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[IC] TotMV:G^2: Touhou: Twilight of Paradise Butterfly


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Electromagnetic Barrier on Ritsu and Rory

 

Electromagic Barrier- Ritsu creates a small field of electric energy around herself and one allied unit, granting 55% damage reduction from 4 projectile attacks. This counter goes down regardless of who was targeted. This ability does not stack. (5 turn cooldown)

 

Spoiler

 

Stats 
Constitution: 6
Dexterity: 4
Intelligence: 10 
Strength: 10 
Synergy: 0

 

Current form: Beast

 

Equipment:

Chainsaw:

Description: An augmented chainsaw designed specifically for Ritsu's personal use. Due to the nature of its construction, the chainsaw itself can be treated as if it were a part of Ritsu.

Type: Weapon

-Base: 1d4+ STR

-Craft Level 1: Revving Up: Ritsu's chainsaw takes some time to reach its maximum damage. Because of this, the weapon damage roll starts at 1d4, increasing by 1d4 up to its cap. The weapon damage cap is 2d4

-Craft Level 2: Ramp cap increased by 2d4

 

Current level: 4d4 

 

Name: Red Eco Brace
Description: Machines made using Red Eco and Precursor Technology, it is a Bracelet that can be clipped over the user's Limbs, emitting wide and strong short range pulses of force as needed during combat.
-Base: 1d4 bonus damage to melee attacks

 

Name: Crusader Armor
This heavy, powered, rocket-boosted armor is reminiscent of castles, German tanks, and medieval gothic full plate. It looks rigid and imposing, but its flexible internal components can adapt to any wearer. The armor’s paint is infused with nanites, to display the wearer’s coat of arms and other personal touches. Provides 3 damage resistance to all incoming damage, but reduces initiative by 18-STR
-Base: 3 damage reduction, 18 weight
Special Qualities:
-Barrier Field: The armor’s left arm contains a barrier field projector. The generator produces a powerful shield with no damage reduction, and hit points equal to 3 times the user’s intelligence. Whenever the wearer uses an action that protects an ally, the barrier field activates until their next turn. All damage dealt to the wearer or that ally hits the barrier first, and only affects the wearer or the ally they are defending if it breaks through. When not in use, the barrier regenerates hit points equal to the wearer’s intelligence plus their level every round. If the barrier is broken, it cannot be used for 5 rounds (Now 6). However, it still regenerates during that time.

 

Barrier HP: 30?


-Rocket Charge: When the wearer uses an action that involves charging a single enemy, the armor’s rocket booster activates, pinning the unfortunate victim until they can be crushed against the nearest convenient surface with a rocket-boosted body slam. The charging action deals 50% more damage, and stuns the victim for a round. This ability has an 8 round cooldown. (Now 9)

 -Craft Level 1: This piece of armor can be used in Ritsu’s Beast Form.

-Craft Level 2: With the power of a resistance ring integrated into it, once per combat, the wearer of this armor can become immune to direct magical attacks for 1 round. Sufficiently powerful attacks may be enough to overwhelm this immunity. However, the cooldown of the other actions with this armor increase by 1.

 

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BGM

 

A massive beam lanced out from the object in Marisa's hand. Rather than a blinding flash of light as one might expect, the path of the beam seemed to invert and then wash out the colors of what laid behind it, painting it in shades of twilit blues and grays. Whether it be by quick reflexes, fast thought, or in Rory's case, sheer, unadulterated dumb luck, the beam goes careening off into the forest without causing anyone to encounter a critical existence failure, though the slightly delayed sounds of trees crashing to the earth indicated that it hadn't exactly stopped just after passing the party. The miss didn't seem to faze Marisa, though.

 

The witch turned to face the Gensokyo resident, aiming her strange relic at Masako once more - this time, without the Mini-Hakkero, blessedly. Strange pale lights traced rings and lines around her, spreading out into loose collections of tiny motes that seemed to form some kind of seal. Masako is afflicted with Dark Seal "Salt Circle," disabling all of her non-equipment actions for two rounds!

 

Satisfied that the biggest nuisance was defanged for the moment as she felt the spell complete, Marisa turned, abruptly darting through the air. Isobel finds herself spinning and suddenly bruised as the witch tears through the air past her, while LOTUS is in the rather alarming position of having been swept out of Masako's hat and into midair, the pair taking [26] damage.

 

Isobel, despite the blow, does her best to evade any further damage, and manages to catch LOTUS.

 

Empi also does her best to dodge. 

 

The remaining danmaku from the fairies flies past Isobel harmlessly as she weaves through it.

 

Masako finds it difficult to focus through the spell Marisa placed upon her, and fails to get a good read on what, exactly, is going on with the magus. (Swift Scan not used, and does not go on cooldown.) She is, however, still able to maneuver around clumsy fairy danmaku.

 

Marisa fires a spray of colorful stars as she sweeps around the clearing, the astral magic feeling rather less pretty than it looks as it slams into Ritsu and Walmond for [18] and [21] damage. . . Though it does still look quite pretty.

 

Rory, though still having a hard time moving, realizes she can evade the danmaku by simply dropping down towards the clearing, and does so, the paralytic finally (mostly) leaving her system as she does.

 

Hikari initiates a Session! Her, Masako, Rory, and Ritsu all make a coordinated attack on Marisa, dealing a total of [45] damage; the witch managed to juke Hikari's pulse rifle fire.

 

Walmond casts another wave of powerful healing magic, allowing Isobel, Rory, Empi, Hikari, and Masako to recover [19] HP, while Lambda pulls her charge out of the way. 

 

Marisa strafes, releasing another burst of bright, cartoony stars that smack into Empi and Masako for [12] damage apiece. More rays of light start to form about the battlefield, swirling around Marisa and generally serving to look rather ominous. She declares Condition: Upon someone passing Marisa in initiative, she will activate Black Magic "Event Horizon!" Her Condition Master perk allows her to sustain channeled effects using condition cards!

 

Ritsu extends a barrier between herself and Rory, shielding them both from assault. She recovers 8 HP. 

 

Initiative


Marisa: 25 
Marisa: 20 
Isobel: 20 
Empi: 18
Masako: 11 
Marisa: 10 
Rory: 11 
Hikari: 8 
Walmond: 6 
Marisa: 5 
Ritsu: 4 

Status


Isobel: 52/60 HP, Defending
Empi: 43/55 HP, Defending
Masako: 43/55 HP, Defending, Session, Silenced (1 turn remains)
Rory: Healthy, Recovering from stun, Electromagic Barrier, Barrier Field
Hikari: 55/55 HP, Damage +12 (2 turns remain) 
Walmond: 21/42 HP
-Lambda: 57/57 HP, 30% damage reduction (1 turn remains) 
Ritsu: 50/60 HP, Damage +12 (1 turns remain), Session, Regenerating 8 HP/turn (1 turns remain), Electromagic Barrier (4 hits, 55% projectile reduction), Barrier Field (30 HP)

Chen: Dry
  
Marisa Kirisame: Shadowy

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Taunt Marisa

Rory shakes off the effects of the mushroom finally. She briefly frowns at the path of the beam before rising again, a grin on her face. "I think you got something wrong, the only people stealing shit is gonna be us after we beat you up and steal those little toys of yours!"

 

Spoiler

Level: 5

HP: 90 HP
Init: 11

Stats:
Constitution: 12
Dexterity: 6
Intelligence: 5
Strength: 6
Synergy: 1

Perks: 
Aura: After getting hit Rory heals for 10% of the damage taken, rounded up.

Harden:  Getting hit activates Rory’s semblance. For every 25% of his HP missing, Rory gains lvl/2 DR.

Huntsman Basics:  Rory takes no fall damage. Additionally, he can carve materials from enemies which grant effects related to the enemy.

What an animal: Rory’s Faunus heritage grants him excellent night vision. This renders him immune to darkness based effects. Additionally he has +Level ini

Flaw: Repositioning:  Every consecutive turn spent attacking lowers Rory’s Initiative by 3. He can't hit enemies that have 15 more Initiative than him.

Actions:

Wyrmstake Launcher: A modification added to gunlances that allows for the launching of a Wyrmstake, obviously. Deals 1d6 damage to the target applies a burn that deals 1d6 damage for 3 turns, and deals 1d6+Dex Damage after the burn wears off.


Caffeine:  Rory spends the turn getting back into position, increasing his Initiative by his Dex.
 

Armed and Ready!:  Rory Taunts an enemy, forcing them to attack him for 6 rounds. Only works on one enemy at a time.
 

I Burn: Every two attacks in a row Rory Unloads the gun in his Lance dealing +3d6 damage against his target.
 

I May Fall: Rory bolsters himself, Giving himself +20 Temporary HP in return for losing 2 DR for two Rounds.  (This can make his DR negative causing him to take more damage from each attack.)

