢͞͠é̶̱͚͍̫̯̹͉̩̥̟͈m̡̨̺̺̟͙͇͇͍̦̳̕͞͞ỳ̥̪̺͎͓,̷̼̖̠̖̱̹̜̞͙͉̺̮̩̜͝ ̶̛̟̼͉̥͖̱͇̰̯̣w̴̢͕̤͓̪͇̞͙̫̗͚̼̘̬͙̫͕̙̦͝ͅḩ̵̸̨͉̺͙̮̣͖̣̯̣̜̫̻͝ͅo̷̢̞̠̘̬̺͖͕͖̹̲̖͍̙͔̘̜͟ ̗͉̳̝͖͖̯̯̕͡m̶̗̳̩̬̮̖̱͍̰͡ͅu͏͇̝̼̖̬̩̪͚̦̭̱̣͔͘ͅś̸̟̙͈̙͕͢t҉̷̺͈̯͈̼̻ ̴̨̛͙̜̦̯̗̱̭̟̝̞͢͟b̯̩̟̻͙̫͎̱̦͈̫̖̹͟͜ḛ̡̡̨̛͍̫̠͍͜-̧̣͍̹͇̩͍͚̯̰͎͔̗̤̻̬͘̕ͅ"

 

Huh, that's odd.

 

The lesser Lahmu charge at the party! 3 of them target Spicy HG, raking her with claws and teeth for [20] damage total. The last one scrabbles toward Jade, [Fail] biting his leg for [10] damage.

 

The first of the largest beasts jabs a sharpened limb toward Isobel, giving her a deep cut for [10] damage. 

 

The second one runs at Liliya, stabbing her for [14] damage. 

 

Soryn creates a barrier of blood around Jade, protecting him from further harm. 

 

Lexiel summons a Soul Warden.

 

Initiative

 


Jade O'Duffle: 21
Isobel & LOTUS: 20
Liliya: 13
Spicy HG: 11
Bel Lahmu: 8
D&G: 6
Lesser Lahmu: 5
Greater Lahmu: 4
Soryn: 3
Lexiel: 1

Status

 

Lexiel: Healthy

-Soul Warden A: 12/12 HP
D&G: Healthy
Jade O'Duffle: 45/55 HP, out of ammo, 23 HP barrier (will explode for 23 damage)
Liliya: 41/55 HP
Soryn: 68/90 HP
Isobel & LOTUS: 35/45 HP
Spicy HG: 50/70 HP

Gilgamesh?: 1982/2000
Lesser Lahmu A: Near Death
Lesser Lahmu B: Wounded
Lesser Lahmu C : Healthy
Lesser Lahmu D : Healthy
Lesser Lahmu E: Healthy
Greater Lahmu A: Healthy
Greater Lahmu B: Healthy
Bel Lahmu A: Jade has no chill
Bel Lahmu B: Healthy, Flying

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"What?! So you're such a coward you'll hide your power level like a frightened brat?!  Ahh, well, I can appreciate some Mystery." Dackly Taunts, her eyes lighting up pink as gazes upon the asshole with induced Love in her eyes.

Dackly uses Soften on Gilgamesh, Gozer uses Royal Guard, predicting that GREATER LAHMU will attack JADE.

 

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The end of the barrel was glowing red after firing off those flaming bullets in quick session, smoke emanating from the end of it. "I guess things are really starting to heat up!" Jade adds smugly before jumping and rolling off to the side, reloading his gun in the process.

 

Jade combat rolls reloading with basic ammo and doubles his dodge chance this turn

Dodge Chance: 52% (26%*2)

 

HP: 55
Ammo: 6/6 Pyro

 

Stats:
Constitution: 5
Dexterity: 12+1
Intelligence: 12
Strength: 5
Synergy: 1+3

 

Perks/Flaws:
Swift Sparrow: This character dodges incoming attacks, having a Base DEX*2 chance.
Quickdraw: Deal 1.5x damage against targets that are behind Jade in the initiative order. If an enemy has more than 1 action per turn Jade must be ahead of 50% or more of their turns
Hawk-Eye’d Shot: DEX+INT (Both Base Stats) chance to do 3x damage with a Firearm’s basic weapon damage.
Darting Marksman: Jade gains +1 Dex  for every level

 

Too Focused (Flaw): Due to Jade focusing too much during combat while aiming it makes it harder for him to recover when that focus is lost. Stuns last 1 more turn when afflicted on Jade.

 

Actions: 
Action Slots=7

 

Twitchy Reflexes: Jade always seems to have an itchy trigger finger and is always ready to enter combat.
Base: Add +4 to Jade’s initiative roll
-Level 2: Now adds +8 to Jade’s initiative roll (3 AP)

 

1000-Yard Stare: With his keen sight, Jade is able to judge and hit bulls-eyes from great distances.
Base: Add 1/4 of Intelligence to Firearm Attack Damage
Level 2: All Firearm Attacks now add 1/2 of Intelligence
Level 3: All Firearm Attacks now add 3/4 of Intelligence
Level 4: All Firearm Attacks now add All of Intelligence. This action can no longer receive levels that increase damage based on Intelligence (5 AP)

 

Combat Roll: A quick roll out of danger. 
-Base: Increase Evasion chance by 1.5 for 1 turn. 3 Turn cooldown
-Level 2: You can now reload during roll
-Level 3: Cooldown reduced to 2 Turns
-Level 4: Evasion Chance increases by 2.0 (5 AP)

 

Fan the Hammer: Quickly unload bullets into one enemy. 
Base: Fires 1d6 worth of bullets fired. Deals (Firearm Basic Attack damage/3) Per Bullet. Each bullet counts as an attack. This gains no bonuses that add to Firearm Basic Attacks. 4 Turn Cooldown
-Level 2: Now fires 1d6+2 worth of bullets
-Level 3: Now fires 1d6+4 worth of bullets
-Level 4: Jade can now choose how many bullets are fired (5 AP)

 

Equipment:
Ace of Spades
Description: A revolver fancy revolver made by Jade himself. It can use multiple types of ammo though it can only hold 6 bullets at a time. Must spend an action to reload when magazine is empty. The recoil is hard to manage and thus reduces the users Initiative by 5-Str
-Base: 1d6+Dex+Ammo Effects, Basic Ammo: Adds 1d6 to damage

 

Ammo List:

Cryo Ammo: Bullets filled with a cryogenic substance 
-Base: -2 Initiation per bullet