 

Defend: Rory Blocks, taking 50% of the damage dealt to him.

Equipment:
Lúin of Celtchar: An Iron Gunlance, looking like someone made a big Revolver, put it on a stick, and then strapped an equally large Bayonet to it. 4d4+STR damage.

 

Shield:  “A sturdy Iron Shield, typically not something worn by hunters due to the huge amount of Strength their enemies bring to bear. However most Hunters aren’t Fucking Invincible.” -Rory +3 DR while Guarding and can’t be affected by movement based effects.
 

Kulu Armor: A set of armor with a “Desert Nomad” theme, consisting of mainly light browns and reds. The face is mainly covered by a red Head Scarf with the rest of the body being covered except for the biceps. +1 DR against Fire attacks, Friendly Effects are 10% more potent, and checks for moving while carrying things are reduced by 2.

 

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Walmond & Lambda

 

Walmond uses Healing Field again, healing herself, Empi, Masako, Isobel, and Ritsu for 2d4+14 HP each. The next attack that targets Walmond will be redirected to Lambda.

Lambda continues to strafe around, choosing to try and avoid rather than engage for now, until Walmond commands her to.

 

Action List

Spoiler

Walmond: 21/42 HP

Lambda: 57/57 HP

 

Action List 7/7

 

Walmond

 

(Perk Backed) Healing Field: Walmond has learned how to heal multiple people at the same time, and gladly uses it to his advantage. Walmond can heal up to 5 allies for 2d4+INT hp.
- Level 1: Walmond chooses two allies. Those two allies are healed by 1d4+INT.
- Level 2: Walmond can now pick three allies to heal.
- Level 3: Healing dice increases from 1d4  to 2d4.
- Level 4: Walmond can now pick four allies to heal.
- Level 5: Walmond can now pick 5 allies to heal. 


Tazer: A targeted bolt of electricity aimed more to stop an enemy instead of killing. Deals 1d4+[Int/2] damage, and forces a Con check against Walmond’s int. If Walmond wins, the target is paralyzed for three turns, and has a 50% chance to lose their turn at the start of each turn.
Level 1:  Deals 1d4+[Int/2] damage, and forces a Con check on the target against Walmond’s Int. If Walmond wins the check, the target is Paralyzed for 1 turn, and has a 50% chance to lose their turn.
Level 2: Paralyzed duration increased to two turns.
Level 3: Paralyzed duration increased to three turns.

 

(Passive) Command Return: In a pinch, Walmond can resummon Lambda back to him, allowing to easily keep doing her job of defending him. Every two turns, the first attack against Walmond is automatically redirected to Lambda.
Level 1: Every four turns, the first attack of the turn against Walmond is automatically moved to target Lambda instead.
Level 2: Cooldown reduced to every three turns.
Level 3: Cooldown reduced to every two turns.


(Equipment) Walmond’s Cloak: The cloak worn by Walmond at all times, imbued with magical energy left from his spells. While equipped, all healing spells used by the wearer gain a +5 boost to its healing.
- Level 1: All healing spells gain a +1 boost to their healing.
- Level 2: Boost increased by +1
- Level 3: Boost increased by another +1
- Level 4: Boost increased by another +1
- Level 5: Boost increased by another +1

 

Lambda
 
 Threaten the enemy: Lambda moves in front of her allies, practically daring the enemy to attack her. When used, Lambda can taunt up to three opponents to attack her.
- Level 1: Lambda forces a single enemy to attack her until her next turn. The target must be chosen ahead of time.
- Level 2: Lambda can now taunt 2 opponents
- Level 3: Lambda can now taunt 3 opponents

 

(Perked Back) Defense Procedure: A more risky approach to Lambda’s normal protocols, getting right in the face of an opponent to practically force them to attack her. When used, Lambda taunts one enemy for two turns, and applies a 25% damage reduction to their damage towards her. Two turn cooldown.
- Level 1: Lambda taunts one enemy for two turns, and applies a 15% damage reduction to their damage towards her, which stacks with Defensive Modifications. Two turn cooldown.
- Level 2: Damage reduction increased by 10%.
 
Defensive Modifications: Lambda takes a second to switch her blades for shields. For two turns, Lambda cannot attack, but gains a 30% damage reduction.
- Level 1: Lambda is unable to attack for 2 turns. In exchange, she gains a 25% damage reduction for that period of time. However, she can use non-damaging actions during this time.
- Level 2: Damage reduction is increased by 5%.

 

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Rakukaja on Rory

 

Spoiler

Level: 5

   

HP: 55

Init: +8 (10 dex -2 weight)

  

Stats:

Constitution: 5

Dexterity: 10

Intelligence: 0

Strength: 4

Synergy: 13 (11 +2 Ring)

 

Perks/Flaws:

 

Autosupport:

Auto-support: On the first turn of battle, Hikari can choose a support ability she has; it is applied to the amount of targets the spell would have +2, and one has to be herself. Buffs applied this way do not apply Session.

 

Session:

When Hikari uses a single-target ally affecting move during her turn, it also applies the “Session” buff of indefinite duration. Hikari has an action called “Session Trigger”, which when activated, causes all allies affected by the buff and herself to attack once with their equipped weapon or a zero cooldown attack. The buff cannot stack, and can only be applied once during Hikari’s turn.

  

Healing Powers (provisional name):

When Hikari supports her allies, it’s more effective than your average buff or heal. Add half SYN healing to all support actions.

 

High Speed (Provisional name)

Hikari has a pool of ‘half actions”, weaker than normal actions but two can be used per turn. These are weakened versions of existing actions. If Hikari uses an ability as a half action, the result is reduced to one half of what it would normally be.

 

 Thunder Weakness: Electricity just doesn’t agree with Hikari. Ivory explains to her that it’s probably a result of how some species of wyvern - the beast she most often rides - can’t handle electrical shocks well. Double damage from electricity.

 

Actions (5 slots + perks):

 

Session Trigger (Perk, Active) - Triggers all Session buffs on allies, making them launch a single attack with their equipped weapon, or a zero cooldown attack, at the target

 

Tarukaja (Active, Lv.2):

Grants 6+Half SYN boost to damage to target for two turns

Base: 3+Half SYN boost

Level 2: 6+Half SYN Boost

 

Rakukaja (Active, Lv.2):

Grants half SYN DR to target for two turns

Base: Half SYN DR

Level 2: 1+Half SYN DR

 

Dia (Active, Lv.3): A basic heal that heals one target for 2d4+SYN Health.

Base: 1d4+SYN Health

Level 2: 2d4+SYN Health

Level 3: 3d4+SYN Health

  

Amrita (Active, Lv.1): Cures status ailments on one ally.

 Base: Cures status ailments for one ally.

 

Media (Active, Lv.2): Heals four allies by SYN. Two turn cooldown.

Base: Heals three allies by SYN. Two turn cooldown.

Level 2: Heal four allies by SYN. Two turn cooldown

 

Pierce (Active, Lv.1): Attacks with equipped weapon, and reduces enemy DR by 3. Two turn cooldown.

 

Magical enhancement (Passive, Lv.1): Channeling Hikari’s magical power, her attacks add one fourth SYN to their damage (assuming they’re not a SYN weapon).

 

Equipped Things:

Pulse Rifle

2d4+DEX damage, and can double the dice as a free action with six turn cooldown.

 

Raptora Armor:

Reduces init by 6 - STR.

Jump Jets: As a free action, dodge the attack that would deal you the most damage this turn. 5 turn cooldown.

Ultimate Charge 0/10:  Whenever you damage an enemy, you gain 1 ultimate charge, to a maximum of 10.  You cannot gain more than 1 charge per action performed. Ultimate charge is retained until spent, but cannot be transferred from 1 person to another.

Barrage:  As a free action, you may activate this ability by spending 10 ultimate charges.  Until your next turn, your equipped weapon is replaced by Rocket Barrage, a weightless weapon that deals Leveld6 damage to three enemies, evenly divided between them.

 

Synergistic Ring (2 Tokens)

A ring that glows with power. Adds 2 SYN.

Base: 1 SYN

Craft 1: 2 SYN

 

Symbol of Lumabella 

A holy item in the shape of a stylized bow in a beam of sunlight. Can be activated as a free action once per battle to cause the user's ally-targeting actions to remove a single debuff from allies for the round. If said action already removes debuffs, it will instead heal them by user SYN/2.

 

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Masako flipped like a pinwheel in midair, somehow managing to catch her hat while upside-down and place it primly upon her head, using her wings to steady herself upright after another circle around.  It took her a moment more for her head to stop spinning.  When it finally did, she  gave herself a little shake, and tried to focus on Marisa again.  "Well," she huffed, "as I was saying..."

 

The tengu paused.  Very slowly, she reached up to pat herself on the head.  Nothing.  No fairy, at the very least.

 

Masako pulled a face and gave the shady witch a good glare.  One which--thanks to Marisa's spellcard--insisted on sliding off towards once of the floating motes of light whenever she tried to use it to make any proper observations.  This only served to annoy her more.

 

It really was basically cheating.

 

So she took a deep breath and raised her pipe, watching somewhere slightly to the left of Marisa's head.  She could probably manage some basic danmaku, but with that seal around her, she doubted she could manage anything more complicated.  Let alone figure out what the black-white's deal was.  Which meant she sorta had the start of a plan, but...

 

Her eyes darted back to Isobel--and to the fairy she, fortunately, held securely in hand--for a brief moment.  Yeah.  They looked like they'd work.

 

"Hey!" She tossed the botanist her magnifying glass.  "Now, I will need that back when you're done--a detective isn't as effective without the tools of the trade, after all, no matter how brilliant they are--but you should be able to disrupt the seal with the lens.  Long enough for me to figure out what's going on, anyway."

That done, she flew a little to the side, doing her best to observe through the smoke and danmaku-cluttered field, muttering her observations to herself.  And, after a moment's thought, offering a few of the more interesting deductions to Marisa as well.  In a voice to which the witch might normally pay a bit more heed. 

"A witch losing out to their magical artifact?"  Marisa's vision began to fill with an indecipherable pattern of illusory danmaku.  Some of which looked, strangely, like her own.  "Again?  That's pretty rough.  I'm gonna blow you up just for makin' me look bad, ze.  And maybe give me a few seconds to figure out how this works..."

 

Masako uses Crow Sign "Reflective Mimicry" on Marisa, forcing her to target herself!  For  2 (1 Base+1 Speed of Thought) rounds, the target(s) are Confused (may only target the tengu or an ally with an offensive action if they also treat themselves or another of the tengu's enemies as a target of that action).  The tengu may specify that one victim of confusion must target themselves, rather than targeting randomly. 5 round cooldown.

 

As a free action, Masako uses Swift Scan - Full Scan on Marisa!  As a free action, target one enemy.  Reduce that enemy's flat DR by (3/4 INT), and reduce percentile-based resistances to all effects and debuffs by (INT*3) percentile, to a minimum of zero, for 1 turn.   In addition to all other effects of this action, collect detailed information about the target in an instant, revealing all their resistances, weaknesses, and immunities, as well as any other pertinent character details (mechanical or fluff) the DM may choose to provide.

Spoiler

 

Dodge Chance: 30%

HP: 55

 

Base stats:

Strength: 
Dexterity: 12 
Intelligence: 12
Constitution: 
Synergy: 

 

Perks: 
(Perk) As The Bird Flies: Gain a Dex*1.5 (round down to nearest integer) chance to dodge incoming attacks and a [LVL] bonus to initiative.
(Perk) Speed of Thought:  'Soft' (non-stun) duration-based effects applied by this character's actions against enemies with lower Initiative when the effect is first applied last for one additional round.
(Flaw) Hollow-boned: Whenever struck by a bludgeoning attack, the tengu becomes Stunned for one round.

 

Kappa-Crafted Magnifying Lens (Equipment):  -Base: Deals 1d4+Int damage.

Heavenly Kiseru (Equipment):  -As a free action, the raven may reduce a single cooldown of choice by 2.  Once per encounter

Detective's Coat (Equipment, 2 Tokens):  -Increase user's dodge chance by +12%.

 

 

Edited by Lucky Lulu
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"Oh, cut it with this magic bullshit! I've had it to here with Peyote Forest and Little Miss Goku von Totenkinder over here! Take this crazy witch lady out, will you?"

Take It Easy on Masako.

Empi has a 5% chance to resist statuses due to Fairy Dust.

 

Take It Easy:  Empi removes all ailments from the target and protects them from a single ailment.

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Isobel found herself gasping for breath, one gloved hand going to her midsection to hold a new bruise, the other almost casually sticking into the air to catch a certain screaming foot-tall fairy who had been hurtling through the air at high speed. Isobel managed to get that breath, a loud gasp as she filled her lungs, and then some of the air came out in irritated quipping. "Yes, I definitely like my girl with witch clothes much, much more." She then found a magnifying glass shoved into her hands, but as she moved to figure out how the hell to do what Masako wanted her to do with it, Empi came flying in to take care of the seal anyway, leading Isobel to shrug and hand the magnifying glass off to Empi. Instead, the girl in the labcoat over there wasn't looking too good, so Isobel produced a flower from her apron. "Here! Eat this!"

 

LOTUS meanwhile took a few moments to get back into things after that initial pass -- being sent flipping through the air was a new and most CERTAINLY unwelcome experience, one that meant that LOTUS stammered when she began to speak, only gaining solidity once more partway through. "S-she-- augh-- excuse me. I think it should be plenty clear that she needs to be taken down, but judging by the way she's moving in bursts like she is, I suggest aiming to try and knock her into a tree. It wouldn't be easy, but I imagine that she wouldn't particularly appreciate the experience."

 

Isobel uses Healing Poppy on Walmond, healing him for 4d4+INT (12) damage!

LOTUS uses Weakness Pinpoint on Marisa, giving all attacks aimed at Marisa 10% crit chance for a turn!

Active Cooldowns: Tactical Uplink (Partial) upcoming in two turns.

 

15% dodge chance, 20% poison damage reduction and poisoning effect durations shortened by one round.

Spoiler

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 her “kin” and they are happy to help her 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.

 

Loadout:

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

Level 4: Upgrade from 3d4+INT to 4d4+INT

 

Botanist’s Apron [Level 2]: A tough blue apron made of synthetic fibers, it isn’t actually thick enough to protect Isobel from blows or projectiles, but it does work to protect Isobel somewhat from toxic hazards and corrosive hazards, very useful to any experimenting botanist. The apron provides 20% reduction  to the damage of poison-type attacks. It also lowers the duration of poisoning by a round.

Level 2: Adds the poisoning duration shortening effect.

 

Hatchet: A 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.

 

 

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)

 

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Perk| Augmented Magic Core: Light Magic (If not valid, then basic attack on Marisa for for 2d4+ STR(10) + 1d4  + 12(Session))

 

 

Augmented Magic Core: Ritsu’s design allows for her to absorb selected types of magic for a short time. By calibrating herself, she can select a magical element to absorb, causing 50% of incoming damage of that type to be absorbed for three turns. This is considered a full action and cannot be used with other actions outside of intervention or other outside effects.

Spoiler

Stats 
Constitution: 6
Dexterity: 4
Intelligence: 10 
Strength: 10 
Synergy: 0

 

Current form: Beast

Electromagnetic barrier: 4 hits

 

Cooldowns:

Guardian's Roar: 1

Electromagnetic Barrier: 5

 

Equipment:

Chainsaw:

Description: An augmented chainsaw designed specifically for Ritsu's personal use. Due to the nature of its construction, the chainsaw itself can be treated as if it were a part of Ritsu.

Type: Weapon

-Base: 1d4+ STR

-Craft Level 1: Revving Up: Ritsu's chainsaw takes some time to reach its maximum damage. Because of this, the weapon damage roll starts at 1d4, increasing by 1d4 up to its cap. The weapon damage cap is 2d4

-Craft Level 2: Ramp cap increased by 2d4

 

Current level: 4d4 

 

Name: Red Eco Brace
Description: Machines made using Red Eco and Precursor Technology, it is a Bracelet that can be clipped over the user's Limbs, emitting wide and strong short range pulses of force as needed during combat.
-Base: 1d4 bonus damage to melee attacks

 

Name: Crusader Armor
This heavy, powered, rocket-boosted armor is reminiscent of castles, German tanks, and medieval gothic full plate. It looks rigid and imposing, but its flexible internal components can adapt to any wearer. The armor’s paint is infused with nanites, to display the wearer’s coat of arms and other personal touches. Provides 3 damage resistance to all incoming damage, but reduces initiative by 18-STR
-Base: 3 damage reduction, 18 weight
Special Qualities:
-Barrier Field: The armor’s left arm contains a barrier field projector. The generator produces a powerful shield with no damage reduction, and hit points equal to 3 times the user’s intelligence. Whenever the wearer uses an action that protects an ally, the barrier field activates until their next turn. All damage dealt to the wearer or that ally hits the barrier first, and only affects the wearer or the ally they are defending if it breaks through. When not in use, the barrier regenerates hit points equal to the wearer’s intelligence plus their level every round. If the barrier is broken, it cannot be used for 5 rounds (Now 6). However, it still regenerates during that time.