Pyro Ammo: Bullets that get set ablaze with fire 
-Base: +2 damage and once hit 3 bullets hit a target deal 4d4 Fire Damage

Shock Ammo: Bullets charges with large amounts of electric energy. 
-Base: Has a 20% chance to paralyze the target per hit

 

Hat of the Precursors
Description: This worn cowboy hat has been enhanced with ancient technology, breathing new life into a beloved accessory. However due to this technology it’s quite heavy and reduces the Initiative by 5-Str
Base: Reduce all damage from all sources by 1
-Level 2: When making basic weapon damage with a Firearm add 1d6 Plasma damage
-Level 3: Grants +3 Synergy to the wearer

 

Very Vibrant Piece of Grass
Description: A piece of grass kept in one's mouth. Surprisingly it helps with focus. It is green and alive, very vibrant.
Base: +1 Dex

iler]

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Soryn Éclaire (68/90 HP)

 

Rays of sunlight began streaking across the landscape, slowly illuminating the land. Soryn preemptively opened up his umbrella above him, as some of the light began reflecting off the innumerable amount of metal objects in the area.

 

The Blood Well is brimming... (103/108 Capacity) (Capacity updated at the start of every post).

Soryn consumes 20% of the Blood Well's max capacity [21] to activate Primal Awakening (Perk, free action), allowing any of his attacks that deal damage to inflict Bleed status, according to Suiren's effect (INT/2 [6] damage for 3 turns).

All damage from bleeding effects are doubled while Primal Awakening is active. Only half of Soryn's dealt damage is added to the Blood Well while Primal Awakening is active.

 

Soryn casts Siphon on Lesser Lahmu B, dealing [1d4 + INT(12)] damage and healing Spicy HG and Soryn for 75% of the damage dealt. Inflict Bleed [12 damage this turn (doubled from Primal Awakening)] for 3 turns.

Frenzy (Trick) increases Soryn's initiative by 2, as a result of the Bleed effect on Lesser Lahmu B.

 

The Sun is slowly rising over the horizon...

Only one more turn until Soryn's flaw, Denounce the Sun! becomes active...

 

 

 

 

 


Primal Awakening is [ACTIVE].

On turn 3, Soryn's flaw, Denounce the Sun! will be active, causing his DEX to halve and Soryn will receive 20% increased damage from all sources.

Siphon is on a (2 turn) cooldown, and will be available for use again on Turn 4.

 

Frenzy (Trick): Increase Soryn's initiative by 2 for every unique (once per enemy) Bleed Effect.

Enemies affected: Lesser Lahmu B
 

 

 

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Spicy HG:

HP: 50/70

 

Stats:

Con:8, Dex:0, Int:0, Str:10, Syn:12, .EXE:5/32(0/4lvls).

 

Active Cooldowns:
None!


Effects:

Damage(dealt) cannot be reduced below 25%,

15% DR vs Physical damage.

Immune to fire damage,

Takes double cold damage.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

Spicy HG was obviously irritated, and who wouldn't be?  Judging by the shear number of "Miss!"s that came up when she repeatedly slashed at the Lahmu.
She didn't let it distract her too much and followed up by launching an attack at one of the bigger, uglier monsters wrapping it in magical binds.

Spicy HG uses Sealing Slash on Greater Lahmu B preventing its use of all non-item actions for 2 rounds and dealing (2d10+10)*75% damage.

 

Spoiler

Equipment/Tricks(2):

 

Vorpal Glaive: An incredibly sharp blade of polished steel, engraved with the Jabberwocky poem, and mounted on a haft nearly six feet in length and made of Ash, sanded and stained.

Deals 2d10+[Str] damage, reduce user’s Init by 8-[Str].

Level 2 - Vorpal: Defensive effects cannot reduce damage dealt below 25%.

 

Trapezohedron: A shiny black bangle made of polygons and math.

+12% Physical(non-magic/energy) damage resistance, reduce Init by 8-[Str](minimum 0).

Level 2 - Fundamental Origins: +3%.

Level 3 - Move Memory: Increase user’s Init by 3.

Level 4 - Action Memory: Further increases user’s Init by 3.(15% DR, +6 Init)

 

Actions(5): 

 

Rush Technique: Ravage your enemy with a flurry of blows.

Total: 3d4 attacks for 2 damage each, each attack ignores the first 3 points of damage reduction.

Level 1: Attack 1d4 times for 2 damage each.

Level 2: +1d4 attacks.

Level 3: Each attack now ignores 3 points of damage reduction.

Level 4: +1d4 attacks.

 

Sealing Slash: Cloak your weapon in binding energy and attack an enemy.  Make a weapon attack against one enemy at 75% damage that disables all of their non-item actions for 2 turns, cooldown=2.

 

Coupling Attack(perk)(1lvl): Choose one ally, 50% chance to gain a lily rank with that ally(no more than one rank per ally per combat), then you both make a weapon attacks against the same enemy and each add 1d4 damage to your attack of an element thematically appropriate to the other for each lily rank you share, takes an extra turn to use, doesn't require a slot, cooldown=3.

Level 2: Removes charge turn.

 

.EX Megadaptor(2lvls): “I’ll make that brain of yours a little smarter, and that body a little stronger.” Increase [Stat of choice] of one target by your [Syn] for 3 turns, boosting the same stat multiple times doesn’t stack, cooldown=2.

Level 2: -1 Cooldown.

 

.EXE Flame Bind(-1lvl): Cloak your weapon in captive flame boosting its effectiveness.  Add [Syn] fire damage to the next attack of four targets, yourself or allies, choosing the same target multiple times stacks this effect, cooldown=2.

 

.EXE Conflagration(-2lvls): Raw power and fury flow through your veins boiling your blood and turning almost everything around you(even dust in the air) into a possible incendiary. Inflicts all enemies with a burn effect that deals 3d6+[Syn] damage each round for three rounds.

 

Transform!(perk)(-2lvls): After generating enough energy to kickstart a short cutscene her divine form Spicy HG transforms into the CPU Blood Heart, gaining all the benefits there in, this action doesn’t require a slot.

 

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Isobel stifled a scream as the larger Lahmu stabbed into her with one of its sharpened arms -- and she stifled it simply because some members of the group had very clearly had it worse. Still, it hurt to get stabbed like that, and those gigantic things were intimidating when they were charging you. It was even scarier than the things Isobel'd faced on the Exodus. With a slow sigh, Isobel shook herself out of her funk. She didn't have time to just stand there being scared, she was in the middle of the fight and there were teammates she could have! Isobel moved up to the goddess and called out "Hey, take this and eat it, it won't take long and it'll heal your wounds!" before pulling a poppy from her apron's second pocket and extending it towards Spicy.