 

Barrier HP: 30


-Rocket Charge: When the wearer uses an action that involves charging a single enemy, the armor’s rocket booster activates, pinning the unfortunate victim until they can be crushed against the nearest convenient surface with a rocket-boosted body slam. The charging action deals 50% more damage, and stuns the victim for a round. This ability has an 8 round cooldown. (Now 9)

 -Craft Level 1: This piece of armor can be used in Ritsu’s Beast Form.

-Craft Level 2: With the power of a resistance ring integrated into it, once per combat, the wearer of this armor can become immune to direct magical attacks for 1 round. Sufficiently powerful attacks may be enough to overwhelm this immunity. However, the cooldown of the other actions with this armor increase by 1.

 

 

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BGM

 

The first person Marisa sets her currently-glowing eyes upon is Hikari. Weaving through the remaining danmaku from the mage's pulse rifle fire, she slams her broom into Hikari for [24+17=41] damage. 

 

Next, though it's hard to tell given her general menacing shadowiness, Marisa seems to focus on Walmond. She darts in a circular path, sending a barrage of colorful yet oddly menacing-looking shapes at him, only for Lambda to intercept the burst of starfire for him, taking [33] damage as both the portion meant for Walmond and the part already homing on on her strike at once.

 

Isobel rushes over to Walmond and presses a flower into her hands; after a brief dazed moment she shovels the thing into her face and the painkillers kick in, allowing her to recover [24>Full] HP. 

 

Empi, after cussing out Marisa yet again (who seemed more amused than anything else at the fairy's irritation), gives Masako some relaxation tips. More importantly, this helps her magic settle in and remove the curse placed upon her, allowing the tengu to once again chatter freely.

 

Masako takes this opportunity to chatter more, doing a startlingly good impression of Marisa's own corrupted voice while summoning illusory danmaku patterns about the witch. [Marisa Confused!] The black-and-white danmaku slinger being distracted gives her a chance to study Marisa freely, revealing some pertinent information.

 

Marisa's experience, skill, and sheer speed allow her to dodge a single attack per turn at her discretion, determined when Marisa feels like it. Obviously, she's under the influence of some sort of foreign entity; it seems to be related somehow to the artifact that she holds, some sort of solid darkness with a terrible energy to it. Masako's investigative experience tells her that it's not something native to this world; chances are, Marisa could have handled it easily if it were. 

 

Masako's illusions quickly take an effect, as Marisa swings her broom wildly at the "incoming" fire, the force and confused space nearly forcing it to connect with herself - however, she manages to recover at the last moment and not sweep herself out of the sky.

 

Rory taunts Marisa; she twitches just enough for him to know that she was at least annoyed by what he said. . . that, or it was just some weird corruption thing. Regardless, she seems to be distracted for the moment. 

 

Hikari, after she manages to stabilize in midair, casts another wave of warding magic over Rory in preparation for the punishment the faunus was liable to recieve in the near future. 

 

Walmond quickly sets about repairing her team's wounds; a burst of soothing energy soaks into Empi, Masako, Isobel, and Ritsu, letting them recover to full HP. Lambda, having intercepted a powerful strike once already, focuses on keeping herself out of harm's way until she can be restored and continue her duty. 

 

Marisa blasts yet another field of starry danmaku out into the forest, but her frenetic evasion actually sends her into the path of her own attack; she takes [26] damage, and the remaining stars fly past her and into Ritsu's barrier for [12] damage.

Ritsu calibrates her magical core according to the threat presented, taking the obvious route of allowing herself to absorb the black mage's light-based magic safe behind her barrier.

 

Initiative

 

Marisa: 25 
Marisa: 20 
Isobel: 20 
Empi: 18
Masako: 11
Rory: 11 
Marisa: 10 
Hikari: 8 
Walmond: 6 
Marisa: 5 
Ritsu: 4 


Status

 

Isobel: 60/60 HP
Empi: 55/55 HP
Masako: 55/55 HP
Rory: Healthy, Electromagic Barrier, Barrier Field, +7 DR (3 turns remain), Session
Hikari: 14/55 HP, Damage +12 (1 turns remain)
Walmond: 42/42 HP
-Lambda: 24/57 HP, Defendiing
Ritsu: 60/60 HP, Damage +12 (1 turns remain), Electromagic Barrier (3 hits, 55% projectile reduction), Barrier Field (18 HP), Absorbing Light Magic (50%, 3 turns remain)

Chen: Dry
  
Marisa Kirisame: Wounded, Taunted (Rory, 6 turns)

 

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LOTUS' currently-feminine, high-pitched (but perhaps still just vaguely electronic) voice rang out one more. "My advice remains the same if you intend to make use of it! She primarily makes usage of high movement speed to augment or form essentially all of her strikes, and she is doing so in a place just full of trees. Bait her into them, or channel her between them! And you should start attacking now, you can't just keep throwing obstacles at her forever, you need to start taking her down now!" Then she ducked back down into Isobel's pocket, not particularly anticipating the painful experience of being punted by the witch again.

 

Isobel was being kept quite busy herself -- the broomriding girl was handing out beatdowns left and right, and since she was one of the people cleaning up after them, this had her running around shoving flowers at people in a way that was, quite honestly, starting to get tiring. Still, she wanted to help, and this was some much needed help. So she wasn't about to stop. "Hikari, take this, it's going to help!" And yet another one of Isobel's poppies was sent out, this one to the girl with the wyvern-rider spear.

 

Isobel uses Healing Poppy on poor Hikari, healing her for 4d4+INT damage!

LOTUS uses Weakness Pinpoint on Marisa once again, giving attacks aimed at her 10% crit chance for another turn?

 

Also, they put out the following conditional: Punishment Prioritization Pattern: When an enemy does 40 or more damage, this spellcard activates for three turns, targeting said enemy with Weakness Pinpoint!

 

Active Cooldowns: Tactical Uplink (Partial) upcoming in one turn.

 

15% dodge chance, 20% poison damage reduction and poisoning effect durations shortened by one round.

Spoiler

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 her “kin” and they are happy to help her 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.

 

Loadout:

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

Level 4: Upgrade from 3d4+INT to 4d4+INT

 

Botanist’s Apron [Level 2]: A tough blue apron made of synthetic fibers, it isn’t actually thick enough to protect Isobel from blows or projectiles, but it does work to protect Isobel somewhat from toxic hazards and corrosive hazards, very useful to any experimenting botanist. The apron provides 20% reduction  to the damage of poison-type attacks. It also lowers the duration of poisoning by a round.

Level 2: Adds the poisoning duration shortening effect.

 

Hatchet: A 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.

 

 

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)

 

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Walmond & Lambda

 

For the most part, Walmond was completely distracted by Isobel shoving a flower into her face to notice Marisa's volley of danmaku coming straight for her and Lambda. Thankfully, she didn't have to worry, as the protective covering of Lambda's shield covered her, taking the full force of the volley... Barely.

 

"Kh..."

 

Lambda floated back, her shields only just keeping themselves together after taking the entire brunt of this 'Marisa's' attack. But, shortly after she began to do so, she halted. Yes, she could begin fixing herself, but that slight hesitation could cause someone to die here.

 

With a small grimace, Lambda tried her best to cover Walmond with her shields, before flying forward, doing her best to keep up with Marisa.

 

Walmond heals Hikari, Lambda, Rory, Ritsu, and Masako 2d4+14 HP each. Lambda heals for half.

Lambda, meanwhile, uses Defensive Procedure, taunting Marisa for two turns, and gaining a 25% Damage Reduction bonus against all of her attacks. Two round cooldown.

 

Command Return is on a two turn cool down.

 

Loadout

Spoiler

Walmond: 21/42 HP

Lambda: 57/57 HP

 

Action List 7/7

 

Walmond

 

(Perk Backed) Healing Field: Walmond has learned how to heal multiple people at the same time, and gladly uses it to his advantage. Walmond can heal up to 5 allies for 2d4+INT hp.
- Level 1: Walmond chooses two allies. Those two allies are healed by 1d4+INT.
- Level 2: Walmond can now pick three allies to heal.
- Level 3: Healing dice increases from 1d4  to 2d4.
- Level 4: Walmond can now pick four allies to heal.
- Level 5: Walmond can now pick 5 allies to heal. 


Tazer: A targeted bolt of electricity aimed more to stop an enemy instead of killing. Deals 1d4+[Int/2] damage, and forces a Con check against Walmond’s int. If Walmond wins, the target is paralyzed for three turns, and has a 50% chance to lose their turn at the start of each turn.
Level 1:  Deals 1d4+[Int/2] damage, and forces a Con check on the target against Walmond’s Int. If Walmond wins the check, the target is Paralyzed for 1 turn, and has a 50% chance to lose their turn.
Level 2: Paralyzed duration increased to two turns.
Level 3: Paralyzed duration increased to three turns.

 

(Passive) Command Return: In a pinch, Walmond can resummon Lambda back to him, allowing to easily keep doing her job of defending him. Every two turns, the first attack against Walmond is automatically redirected to Lambda.
Level 1: Every four turns, the first attack of the turn against Walmond is automatically moved to target Lambda instead.
Level 2: Cooldown reduced to every three turns.
Level 3: Cooldown reduced to every two turns.


(Equipment) Walmond’s Cloak: The cloak worn by Walmond at all times, imbued with magical energy left from his spells. While equipped, all healing spells used by the wearer gain a +5 boost to its healing.
- Level 1: All healing spells gain a +1 boost to their healing.
- Level 2: Boost increased by +1
- Level 3: Boost increased by another +1
- Level 4: Boost increased by another +1
- Level 5: Boost increased by another +1

 

Lambda
 
 Threaten the enemy: Lambda moves in front of her allies, practically daring the enemy to attack her. When used, Lambda can taunt up to three opponents to attack her.
- Level 1: Lambda forces a single enemy to attack her until her next turn. The target must be chosen ahead of time.
- Level 2: Lambda can now taunt 2 opponents
- Level 3: Lambda can now taunt 3 opponents

 

(Perked Back) Defense Procedure: A more risky approach to Lambda’s normal protocols, getting right in the face of an opponent to practically force them to attack her. When used, Lambda taunts one enemy for two turns, and applies a 25% damage reduction to their damage towards her. Two turn cooldown.
- Level 1: Lambda taunts one enemy for two turns, and applies a 15% damage reduction to their damage towards her, which stacks with Defensive Modifications. Two turn cooldown.
- Level 2: Damage reduction increased by 10%.
 
Defensive Modifications: Lambda takes a second to switch her blades for shields. For two turns, Lambda cannot attack, but gains a 30% damage reduction.
- Level 1: Lambda is unable to attack for 2 turns. In exchange, she gains a 25% damage reduction for that period of time. However, she can use non-damaging actions during this time.
- Level 2: Damage reduction is increased by 5%.

 

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"Think fast!" Rory says as he launches a Wyrmstake at Marisa, the force blowing her back.

 

Spoiler

Level: 5

HP: 90 HP
Init: 11

Stats:
Constitution: 12
Dexterity: 6
Intelligence: 5
Strength: 6
Synergy: 1

Perks: 
Aura: After getting hit Rory heals for 10% of the damage taken, rounded up.

Harden:  Getting hit activates Rory’s semblance. For every 25% of his HP missing, Rory gains lvl/2 DR.

Huntsman Basics:  Rory takes no fall damage. Additionally, he can carve materials from enemies which grant effects related to the enemy.

What an animal: Rory’s Faunus heritage grants him excellent night vision. This renders him immune to darkness based effects. Additionally he has +Level ini

Flaw: Repositioning:  Every consecutive turn spent attacking lowers Rory’s Initiative by 3. He can't hit enemies that have 15 more Initiative than him.

Actions:

Wyrmstake Launcher: A modification added to gunlances that allows for the launching of a Wyrmstake, obviously. Deals 1d6 damage to the target applies a burn that deals 1d6 damage for 3 turns, and deals 1d6+Dex Damage after the burn wears off.


Caffeine:  Rory spends the turn getting back into position, increasing his Initiative by his Dex.
 

Armed and Ready!:  Rory Taunts an enemy, forcing them to attack him for 6 rounds. Only works on one enemy at a time.
 

I Burn: Every two attacks in a row Rory Unloads the gun in his Lance dealing +3d6 damage against his target.
 

I May Fall: Rory bolsters himself, Giving himself +20 Temporary HP in return for losing 2 DR for two Rounds.  (This can make his DR negative causing him to take more damage from each attack.)

 

Defend: Rory Blocks, taking 50% of the damage dealt to him.

Equipment:
Lúin of Celtchar: An Iron Gunlance, looking like someone made a big Revolver, put it on a stick, and then strapped an equally large Bayonet to it. 4d4+STR damage.

 

Shield:  “A sturdy Iron Shield, typically not something worn by hunters due to the huge amount of Strength their enemies bring to bear. However most Hunters aren’t Fucking Invincible.” -Rory +3 DR while Guarding and can’t be affected by movement based effects.
 

Kulu Armor: A set of armor with a “Desert Nomad” theme, consisting of mainly light browns and reds. The face is mainly covered by a red Head Scarf with the rest of the body being covered except for the biceps. +1 DR against Fire attacks, Friendly Effects are 10% more potent, and checks for moving while carrying things are reduced by 2.

 

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"What are you laughing at, Hogwarts student wannabe? Lemme give you something else to think about!"

Out of Your League on Marisa.

Empi has a 5% chance to resist statuses due to Fairy Dust.

 

Out of Your League: Empi induces feelings of lust for her in a target that are so strong, the enemy's guard drops as they struggle to avert their eyes; even those not normally attracted to women, fairies or organic beings. The targeted enemy takes 40% increased damage for the next 2 turns. Reusing this attack resets the duration, but does not increase damage taken further. This can only be applied to one enemy at a time, and if applied to a new enemy the original target is no longer affected. 

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"Barriers online. Hikari, I'll be covering you for a bit," she states as she warps in front of Hikari to intercept attacks for her.

 

Intervention to top of init ladder, Guardian's Roar on Hikari (Attacks to Hikari are redirected to Ritsu, 30% damage reduction to Ritsu (2 turns))

 

Spoiler

 

Stats 
Constitution: 6
Dexterity: 4
Intelligence: 10 
Strength: 10 
Synergy: 0

 

Current form: Beast

Electromagnetic barrier: 3 hits: Target: Rory

Guardian's Roar target: Hikari [duration: 2 turns]

Augmented Magic Core: Light [duration 3 turns]

Current Barrier HP: 18

 

Cooldowns:

Electromagnetic Barrier: 4

 

Equipment:

Chainsaw:

Description: An augmented chainsaw designed specifically for Ritsu's personal use. Due to the nature of its construction, the chainsaw itself can be treated as if it were a part of Ritsu.

Type: Weapon

-Base: 1d4+ STR

-Craft Level 1: Revving Up: Ritsu's chainsaw takes some time to reach its maximum damage. Because of this, the weapon damage roll starts at 1d4, increasing by 1d4 up to its cap. The weapon damage cap is 2d4

-Craft Level 2: Ramp cap increased by 2d4

 

Current level: 4d4 

 

Name: Red Eco Brace
Description: Machines made using Red Eco and Precursor Technology, it is a Bracelet that can be clipped over the user's Limbs, emitting wide and strong short range pulses of force as needed during combat.
-Base: 1d4 bonus damage to melee attacks

 

Name: Crusader Armor
This heavy, powered, rocket-boosted armor is reminiscent of castles, German tanks, and medieval gothic full plate. It looks rigid and imposing, but its flexible internal components can adapt to any wearer. The armor’s paint is infused with nanites, to display the wearer’s coat of arms and other personal touches. Provides 3 damage resistance to all incoming damage, but reduces initiative by 18-STR
-Base: 3 damage reduction, 18 weight
Special Qualities:
-Barrier Field: The armor’s left arm contains a barrier field projector. The generator produces a powerful shield with no damage reduction, and hit points equal to 3 times the user’s intelligence. Whenever the wearer uses an action that protects an ally, the barrier field activates until their next turn. All damage dealt to the wearer or that ally hits the barrier first, and only affects the wearer or the ally they are defending if it breaks through. When not in use, the barrier regenerates hit points equal to the wearer’s intelligence plus their level every round. If the barrier is broken, it cannot be used for 5 rounds (Now 6). However, it still regenerates during that time.

 

Barrier HP: 30


-Rocket Charge: When the wearer uses an action that involves charging a single enemy, the armor’s rocket booster activates, pinning the unfortunate victim until they can be crushed against the nearest convenient surface with a rocket-boosted body slam. The charging action deals 50% more damage, and stuns the victim for a round. This ability has an 8 round cooldown. (Now 9)

 -Craft Level 1: This piece of armor can be used in Ritsu’s Beast Form.

-Craft Level 2: With the power of a resistance ring integrated into it, once per combat, the wearer of this armor can become immune to direct magical attacks for 1 round. Sufficiently powerful attacks may be enough to overwhelm this immunity. However, the cooldown of the other actions with this armor increase by 1.

 

 

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"Hm.  I'd suspected as much, but that confirms it."  Masako adjusted her glasses with the bit of her pipe, just as Marisa finished flailing against the tengu's distraction.  The glass reflected the light of the danmaku that began to spread amongst the field, forming a familiar network.  "That whatsit she's holding is definitely messing with her brain, if not controlling her outright.  Ergo..."

 

The detective spread her wings.  And once more, lightning-flashes burst the danmaku into a dazzling hailstorm of insight, drowning the witch beneath them.