 

LOTUS, meanwhile, had promised Jade that he would help the man use his rapid-fire technique again, and considering that the man had quite literally removed all of the wings of the monster he had targeted, with bullets, it did in fact seem like a very prudent idea to help him do so. "My advice -- allow the gun to touch the ground when you roll. It may require some additional maintenance later but you may be able to vent some heat from the barrel into the ground."

 

LOTUS uses Efficiency Analysis on Jade, lowering the cooldown on Fan the Hammer by one turn. Isobel uses Healing Poppy on Spicy HG, healing her for 3d4+INT (12) HP!

 

Isobel has a 15% dodge chance.

also I fixed her HP in the spoiler to what it actually should be pls have mercy Murdoc

Level: 5
HP: 60
Init: 20

Stats:
Constitution: 6
Dexterity: 10
Intelligence: 12
Strength: 2
Synergy: 0

Perks: 
Meat Palanquin: Though Isobel Carries LOTUS everywhere, the two of them ARE separate beings, and considering Isobel takes physical action whereas LOTUS takes vocal action, the two of them can act effectively independently. Each of the moves of Isobel and LOTUS are tagged [Isobel] or [LOTUS], and Isobel and LOTUS can use one of each category of move a turn. Actions are limited to (Level-1) levels, however, and [LOTUS] moves cannot be heals nor attacks. Pieces of equipment essentially count as [Isobel] moves. Active “defensive stance” moves such as Basic Defense override this perk, disallowing using two actions.

 

Reaction Time: On the NSS Exodus, things can sometimes break down into lightning-fast action. Isobel and LOTUS both have developed excellent reflexes -- Isobel from experience, and LOTUS from programming. +[2*Level] INIT.

 

Tactical Uplink (Partial): LOTUS has reconnected to the Tactical Uplink. It’s not a very good connection, as in flicks in briefly and then flickers out for several seconds, but it IS a connection nonetheless. LOTUS is finally back in touch with his “kin” and they at happy to help him out with calculations. When they can, anyway. Every three turns, a [LOTUS] move may be used as if it had an additional effective level, which is listed with each [LOTUS] move, and which is a fixed upgrade to the move created when the move is created.

 

Actions: 
Help Intent [Isobel]: The Exodus is a real frantic place, and helping your fellow spaceman out becomes a natural action. Isobel has helped people out of sticky situations in the past, and she’s more than willing to help someone get on their feet now. Isobel removes an ailment from an ally

 

Dexterity [Isobel][Passive](Level 3): Isobel may not actually be a trained fighter but gunfights are not uncommon where she works and she's been shot at once or twice. Isobel has a 15% chance to dodge incoming attacks.

Level 2: Upgraded from 5% to 10%

Level 3: Upgraded from 10% to 15%

 

Healing Poppy [Isobel](Level 3): Isobel, a very good botanist, has bred a species of poppy that takes the tiny dose of the heal-all tricordrazine within poppies in the 26th century and significantly increases it. This dose is fast acting upon consumption, too. Isobel heals someone for 3d4+INT damage.

Level 2: Upgrade from 1d4+ INT to 2d4+INT damage healed.

Level 3: Upgrade from 2d4+INT to 3d4+INT

 

Harvest [Isobel][Trick]: Isobel IS a trained botanist, and she has become skilled in the art of locating and harvesting seeds and pods from plants in such a way that they are useful for future planting. Isobel can harvest seeds from plants she finds, with an opposing INT roll similar to crafting rolls.

 

Pathing Advice [LOTUS](Level 2): LOTUS calculates various possible routes of travel and estimated timelines of action for the target, and then announces to them which of these is the most efficient course of action to move quickly. LOTUS fixes the initiative of the target directly behind his and Isobel’s initiative, for this turn and the next. The target can also end this effect early. 

Level 2: Upgrade from a duration of “this turn” to a duration of “this turn and the next”.

(TU Level: Upgrades to a duration of this turn and the next two when Tactical Uplink (Partial) is active.)

 

Efficiency Analysis [LOTUS]: LOTUS observes the action just made, and then calculates a more optimal way to release energy or regain stamina or such, at least for the current situation. He then, of course, shouts out that more optimal method. LOTUS removes one turn of cooldown from another character's turn. This move has 1 turn of cooldown itself.

(TU Level: Removes 2 turns of cooldown when Tactical Uplink: Partial is active)

 

Weakness Pinpoint [LOTUS](Level 2): LOTUS observes an enemy and using his built-in medical and security HUDs he finds a weakness within their defenses that may not be immediately apparent by purely visual inspection, and then proceeds to loudly broadcast them to the battle, revealing them for others’ usage. LOTUS creates a debuff on a target that grants a 10% *2 crit chance on attacks made against it for a turn.
Level 2: Upgrade from 5% chance to 10% chance.

(TU Level: Lasts for 2 turns instead of one when Tactical Uplink: Partial is active.)

 

HatchetA simple botanist’s hatchet, this thing is MEANT to be chopping down saplings rather than Isobel’s enemies, but circumstances seem to have dictated otherwise. It’s kind of a terrible weapon, but Isobel isn’t much of a fighter anyway. Does 1d4+STR damage.

 

Golden Chaingun [Level 2]: A strange wrist bangle made by Mar, this compact device of golden stone shoot out a chain made of solar magic that is tipped with a very sharp carbon steel hook which can easily stab into and catch in things. It’s made as a mobility booster rather than as a weapon, however. Can be used for one of two active abilities: performing an ersatz Basic Defense that provides Isobel and LOTUS with an additional 50% dodge chance in return for any other actions this turn, or for making an action first strike. 2 turn cooldown, either way.

Level 2: Adds the first strike option.

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Liliya rushes forward to one of the more injured Beasts. This would be the last battle for a while, and they just needed to get through it.

 

 

Basic attack on Lesser Lahmu B. If it's dead, move on to Greater Lahmu B. 3d4+DEX, with dex% chance to deal 1.5x damage. Slashing and Blunt damage are reduced by 2 points.

Spoiler

Level: 5
EXP: 0

HP: 55
Init:

Stats:
Constitution: 5
Dexterity: 12 (+1 if armor is approved)
Intelligence: 0
Strength: 6
Synergy: 12

 


Perks:
See the future: Liliya has the capacity to see a few seconds into the future when she is in danger, and use that knowledge to save herself. Liliya has the option to forfeit her action in order to dodge enemy attacks, with a 1 turn cooldown. Does not dodge AOE type attacks.