 

"We need to get it away from her, one way or another!"

 

As a free action, Masako uses Swift Scan on Marisa!  As a free action, target one enemy.  Reduce that enemy's flat DR by (3/4 INT), and reduce percentile-based resistances to all effects and debuffs by (INT*3) percentile, to a minimum of zero, for 1 turn.  

Masako uses Deduction "Shocking Insight" targeting Marisa and her weird, evil rock!  Deal 1d6+Int(12) damage.  The targets are stunned for 1 turn.  After taking this action, the tengu loses -2 initiative for the remainder of the battle.  Two turn Cooldown.

Spoiler

 

Dodge Chance: 30%

HP: 55

 

Base stats:

Strength: 
Dexterity: 12 
Intelligence: 12
Constitution: 
Synergy: 

 

Perks: 
(Perk) As The Bird Flies: Gain a Dex*1.5 (round down to nearest integer) chance to dodge incoming attacks and a [LVL] bonus to initiative.
(Perk) Speed of Thought:  'Soft' (non-stun) duration-based effects applied by this character's actions against enemies with lower Initiative when the effect is first applied last for one additional round.
(Flaw) Hollow-boned: Whenever struck by a bludgeoning attack, the tengu becomes Stunned for one round.

 

Kappa-Crafted Magnifying Lens (Equipment):  -Base: Deals 1d4+Int damage.

Heavenly Kiseru (Equipment):  -As a free action, the raven may reduce a single cooldown of choice by 2.  Once per encounter

Detective's Coat (Equipment, 2 Tokens):  -Increase user's dodge chance by +12%.

 

 

Edited by Lucky Lulu
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Use the Raptora Armor's Jump-jets. Use Pierce. 

 

 

Spoiler

Level: 5

    

HP: 55

Init: +8 (10 dex -2 weight)

  

Stats:

Constitution: 5

Dexterity: 10

Intelligence: 0

Strength: 4

Synergy: 13 (11 +2 Ring)

 

Perks/Flaws:

 

Autosupport:

Auto-support: On the first turn of battle, Hikari can choose a support ability she has; it is applied to the amount of targets the spell would have +2, and one has to be herself. Buffs applied this way do not apply Session.

 

Session:

When Hikari uses a single-target ally affecting move during her turn, it also applies the “Session” buff of indefinite duration. Hikari has an action called “Session Trigger”, which when activated, causes all allies affected by the buff and herself to attack once with their equipped weapon or a zero cooldown attack. The buff cannot stack, and can only be applied once during Hikari’s turn.

  

Healing Powers (provisional name):

When Hikari supports her allies, it’s more effective than your average buff or heal. Add half SYN healing to all support actions.

 

High Speed (Provisional name)

Hikari has a pool of ‘half actions”, weaker than normal actions but two can be used per turn. These are weakened versions of existing actions. If Hikari uses an ability as a half action, the result is reduced to one half of what it would normally be.

 

 Thunder Weakness: Electricity just doesn’t agree with Hikari. Ivory explains to her that it’s probably a result of how some species of wyvern - the beast she most often rides - can’t handle electrical shocks well. Double damage from electricity.

 

Actions (5 slots + perks):

 

Session Trigger (Perk, Active) - Triggers all Session buffs on allies, making them launch a single attack with their equipped weapon, or a zero cooldown attack, at the target

 

Tarukaja (Active, Lv.2):

Grants 6+Half SYN boost to damage to target for two turns

Base: 3+Half SYN boost

Level 2: 6+Half SYN Boost

 

Rakukaja (Active, Lv.2):

Grants half SYN DR to target for two turns

Base: Half SYN DR

Level 2: 1+Half SYN DR

 

Dia (Active, Lv.3): A basic heal that heals one target for 2d4+SYN Health.

Base: 1d4+SYN Health

Level 2: 2d4+SYN Health

Level 3: 3d4+SYN Health

  

Amrita (Active, Lv.1): Cures status ailments on one ally.

 Base: Cures status ailments for one ally.

 

Media (Active, Lv.2): Heals four allies by SYN. Two turn cooldown.

Base: Heals three allies by SYN. Two turn cooldown.

Level 2: Heal four allies by SYN. Two turn cooldown

 

Pierce (Active, Lv.1): Attacks with equipped weapon, and reduces enemy DR by 3. Two turn cooldown.

 

Magical enhancement (Passive, Lv.1): Channeling Hikari’s magical power, her attacks add one fourth SYN to their damage (assuming they’re not a SYN weapon).

 

Equipped Things:

Pulse Rifle

2d4+DEX damage, and can double the dice as a free action with six turn cooldown.

 

Raptora Armor:

Reduces init by 6 - STR.

Jump Jets: As a free action, dodge the attack that would deal you the most damage this turn. 5 turn cooldown.

Ultimate Charge 0/10:  Whenever you damage an enemy, you gain 1 ultimate charge, to a maximum of 10.  You cannot gain more than 1 charge per action performed. Ultimate charge is retained until spent, but cannot be transferred from 1 person to another.

Barrage:  As a free action, you may activate this ability by spending 10 ultimate charges.  Until your next turn, your equipped weapon is replaced by Rocket Barrage, a weightless weapon that deals Leveld6 damage to three enemies, evenly divided between them.

 

Synergistic Ring (2 Tokens)

A ring that glows with power. Adds 2 SYN.

Base: 1 SYN

Craft 1: 2 SYN

 

Symbol of Lumabella 

A holy item in the shape of a stylized bow in a beam of sunlight. Can be activated as a free action once per battle to cause the user's ally-targeting actions to remove a single debuff from allies for the round. If said action already removes debuffs, it will instead heal them by user SYN/2.

 

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Ritsu rushed into action, placing herself between Hikari and Marisa with a mighty roar.

 

The first target of Marisa's ire was Rory, her attention drawn by the faunus's arrogant words. She blitzed the Hunter, slamming into her at high speed and dealing [33] damage before zipping away. Rory's semblance causes her to recover 3 HP.

 

Her next target was Hikari, but her and Ritsu's evasive maneuvers combined caused the witch to narrowly miss the magical idol and her feline companion. 

 

The overworked herbalist hurried to catch up with her even after her sudden maneuvering, and managed to press yet another poppy into the girl's face before anything else happened. LOTUS, for her part, still managed to hand out some tactical advice in regard to taking down Marisa.  

 

Empi, meanwhile, uses her own method of supporting the group, adding a little bit of heat to Marisa's expression. Or, well, maybe she did, it was hard to tell given she was wreathed in shadow. 

 

Masako let off another dazzling display of danmaku. . . only for Marisa to neatly weave around it, the tengu stunning nothing but a passing fairy unfortunate enough to be caught in the blast. 

 

Rory lines up a Wyrmstake, and misses Marisa - but the projectile still lodges itself in her broom and begins to burn. Marisa takes [2] damage. 

 

Marisa uses the momentum to her advantage, changing course and moving to a more central position. She raises the strange artifact over her head, and suddenly the area starts to grow darker - though Marisa herself seems somehow unaffected. The space around her seems to pull in light, which coalesces in the space around her in rainbow-colored swirls of stars, flooding the area with light magic as she uses her spell card Black Magic: Event Horizon!

 

Hikari lets off a burst of pulse rifle fire from her elevated position, dealing [18] damage to the witch as it rakes across her path, and narrowly avoids the burst of light magic as she does. 

 

Walmond releases her own burst of magic to counteract Marisa's; Hikari, Rory, Ritsu, Masako, and Lambda find themselves rejuvenated for [19] HP. 

 

The first burst of Marisa's assault strikes hard, multicolored stars striking and seeming to cling to Isobel, Empi, Masako, and Walmond for [10] damage. Lambda and Rory take [7] and [0] damage, respectively, while Ritsu simply recieves a message that she is at full energy capacity already from her internals. 


Initiative

 

Marisa: 25 
Marisa: 20 
Isobel: 20 
Empi: 18
Rory: 11 
Marisa: 10 
Masako: 9
Hikari: 8 
Walmond: 6 
Marisa: 5 
Ritsu: 4  

Status

 

Isobel: 50/60 HP, Event Horizon
Empi: 45/55 HP, Event Horizon
Masako: 45/55 HP, Event Horizon
Rory: 79/90 HP, Electromagic Barrier, +7 DR (2 turns remain), Session, Event Horizon
Hikari: 48/55 HP, Damage +12 (1 turns remain), Guardian's Roar
Walmond: 32/42 HP, Event Horizon
-Lambda: 27/57 HP, Defensive Procedures (25% damage reduction, 2 turns remain), Event Horizon
Ritsu: 60/60 HP, Electromagic Barrier (2 hits, 55% projectile reduction), Absorbing Light Magic (50%, 2 turns remain), 30% damage reduction (1 turns remain), Event Horizon x2

Chen: Dry
  
Marisa Kirisame: Wounded, Taunted (Rory, 5 turns), Weakness Pinpoint, Out of Your League (40% more incoming damage, 2 turns remain), Wyrmstake (2 damage, 3 turns remain, 7 finale damage), Taunted (Lambda, 2 turns)

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Walmond & Lambda

 

As soon as Walmond had finished her healing field spell once more, she took notice of the flood of magical stars, surrounding almost everyone with projectiles. But, before she could say anything about it, Lambda tightened her grip on Walmond, keeping her focus entirely on the new wave of projectiles and avoiding them, all without a command. 

 

Walmond heals herself, Lambda, Rory, Empi, and Masako 2d4+14 HP each. Lambda heals for half.

Lambda attempts to avoid Event Horizon's attack, using her basic defense to give her a 50% Damage Reduction. Marisa deals 25% less damage to her as well.

 

Command Return is on a one turn cool down.

 

Spoiler

Walmond: 32/42 HP

Lambda: 27/57 HP

 

Action List 7/7

 

Walmond

 

(Perk Backed) Healing Field: Walmond has learned how to heal multiple people at the same time, and gladly uses it to his advantage. Walmond can heal up to 5 allies for 2d4+INT hp.
- Level 1: Walmond chooses two allies. Those two allies are healed by 1d4+INT.
- Level 2: Walmond can now pick three allies to heal.
- Level 3: Healing dice increases from 1d4  to 2d4.
- Level 4: Walmond can now pick four allies to heal.
- Level 5: Walmond can now pick 5 allies to heal. 


Tazer: A targeted bolt of electricity aimed more to stop an enemy instead of killing. Deals 1d4+[Int/2] damage, and forces a Con check against Walmond’s int. If Walmond wins, the target is paralyzed for three turns, and has a 50% chance to lose their turn at the start of each turn.
Level 1:  Deals 1d4+[Int/2] damage, and forces a Con check on the target against Walmond’s Int. If Walmond wins the check, the target is Paralyzed for 1 turn, and has a 50% chance to lose their turn.
Level 2: Paralyzed duration increased to two turns.
Level 3: Paralyzed duration increased to three turns.

 

(Passive) Command Return: In a pinch, Walmond can resummon Lambda back to him, allowing to easily keep doing her job of defending him. Every two turns, the first attack against Walmond is automatically redirected to Lambda.
Level 1: Every four turns, the first attack of the turn against Walmond is automatically moved to target Lambda instead.
Level 2: Cooldown reduced to every three turns.
Level 3: Cooldown reduced to every two turns.


(Equipment) Walmond’s Cloak: The cloak worn by Walmond at all times, imbued with magical energy left from his spells. While equipped, all healing spells used by the wearer gain a +5 boost to its healing.
- Level 1: All healing spells gain a +1 boost to their healing.
- Level 2: Boost increased by +1
- Level 3: Boost increased by another +1
- Level 4: Boost increased by another +1
- Level 5: Boost increased by another +1

 

Lambda
 
 Threaten the enemy: Lambda moves in front of her allies, practically daring the enemy to attack her. When used, Lambda can taunt up to three opponents to attack her.
- Level 1: Lambda forces a single enemy to attack her until her next turn. The target must be chosen ahead of time.
- Level 2: Lambda can now taunt 2 opponents
- Level 3: Lambda can now taunt 3 opponents

 

(Perked Back) Defense Procedure: A more risky approach to Lambda’s normal protocols, getting right in the face of an opponent to practically force them to attack her. When used, Lambda taunts one enemy for two turns, and applies a 25% damage reduction to their damage towards her. Two turn cooldown.
- Level 1: Lambda taunts one enemy for two turns, and applies a 15% damage reduction to their damage towards her, which stacks with Defensive Modifications. Two turn cooldown.
- Level 2: Damage reduction increased by 10%.
 
Defensive Modifications: Lambda takes a second to switch her blades for shields. For two turns, Lambda cannot attack, but gains a 30% damage reduction.
- Level 1: Lambda is unable to attack for 2 turns. In exchange, she gains a 25% damage reduction for that period of time. However, she can use non-damaging actions during this time.
- Level 2: Damage reduction is increased by 5%.

 

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"And now we're in the middle of a lethal light show! Okay then! Alright, might as well try with a lil' more effort, I guess."

Lesson in Affection: Flirtation Affection on Lambda. Sharing is Caring Activates.

Empi has a 5% chance to resist statuses due to Fairy Dust.

 

Flirtation Affection: Take 5+INT% (14%) less damage from attacks.

Sharing is Caring: Whenever Empi buffs an ally, Empi also receives that buff.

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"So light is your element, good for me. Time to see how the new barrier functions," Ritsu announces with a chuckle as she starts up her elemental barriers.

 

Augmented Shield on Empi and Isobel to reduce [Light] damage by 30% for 3 turns

 

Spoiler

 

Stats 
Constitution: 6
Dexterity: 4
Intelligence: 10 
Strength: 10 
Synergy: 0

 

Current form: Beast

Electromagnetic barrier: 2 hits: Target: Rory

Guardian's Roar target: Hikari [duration: 2 turns]

Augmented Magic Core: Light [duration 2 turns]

 

 

Cooldowns:

Electromagnetic Barrier: 4

Intervention: 3

Guardian's Roar: 3

 

Equipment:

Chainsaw:

Description: An augmented chainsaw designed specifically for Ritsu's personal use. Due to the nature of its construction, the chainsaw itself can be treated as if it were a part of Ritsu.

Type: Weapon

-Base: 1d4+ STR

-Craft Level 1: Revving Up: Ritsu's chainsaw takes some time to reach its maximum damage. Because of this, the weapon damage roll starts at 1d4, increasing by 1d4 up to its cap. The weapon damage cap is 2d4

-Craft Level 2: Ramp cap increased by 2d4

 

Current level: 4d4 

 

Name: Red Eco Brace
Description: Machines made using Red Eco and Precursor Technology, it is a Bracelet that can be clipped over the user's Limbs, emitting wide and strong short range pulses of force as needed during combat.
-Base: 1d4 bonus damage to melee attacks

 

Name: Crusader Armor
This heavy, powered, rocket-boosted armor is reminiscent of castles, German tanks, and medieval gothic full plate. It looks rigid and imposing, but its flexible internal components can adapt to any wearer. The armor’s paint is infused with nanites, to display the wearer’s coat of arms and other personal touches. Provides 3 damage resistance to all incoming damage, but reduces initiative by 18-STR
-Base: 3 damage reduction, 18 weight
Special Qualities:
-Barrier Field: The armor’s left arm contains a barrier field projector. The generator produces a powerful shield with no damage reduction, and hit points equal to 3 times the user’s intelligence. Whenever the wearer uses an action that protects an ally, the barrier field activates until their next turn. All damage dealt to the wearer or that ally hits the barrier first, and only affects the wearer or the ally they are defending if it breaks through. When not in use, the barrier regenerates hit points equal to the wearer’s intelligence plus their level every round. If the barrier is broken, it cannot be used for 5 rounds (Now 6). However, it still regenerates during that time.

 

Barrier HP: 30


-Rocket Charge: When the wearer uses an action that involves charging a single enemy, the armor’s rocket booster activates, pinning the unfortunate victim until they can be crushed against the nearest convenient surface with a rocket-boosted body slam. The charging action deals 50% more damage, and stuns the victim for a round. This ability has an 8 round cooldown. (Now 9)

 -Craft Level 1: This piece of armor can be used in Ritsu’s Beast Form.

-Craft Level 2: With the power of a resistance ring integrated into it, once per combat, the wearer of this armor can become immune to direct magical attacks for 1 round. Sufficiently powerful attacks may be enough to overwhelm this immunity. However, the cooldown of the other actions with this armor increase by 1.

 

 

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Rory attacks Marisa with her gunlance. Dodgy little bitch probably would duck out of the way but whatever.

 

Spoiler

Level: 5

HP: 90 HP
Init: 11

Stats:
Constitution: 12
Dexterity: 6
Intelligence: 5
Strength: 6
Synergy: 1

Perks: 
Aura: After getting hit Rory heals for 10% of the damage taken, rounded up.

Harden:  Getting hit activates Rory’s semblance. For every 25% of his HP missing, Rory gains lvl/2 DR.

Huntsman Basics:  Rory takes no fall damage. Additionally, he can carve materials from enemies which grant effects related to the enemy.

What an animal: Rory’s Faunus heritage grants him excellent night vision. This renders him immune to darkness based effects. Additionally he has +Level ini

Flaw: Repositioning:  Every consecutive turn spent attacking lowers Rory’s Initiative by 3. He can't hit enemies that have 15 more Initiative than him.