Pursuit: When Liliya is unable to attack an enemy, whether through a stun or an enemy dodge or through "See the Future", her next attack will do 1.5x damage.

Overdrive: When Liliya is reduced to less than 1/3 MHP, her DEX and Init are raised by (Level+1) until her HP is raised above this point, and she gains a 20% blanket damage reduction

 

Suprisingly Speedy: Gain +1 DEX per level.

 

Poisonable(Flaw): Liliya is more sensitive to toxic compounds than others. She takes 2x damage from poison status.

 

 

 

Slots: 7

 

Equipment:

Niphe: A damascus steel switchblade, with some heft. Does 3d4+DEX damage, with dex % chance to deal 1.5x damage.

Base CT Level: Does 1d4+DEX damage.

CT Level 2: Deal 2d4+DEX

CT Level 3: Deal 3d4+DEX

CT Level 4: Attacks with this weapon have a DEX% chance to crit for 1.25x damage.

CT Level 5: Crits deal 1.5x damage.

 

Leather jacket: A grey leather jacket with buttons down the front, and a bit of scuffing. It is surpisingly resilient. Reduce slashing and blunt damage by 2 points. Increases DEX by 1.

Base CT Level: Reduce slashing and blunt damage by 1 point.

CT Level 2: Now reduces by 2 points.

 

Knife in the back: Deal Weapon Damage. If the enemy is using a defensive action, this attack does weapon damage +SYN+1d6, ignoring the effects of that defense. 2 turn cooldown

Level 1: Deal weapon damage, if the enemy is defending, deal weapon damage+SYN and ignore the defense. 3 turn cooldown.

Level 2: Deals 1d6 more damage.

Level 3: 2 turn cooldown.

 

All war is deception: Deal weapon damage with the enemy's DEX added on top. 4 turn cooldown.

Level 1: Deal Weapon damage with the targetted enemy's DEX score added on top. 4 turn cooldown.

 

Rapid slam:A high damage attack that requires one turn to charge up. This attack does (User DEX-Enemy DEX)x (2d6) which, in this case, would be (13-EnemyDEX)x(2d6). Difference (userDEX-enemyDEX) capped at Liliya's base DEX, 12. Cooldown: 5 turns.

Level1: Deal (User DEX - Enemy DEX)x 2d6 damage, with the difference capped at Liliya's base dex. 5 turn cooldown.

 

Punishment: Deal Weapon Damage. If the enemy inflicted a status condition on an ally last round, this attack does weapon damage+SYN+1d6. 2 turn cooldown.

Level 1: Deal weapon+SYN damage to a target if it inflicted a status on an ally last round, regular weapon damage if it didn't. 3 turn cooldown.

Level 2: Deal 1d6 more damage against enemies that inflicted status on an ally.

Level 3: 2 turn cooldown.

 

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Lots of attacks miss Jade, Gozer parries a Greater Lahmu while the remaining Bel Lahmu steals Jade's buffs. The other Greater Lahmu puts the buff on itself. Some heals fly around, and this editor sucks ass because it ate the full update. Also you guys killed two of the little ones.

 

Initiative

 


Jade O'Duffle: 21
Isobel & LOTUS: 20
Liliya: 13
Spicy HG: 11
Bel Lahmu: 8
D&G: 6
Lesser Lahmu: 5
Greater Lahmu: 4
Soryn: 3
Lexiel: 1

Status

 

Lexiel: Healthy

-Soul Warden A: 12/12 HP
D&G: Healthy

-Gozer: Damage +10
Jade O'Duffle: 45/55 HP
Liliya: 41/55 HP
Soryn: 70/90 HP
Isobel & LOTUS: 40/45 HP
Spicy HG: 68/70 HP

Gilgamesh?: 1953/2000, Soften x4, Slalom x6
Lesser Lahmu A: Shocked
Lesser Lahmu B: Succ was too good

Lesser Lahmu C : Healthy
Lesser Lahmu D : Healthy
Lesser Lahmu E: Healthy
Greater Lahmu A: Healthy, 23 HP barrier (will explode for 23 damage)
Greater Lahmu B: Wounded, Sealed (2 turns remain)
Bel Lahmu A: Jade has no chill
Bel Lahmu B: Healthy, Flying

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Liliya turns her focus to one of the larger beasts like the one that had just been taken out.

 

Basic attack on Greater Lahmu B. 3d4+DEX, with dex% chance to deal 1.5x damage. Slashing and Blunt damage are reduced by 2 points.

Spoiler

Level: 5
EXP: 0

HP: 41/55
Init:

Stats:
Constitution: 5
Dexterity: 12 (+1 if armor is approved)
Intelligence: 0
Strength: 6
Synergy: 12

 


Perks:
See the future: Liliya has the capacity to see a few seconds into the future when she is in danger, and use that knowledge to save herself. Liliya has the option to forfeit her action in order to dodge enemy attacks, with a 1 turn cooldown. Does not dodge AOE type attacks.

Pursuit: When Liliya is unable to attack an enemy, whether through a stun or an enemy dodge or through "See the Future", her next attack will do 1.5x damage.

Overdrive: When Liliya is reduced to less than 1/3 MHP, her DEX and Init are raised by (Level+1) until her HP is raised above this point, and she gains a 20% blanket damage reduction

 

Suprisingly Speedy: Gain +1 DEX per level.

 

Poisonable(Flaw): Liliya is more sensitive to toxic compounds than others. She takes 2x damage from poison status.

 

 

 

Slots: 7

 

Equipment:

Niphe: A damascus steel switchblade, with some heft. Does 3d4+DEX damage, with dex % chance to deal 1.5x damage.

Base CT Level: Does 1d4+DEX damage.

CT Level 2: Deal 2d4+DEX

CT Level 3: Deal 3d4+DEX

CT Level 4: Attacks with this weapon have a DEX% chance to crit for 1.25x damage.

CT Level 5: Crits deal 1.5x damage.

 

Leather jacket: A grey leather jacket with buttons down the front, and a bit of scuffing. It is surpisingly resilient. Reduce slashing and blunt damage by 2 points. Increases DEX by 1.

Base CT Level: Reduce slashing and blunt damage by 1 point.

CT Level 2: Now reduces by 2 points.

 

Knife in the back: Deal Weapon Damage. If the enemy is using a defensive action, this attack does weapon damage +SYN+1d6, ignoring the effects of that defense. 2 turn cooldown

Level 1: Deal weapon damage, if the enemy is defending, deal weapon damage+SYN and ignore the defense. 3 turn cooldown.

Level 2: Deals 1d6 more damage.

Level 3: 2 turn cooldown.

 

All war is deception: Deal weapon damage with the enemy's DEX added on top. 4 turn cooldown.

Level 1: Deal Weapon damage with the targetted enemy's DEX score added on top. 4 turn cooldown.

 

Rapid slam:A high damage attack that requires one turn to charge up. This attack does (User DEX-Enemy DEX)x (2d6) which, in this case, would be (13-EnemyDEX)x(2d6). Difference (userDEX-enemyDEX) capped at Liliya's base DEX, 12. Cooldown: 5 turns.

Level1: Deal (User DEX - Enemy DEX)x 2d6 damage, with the difference capped at Liliya's base dex. 5 turn cooldown.

 

Punishment: Deal Weapon Damage. If the enemy inflicted a status condition on an ally last round, this attack does weapon damage+SYN+1d6. 2 turn cooldown.

Level 1: Deal weapon+SYN damage to a target if it inflicted a status on an ally last round, regular weapon damage if it didn't. 3 turn cooldown.

Level 2: Deal 1d6 more damage against enemies that inflicted status on an ally.

Level 3: 2 turn cooldown. 

 

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Soryn Éclaire (70/90 HP)

 

Rays of sunlight began streaking across the landscape, slowly illuminating the land. Soryn preemptively opened up his umbrella above him, as some of the light began reflecting off the innumerable amount of metal objects in the area.

 

The Blood Well is brimming... (90/108 Capacity) (Capacity updated at the start of every post).

Soryn consumes 20% of the Blood Well's max capacity [21] to continue Primal Awakening, allowing any of his attacks that deal damage to inflict Bleed status, according to Suiren's effect (INT/2 [6] damage for 3 turns).

All damage from bleeding effects are doubled while Primal Awakening is active. Only half of Soryn's dealt damage is added to the Blood Well while Primal Awakening is active.

 

Soryn casts Impale on Lesser Lahmu C, consuming [12] of his own HP to deal INT [12] + 45% of missing health [14] for a total of 26 damage. Inflict Bleed [12 damage this turn (doubled from Primal Awakening)] for 3 turns.

Frenzy (Trick) increases Soryn's initiative by 2, as a result of a unique Bleed effect on Lesser Lahmu C. The total bonus is +4, putting his initiative at 5.

 

The sun is shining, and Denounce the Sun! is active. Soryn takes 20% increased damage from all incoming sources.

 

 

 

Primal Awakening is [ACTIVE].

Siphon is on a (2 turn) cooldown, and will be available for use again on Turn 4.

Frenzy (Trick): Increase Soryn's initiative by 2 for every unique (once per enemy) Bleed Effect.

Currently Initiative bonus: +4.
Enemies affected: Lesser Lahmu B, Lesser Lahmu C
 

 

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Spicy HG:

HP: 68/70

 

Stats:

Con:8, Dex:0, Int:0, Str:10, Syn:12, .EXE:6/32(0/4lvls).

 

Active Cooldowns:
None!


Effects:

Damage(dealt) cannot be reduced below 25%,

15% DR vs Physical damage.

Immune to fire damage,

Takes double cold damage.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

Spicy HG uses Rush Technique on Lesser Lahmu C, this deals 3d4 attacks for two damage each ignoring the first three points of DR.

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Jade does the 'Ace of Spades' basic weapon attack on Bel Lahmu B dealing (3d6+25)*1.5 Damage with a 25% chance to deal Triple damage

26% Dodge Chance

 

Jade Stats:



HP: 45/55
Ammo: 6/6 Basic

Stats:
Constitution: 5
Dexterity: 12+1
Intelligence: 12
Strength: 5
Synergy: 1+3

Perks/Flaws:
Swift Sparrow: This character dodges incoming attacks, having a Base DEX*2 chance.
Quickdraw: Deal 1.5x damage against targets that are behind Jade in the initiative order. If an enemy has more than 1 action per turn Jade must be ahead of 50% or more of their turns
Hawk-Eye’d Shot: DEX+INT (Both Base Stats) chance to do 3x damage with a Firearm’s basic weapon damage.
Darting Marksman: Jade gains +1 Dex  for every level

Too Focused (Flaw): Due to Jade focusing too much during combat while aiming it makes it harder for him to recover when that focus is lost. Stuns last 1 more turn when afflicted on Jade.

Actions: 
Action Slots=7

Twitchy Reflexes: Jade always seems to have an itchy trigger finger and is always ready to enter combat.
Base: Add +4 to Jade’s initiative roll
-Level 2: Now adds +8 to Jade’s initiative roll (3 AP)

1000-Yard Stare: With his keen sight, Jade is able to judge and hit bulls-eyes from great distances.
Base: Add 1/4 of Intelligence to Firearm Attack Damage
Level 2: All Firearm Attacks now add 1/2 of Intelligence
Level 3: All Firearm Attacks now add 3/4 of Intelligence
Level 4: All Firearm Attacks now add All of Intelligence. This action can no longer receive levels that increase damage based on Intelligence (5 AP)

Combat Roll: A quick roll out of danger. 
-Base: Increase Evasion chance by 1.5 for 1 turn. 3 Turn cooldown
-Level 2: You can now reload during roll
-Level 3: Cooldown reduced to 2 Turns
-Level 4: Evasion Chance increases by 2.0 (5 AP)

Fan the Hammer: Quickly unload bullets into one enemy. 
Base: Fires 1d6 worth of bullets fired. Deals (Firearm Basic Attack damage/3) Per Bullet. Each bullet counts as an attack. This gains no bonuses that add to Firearm Basic Attacks. 4 Turn Cooldown
-Level 2: Now fires 1d6+2 worth of bullets
-Level 3: Now fires 1d6+4 worth of bullets
-Level 4: Jade can now choose how many bullets are fired (5 AP)

Equipment:
Ace of Spades
Description: A revolver fancy revolver made by Jade himself. It can use multiple types of ammo though it can only hold 6 bullets at a time. Must spend an action to reload when magazine is empty. The recoil is hard to manage and thus reduces the users Initiative by 5-Str
-Base: 1d6+Dex+Ammo Effects, Basic Ammo: Adds 1d6 to damage

Ammo List:

Cryo Ammo: Bullets filled with a cryogenic substance 
-Base: -2 Initiation per bullet

Pyro Ammo: Bullets that get set ablaze with fire 
-Base: +2 damage and once hit 3 bullets hit a target deal 4d4 Fire Damage

Shock Ammo: Bullets charges with large amounts of electric energy. 
-Base: Has a 20% chance to paralyze the target per hit

Hat of the Precursors
Description: This worn cowboy hat has been enhanced with ancient technology, breathing new life into a beloved accessory. However due to this technology it’s quite heavy and reduces the Initiative by 5-Str
Base: Reduce all damage from all sources by 1
-Level 2: When making basic weapon damage with a Firearm add 1d6 Plasma damage
-Level 3: Grants +3 Synergy to the wearer

Very Vibrant Piece of Grass
Description: A piece of grass kept in one's mouth. Surprisingly it helps with focus. It is green and alive, very vibrant.
Base: +1 Dex

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Lexiel casts Wall of Denial, putting a mystical wall up in front of Jade!  The wall has 45 HP and no damage reduction, but it can only suffer status or damage from weapons.  As a construct of pure magic, it cannot bleed or be poisoned.  The wall has been ordered to block for Jade, and will tank damage for him as long as it has HP left.

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Gozer predicts that Lilya will be attacked by Greater Lahmu A with Royal Guard, Meanwhile, Dackly uses Starlight Spear on Greater Lahmu A, obligating it to use a 1d6+Stat Starlight Spear for at least 3 turns!

 

Spoiler

Level: 5

EXP:

HP: 45/45

Init: 6

Stats:

Constitution: 3

Dexterity: 6

Intelligence: 12

Strength: 6

Synergy: 3

 

Complexity:

 

Equipment:

 

Name: Dackly's Absolutely Unequivocally Cool Stone Rapier

Description:A Stone Rapier made from magical stone, it is nearly indestructable and lightweight.

 

-Level 1:

Deal 2d6+Str Damage

-Level 2:

Change damage dice to 3d4

-Level 3:

Deal 4 damage to enemies that completely fail an attack, this is limited to proccing twice per turn.

-Level 4:

This weapon is Unholy.

 

Name:Dackly and Gozer's Scrapbook I guess It's Magic?

Description:A book containing Dackly and Gozer's Adventures, It is covered in mementos of their travels.

 

-Level 1:

When used, Libra A target, Granting a short blurb about them, and revealing their health. Can only be used once per battle.

 

Name: Emerald Fonts
Description: A small emerald which glistens with some kind of condensation, and glows with an inner light, anyone holding it would feel better, but not much.

 

-Level 1:

 The user is healed for CON/4 + 1 HP per turn.

 

Name: Emerald Fonts
Description: A small emerald which glistens with some kind of condensation, and glows with an inner light, anyone holding it would feel better, but not much.

 

-Level 1:

 The user is healed for CON/4 + 1 HP per turn.

 

Perks:

 

Dynamic Duo: The user is actually two, and everything that entails.

 

Once Per Plot the user can get a "Buddy",  A Buddy is a partner recruited in the course of the game through roleplaying.

 

The user may swap out either Dackly or Gozer with any Buddy by spending a Craft Token, When doing so, the Buddy gains a trick or trick level on the spot, as though crafted.

 

Buddies can only gain abilities and action levels through this method.

 

A swapped out Buddy will only last until the end of a given combat or encounter, unless swapped back with Dackly and Gozer.

 

Moves marked "Gozer" or "Dackly" are replaced with Buddy Moves when Activating a Buddy.

 

Buddies start with a small array of inbuilt actions.

 

--

Tag Team Trouble

 

The user can use two actions in one turn, so long as none of those actions have any of the same tags. Action levels are capped at (Level-1)

 

Tags include "Blue Art" "Dackly" "Gozer" and similar.

--

 

Well Versed

The User has been around the block a few times.

 

The user can learn skills for 1 AP, as long as they came from a Helpless or Friendly target.

 

These skills are marked "Blue Art"

 

--

 

N-Nani?!

Dackly, Gozer, and Buddies are unable to act for one turn if their actions fail. (Seperately.  If Dackly fails an action, actions marked as Dackly are no longer usable for the next turn, and likewise for other examples.)

 

--

 

Action slots: 7

 

Actions: You will take one (possibly more, with buffs) action per turn in combat. Actions can be active or passive, and are your primary means of resolving combat. An action is typically an attack or a buff/debuff of some variety, with some kind of special quality attached. You get 10 AP to start, and +2 per level; a new action costs 2 AP, while leveling an existing one costs 1. Leveling an action should increase its power or utility slightly without fundamentally changing it; basics cannot be leveled. Action level is capped at 2 levels higher than your own.

 

-Level 1 Nyx's Starlight Spear; "Redeeming Darkness": (Blue Art, Dackly, Gaze):

Dackly focuses on Feelings of Honor and Glory, Creating a Spear of Cold Black Shade infused with starlight.  A target afflicted by this is equipped with a weapon able to deal 1d6+Stat damage, and is obligated to use it instead of their normal weapons for at least 3 turns.

If a target is defeated after having been afflicted by this, they are defeated honorably, and lose faith in their chances of winning a fight to the death.  Enemies are considered helpless in this state.
If Dackly and Gozer are defeated, the weapon's usage is no longer compulsory.

Level 2: The weapon created by this ability deals 10d4+Stat to other targets who are also wielding a weapon made by this skill.

 

Level 1 Parry: (Blue Art, Dackly) The user calls an attack, and if it would happen, it is cancelled, and the attacker is stunned for 1 turn.  This is considered to take place immediately before that action, if successful.

 

(Dackly, Gaze) Level 1 Soften: Dackly focuses on Feelings of Love and Compassion, blasting a target with pure love, which feeds on the target's better nature and inflicts Int/3 Soften Stacks.  This is considered a status effect, whose effects (But not application of the stacks) can be resisted by specific defenses, such as Mirror Mail, True Unyielding Desire to cause indiscriminate suffering, and being made of something very soft.

Future damage dealt by the target is reduced by their soften stacks.  If the target's health reaches zero, or if they are no longer capable of dealing damage, they are turned Soft in some way.  Enemies are considered helpless in this state.

 

Level 4 Petrify: (Dackly, Gaze): Dackly focuses on Feelings of Hatred and Fear, blasting a target with pure hatred, which feeds on the targets fear and inflicts Int+1d6 Hatred Stacks.  This is considered a status effect, whose effects (But not application of the stacks) can be resisted by specific defenses, such as Mirror Mail, True Heroic Resolve, and being made of stone.  When Hatred Stacks Exceed Remaining Health, the target is petrified, executing them.  Enemies are considered Helpless in this state.

Level 2, Stacks increased to Int+1d8

Level 3, Stacks increased to Int+2d6

Level 4, An additional effect is granted to this attack, based on a chosen ally, light source, or pertinent status effect.

 

Level 1 Royal Guard: (Gozer, Blue Art) Gozer assumes a powerful stance, preparing to absorb incoming attacks.  Gozer predicts that a specific target will be attacked by a specific other target, if he is correct, the attack is negated, and D&G gain a damage boost equal to the damage negated, which is added to their next attack.  This action takes place immediately before the attack being blocked does.


Level 1: (Dackly, Blue Art) Riding: Gain +6 INIT. Activates automatically at combat start.

 

Level 1: (Both Partners) Checkmate: The user must have one Debuff, one Buff, and be below half their max health, the target must be charging their ultimate action, or, if no ultimate technique exists, they must be using their gimmick, they must also either have stacks from, or be under the effects of an action labeled "Gaze" in it's tags.  At least one ally must be in critical health, and one must be at max health.

The user performs an action which radically turns the tide of battle, based on a plan made previously coming to fruition perfectly

Deal 10d10+Int damage.  Once per plot cooldown. Once this ability is usable, it may be activated at-will, as a free first strike.

 

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LOTUS watched as the minions were whittled down, and decided that it may be time soon to refocus their offense -- and he could detect that the Tactical Uplink connection had flickered back into existence, so he would very much be able to help do so. "Alright, I think it's going to be time to go after the gold egotist himself once you all have finished these rounds of attacks. If you plan to attack him, here is the best data that I can provide on the optimal manner in which to do so..." As the data streamed in from his Tactical Uplink, LOTUS relayed the weak points that he could observe on Gilgamesh and on Gilgamesh's style of defense.

 

Spoiler

Tactical Uplink Connection established.

T.U.R.N.: Acknowledging your presence, LOTUS. I've sent logs of previous conversations where relevant.

L.O.T.U.S.: Received. I'm requesting calculation aid on the most optimal way to fire upon the target denoted here within the data I am about to send -- humanoid, "infantry" battle with special abilities to factor in. Tactical Uplink Gunbot, Tactical Artillery Director, confirm current presence?

T.U.R.N: I can confirm that both are present.

T.A.D.: not my specialty, you know i do artillery

T.U.G.: We are combat oriented -- close enough.

L.O.T.U.S.: I do recall that you have directed anti-infantry targeting in the past. Sending current situation data -- I need supplementary network processing for time.

T.U.R.N.: Understood; no other high priority is currently known, so I am rerouting extra processing for now.

T.U.G.: Sending my input.

T.A.D.: fine sent. i don't have very much.

L.O.T.U.S.: What you two have provided is enough.

Tactical Uplink Connection lost.

 

Isobel found a smile working its way onto her face -- thanks to the efforts of Jade and of Dackly, things seemed to be going very well indeed! Noone was severely hurt, and they had thinned the numbers of these things a little bit. She knew that she shouldn't get herself too jazzed up, lest she make a mistake, but she felt that this was a good sign, at the least. "Good job, everyone! Let's see if we can't keep this up! Now, as for me, hmm... maybe this will be beneficial." She approached Soryn. "Here, eat this! I've got a healing chemical in it!"

 

LOTUS uses Weakness Pinpoint on Gilgamesh, while boosted by Tactical Uplink: Partial! Attacks made against Gilgamesh will have a 10% chance to deal double damage for 2 turns.

 

Isobel uses Healing Poppy on Soryn, healing him for 3d4+INT (12) HP!

 

Isobel has a 15% dodge chance.

Spoiler

Level: 5
HP: 60
Init: 20

Stats:
Constitution: 6
Dexterity: 10
Intelligence: 12
Strength: 2
Synergy: 0

Perks: 
Meat Palanquin: Though Isobel Carries LOTUS everywhere, the two of them ARE separate beings, and considering Isobel takes physical action whereas LOTUS takes vocal action, the two of them can act effectively independently. Each of the moves of Isobel and LOTUS are tagged [Isobel] or [LOTUS], and Isobel and LOTUS can use one of each category of move a turn. Actions are limited to (Level-1) levels, however, and [LOTUS] moves cannot be heals nor attacks. Pieces of equipment essentially count as [Isobel] moves. Active “defensive stance” moves such as Basic Defense override this perk, disallowing using two actions.

 

Reaction Time: On the NSS Exodus, things can sometimes break down into lightning-fast action. Isobel and LOTUS both have developed excellent reflexes -- Isobel from experience, and LOTUS from programming. +[2*Level] INIT.

 

Tactical Uplink (Partial): LOTUS has reconnected to the Tactical Uplink. It’s not a very good connection, as in flicks in briefly and then flickers out for several seconds, but it IS a connection nonetheless. LOTUS is finally back in touch with his “kin” and they at happy to help him out with calculations. When they can, anyway. Every three turns, a [LOTUS] move may be used as if it had an additional effective level, which is listed with each [LOTUS] move, and which is a fixed upgrade to the move created when the move is created.

 

Actions: 
Help Intent [Isobel]: The Exodus is a real frantic place, and helping your fellow spaceman out becomes a natural action. Isobel has helped people out of sticky situations in the past, and she’s more than willing to help someone get on their feet now. Isobel removes an ailment from an ally

 

Dexterity [Isobel][Passive](Level 3): Isobel may not actually be a trained fighter but gunfights are not uncommon where she works and she's been shot at once or twice. Isobel has a 15% chance to dodge incoming attacks.

Level 2: Upgraded from 5% to 10%

Level 3: Upgraded from 10% to 15%

 

Healing Poppy [Isobel](Level 3): Isobel, a very good botanist, has bred a species of poppy that takes the tiny dose of the heal-all tricordrazine within poppies in the 26th century and significantly increases it. This dose is fast acting upon consumption, too. Isobel heals someone for 3d4+INT damage.

Level 2: Upgrade from 1d4+ INT to 2d4+INT damage healed.

Level 3: Upgrade from 2d4+INT to 3d4+INT

 

Harvest [Isobel][Trick]: Isobel IS a trained botanist, and she has become skilled in the art of locating and harvesting seeds and pods from plants in such a way that they are useful for future planting. Isobel can harvest seeds from plants she finds, with an opposing INT roll similar to crafting rolls.

 

Pathing Advice [LOTUS](Level 2): LOTUS calculates various possible routes of travel and estimated timelines of action for the target, and then announces to them which of these is the most efficient course of action to move quickly. LOTUS fixes the initiative of the target directly behind his and Isobel’s initiative, for this turn and the next. The target can also end this effect early. 

Level 2: Upgrade from a duration of “this turn” to a duration of “this turn and the next”.

(TU Level: Upgrades to a duration of this turn and the next two when Tactical Uplink (Partial) is active.)

 

Efficiency Analysis [LOTUS]: LOTUS observes the action just made, and then calculates a more optimal way to release energy or regain stamina or such, at least for the current situation. He then, of course, shouts out that more optimal method. LOTUS removes one turn of cooldown from another character's turn. This move has 1 turn of cooldown itself.

(TU Level: Removes 2 turns of cooldown when Tactical Uplink: Partial is active)

 

Weakness Pinpoint [LOTUS](Level 2): LOTUS observes an enemy and using his built-in medical and security HUDs he finds a weakness within their defenses that may not be immediately apparent by purely visual inspection, and then proceeds to loudly broadcast them to the battle, revealing them for others’ usage. LOTUS creates a debuff on a target that grants a 10% *2 crit chance on attacks made against it for a turn.
Level 2: Upgrade from 5% chance to 10% chance.

(TU Level: Lasts for 2 turns instead of one when Tactical Uplink: Partial is active.)

 

HatchetA simple botanist’s hatchet, this thing is MEANT to be chopping down saplings rather than Isobel’s enemies, but circumstances seem to have dictated otherwise. It’s kind of a terrible weapon, but Isobel isn’t much of a fighter anyway. Does 1d4+STR damage.

 

Golden Chaingun [Level 2]: A strange wrist bangle made by Mar, this compact device of golden stone shoot out a chain made of solar magic that is tipped with a very sharp carbon steel hook which can easily stab into and catch in things. It’s made as a mobility booster rather than as a weapon, however. Can be used for one of two active abilities: performing an ersatz Basic Defense that provides Isobel and LOTUS with an additional 50% dodge chance in return for any other actions this turn, or for making an action first strike. 2 turn cooldown, either way.

Level 2: Adds the first strike option.

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  • 2 weeks later...

Jade shoots the Bel Lahmu for [53] damage.

 

Isobel heals Soryn for [22] while LOTUS points out weak points on Gilgamesh.

 

Liliya stabs the unshielded Greater Lahmu for [18] damage.

 

Spicy HG attacks Lesser Lahmu C for [16] total damage. 

 

The Bel Lahmu dives at Soryn and deals [17] damage. 

 

Dackly somehow makes something with no apparent grasping appendages hold a spear, while Gozer gets ready to parry the same. 

 

Two Lesser Lahmu attack Jade while the third hits Lexiel, dealing [17] and [6] damage. 

 

The Greater Lahmu attempts to stab Liliya with its spear, and is promptly rebuffed by Gozer, who gains 9 more damage. The second is a bit more successful, dealing [20] damage. 

 

Soryn does some vampire stuff, and then kills Lesser Lahmu C with his sword.

 

Lexiel summons a wall around Jade, promising to make Gilgamesh pay for it.

 

The earth, no, the space around you seems to rumble. . .

 

A final attack splashed against Caster's throne, and the ancient Sumerian hero-king finally stood up, expression gone from vague boredom to a twisted rictus of rage. "ENOUGH!" His voice rang out sharply though the battlefield, and a tremor accompanied it. "You mongrels have sullied my si̛g͞ht for f̶a̴r t̴o̡o ̷ļon͝g̸!̵" The tremors intensified, and something disturbing started to become clear. The earth beneath the heroes was quite still. It was a tremor in the air, perhaps even the very fabric of reality. "Įt ̴i̛s̷ tim̵e ̛f҉or͜ y͝ou̧ t̸̀o͏ ̶͝l̴e͢a̛rn ͢y̵͜͞ou̵͝r̸̡͡ ̢́͞pl͏͏a͠c̵̨͞ę̵́!̴̛" The man's voice was becoming more and more distorted, unnatural, but with a strange singsong note behind it. Something started to leak from the space beneath the golden throne, a sort of unholy mud that seemed to twist one's eyes from simply viewing it, something indescribably foul and alien. 

https://www.youtube.com/watch?v=Gv6Y0z8-m78

Gilgamesh shouted one last time, but what he said couldn't be heard over what sounded like a woman singing. The shaking of space intensified, and Gilgamesh seemed to fold in on himself before. . . something else took his place. His form twisted first into what seemed to be a woman's, with red eyes and pale blue hair, before twisting further and further into truly monstrous proportions. Arms lengthened turned an ugly mixture of red and black, not unlike the corrupted forms of the other Servants. The legs flowed outward, becoming less limbs and more one continuous structure as "Gilgamesh" bent to stand on all fours. The torso of the creature seemed almost human, if now scaled up to gigantic size, but the head looked more like something a dragon might see in its nightmares, with a maw running partway down the neck full of razor-sharp teeth and flesh replaced with armored plates and scales. Two massive horns sprouted from the head, curling backward over the beast.

Tiamat had come.

Initiative

 

Jade O'Duffle: 21
Isobel & LOTUS: 20
Liliya: 13
Spicy HG: 11
Bel Lahmu: 8
D&G: 6
Lesser Lahmu: 5
Greater Lahmu: 4
Soryn: 3
Lexiel: 1

Status

 

 


Lexiel: 84/90 HP

-Soul Warden A: 12/12 HP
D&G: Healthy

-Gozer: Damage +19
Jade O'Duffle: 28/55 HP
Liliya: 21/55 HP
Soryn: 73/90 HP
Isobel & LOTUS: 40/45 HP
Spicy HG: 68/70 HP

Gilgamesh?: 1721/2000, Soften x4, Slalom x6
Lesser Lahmu A: Shocked
Lesser Lahmu B: Succ was too good

Lesser Lahmu C : vampire'd
Lesser Lahmu D : Healthy
Lesser Lahmu E: Healthy
Greater Lahmu A: Healthy, 23 HP barrier (will explode for 23 damage), Starlight Spear 
Greater Lahmu B: Wounded, Sealed (2 turns remain)
Bel Lahmu A: Jade has no chill
Bel Lahmu B: Near Death, Flying

 

 
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