Actions:

Wyrmstake Launcher: A modification added to gunlances that allows for the launching of a Wyrmstake, obviously. Deals 1d6 damage to the target applies a burn that deals 1d6 damage for 3 turns, and deals 1d6+Dex Damage after the burn wears off.


Caffeine:  Rory spends the turn getting back into position, increasing his Initiative by his Dex.
 

Armed and Ready!:  Rory Taunts an enemy, forcing them to attack him for 6 rounds. Only works on one enemy at a time.
 

I Burn: Every two attacks in a row Rory Unloads the gun in his Lance dealing +3d6 damage against his target.
 

I May Fall: Rory bolsters himself, Giving himself +20 Temporary HP in return for losing 2 DR for two Rounds.  (This can make his DR negative causing him to take more damage from each attack.)

 

Defend: Rory Blocks, taking 50% of the damage dealt to him.

Equipment:
Lúin of Celtchar: An Iron Gunlance, looking like someone made a big Revolver, put it on a stick, and then strapped an equally large Bayonet to it. 4d4+STR damage.

 

Shield:  “A sturdy Iron Shield, typically not something worn by hunters due to the huge amount of Strength their enemies bring to bear. However most Hunters aren’t Fucking Invincible.” -Rory +3 DR while Guarding and can’t be affected by movement based effects.
 

Kulu Armor: A set of armor with a “Desert Nomad” theme, consisting of mainly light browns and reds. The face is mainly covered by a red Head Scarf with the rest of the body being covered except for the biceps. +1 DR against Fire attacks, Friendly Effects are 10% more potent, and checks for moving while carrying things are reduced by 2.

 

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"Ow! I'm really getting sick of that!" Isobel's reaction to getting struck by the stars was one of frustration: they weren't really doing much to significantly hurt her, and she'd certainly had injuries a lot worse even on the Exodus (which seemed like forever ago), but that didn't make it any less annoying to be getting pelted by attacks from this awful witch-hat lady. Or, maybe she was corrupted by something like those Servants had been? Isobel wasn't sure, but either way, she was getting hit and most definitely not in the way she-- anyway, it was annoying but really she couldn't do much about it, so all she could do was keep trying to help. Right now, this consisted of shoving a flower into, uh, a robot? Wait, if LOTUS was a fairy did that mean that Lambd-- oh, she kept getting distracted. "Here, take this!"

 

LOTUS let out a sigh and then finally shouted out the advice of "HIT HER!" In LOTUS' normal form, this would mean an electronic sigh and a dry masculine voice, but in the case of fary form LOTUS, it was a frustrated and somewhat high-pitched feminine yell, which voice-cracked in the middle of it, causing the fairy to blush and hide further into Isobel's pocket. "A-ah, um, that was... anyway, we're not doing much damage to her and we don't need THIS much defense! Start beating her up more! If she's coming for you, take the opportunity to get her as follows:"

 

Spoiler

Uplink connection established

L.O.T.U.S.: My enemy is not being defeated and I believe it is causing more frustrations than normal because of my organic form.

T.A.D.: that's pretty funny

L.O.T.U.S.: Shut up and help!

T.A.D.: fine, fine

T.A.D.: aim at the following spots.

T.A.D.: transmitting data

T.U.G.: Still amusing, though.

S.U.S.: well, i think that it's adorable!

L.O.T.U.S.: Shut up, shut up, shut up, shut up!

Uplink connection lost

 

Isobel uses Healing Poppy on Lambda, healing her for 4d4+INT damage!

LOTUS uses Weakness Pinpoint on Marisa once again, giving attacks aimed at her a 10% crit chance for two turns thanks to Tactical Uplink: Partial!

 

Active Cooldowns: Tactical Uplink (Partial) upcoming in three turns.

 

15% dodge chance, 20% poison damage reduction and poisoning effect durations shortened by one round.

 

Spoiler

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 her “kin” and they are happy to help her 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.

 

Loadout:

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

Level 4: Upgrade from 3d4+INT to 4d4+INT

 

Botanist’s Apron [Level 2]: A tough blue apron made of synthetic fibers, it isn’t actually thick enough to protect Isobel from blows or projectiles, but it does work to protect Isobel somewhat from toxic hazards and corrosive hazards, very useful to any experimenting botanist. The apron provides 20% reduction  to the damage of poison-type attacks. It also lowers the duration of poisoning by a round.

Level 2: Adds the poisoning duration shortening effect.

 

Hatchet: A 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.

 

 

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)

 

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Tarukaja on Ritsu

 

Spoiler

 

Level: 5

    

HP: 55

Init: +8 (10 dex -2 weight)

  

Stats:

Constitution: 5

Dexterity: 10

Intelligence: 0

Strength: 4

Synergy: 13 (11 +2 Ring)

 

Perks/Flaws:

 

Autosupport:

Auto-support: On the first turn of battle, Hikari can choose a support ability she has; it is applied to the amount of targets the spell would have +2, and one has to be herself. Buffs applied this way do not apply Session.

 

Session:

When Hikari uses a single-target ally affecting move during her turn, it also applies the “Session” buff of indefinite duration. Hikari has an action called “Session Trigger”, which when activated, causes all allies affected by the buff and herself to attack once with their equipped weapon or a zero cooldown attack. The buff cannot stack, and can only be applied once during Hikari’s turn.

  

Healing Powers (provisional name):

When Hikari supports her allies, it’s more effective than your average buff or heal. Add half SYN healing to all support actions.

 

High Speed (Provisional name)

Hikari has a pool of ‘half actions”, weaker than normal actions but two can be used per turn. These are weakened versions of existing actions. If Hikari uses an ability as a half action, the result is reduced to one half of what it would normally be.

 

 Thunder Weakness: Electricity just doesn’t agree with Hikari. Ivory explains to her that it’s probably a result of how some species of wyvern - the beast she most often rides - can’t handle electrical shocks well. Double damage from electricity.

 

Actions (5 slots + perks):

 

Session Trigger (Perk, Active) - Triggers all Session buffs on allies, making them launch a single attack with their equipped weapon, or a zero cooldown attack, at the target

 

Tarukaja (Active, Lv.2):

Grants 6+Half SYN boost to damage to target for two turns

Base: 3+Half SYN boost

Level 2: 6+Half SYN Boost

 

Rakukaja (Active, Lv.2):

Grants half SYN DR to target for two turns

Base: Half SYN DR

Level 2: 1+Half SYN DR

 

Dia (Active, Lv.3): A basic heal that heals one target for 2d4+SYN Health.

Base: 1d4+SYN Health

Level 2: 2d4+SYN Health

Level 3: 3d4+SYN Health

  

Amrita (Active, Lv.1): Cures status ailments on one ally.

 Base: Cures status ailments for one ally.

 

Media (Active, Lv.2): Heals four allies by SYN. Two turn cooldown.

Base: Heals three allies by SYN. Two turn cooldown.

Level 2: Heal four allies by SYN. Two turn cooldown

 

Pierce (Active, Lv.1): Attacks with equipped weapon, and reduces enemy DR by 3. Two turn cooldown.

 

Magical enhancement (Passive, Lv.1): Channeling Hikari’s magical power, her attacks add one fourth SYN to their damage (assuming they’re not a SYN weapon).

 

Equipped Things:

Pulse Rifle

2d4+DEX damage, and can double the dice as a free action with six turn cooldown.

 

Raptora Armor:

Reduces init by 6 - STR.

Jump Jets: As a free action, dodge the attack that would deal you the most damage this turn. 5 turn cooldown.

Ultimate Charge 0/10:  Whenever you damage an enemy, you gain 1 ultimate charge, to a maximum of 10.  You cannot gain more than 1 charge per action performed. Ultimate charge is retained until spent, but cannot be transferred from 1 person to another.

Barrage:  As a free action, you may activate this ability by spending 10 ultimate charges.  Until your next turn, your equipped weapon is replaced by Rocket Barrage, a weightless weapon that deals Leveld6 damage to three enemies, evenly divided between them.

 

Synergistic Ring (2 Tokens)

A ring that glows with power. Adds 2 SYN.

Base: 1 SYN

Craft 1: 2 SYN

 

Symbol of Lumabella 

A holy item in the shape of a stylized bow in a beam of sunlight. Can be activated as a free action once per battle to cause the user's ally-targeting actions to remove a single debuff from allies for the round. If said action already removes debuffs, it will instead heal them by user SYN/2.

 

 

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Well.  This wasn't good. 

 

Masako winced and did her best to weave through the danmaku, sending a burst of her own back at Marisa.  Better fight through this quickly before they could slip up more and get knocked down.

 

As a free action, Masako uses Swift Scan on Marisa!  As a free action, target one enemy.  Reduce that enemy's flat DR by (3/4 INT), and reduce percentile-based resistances to all effects and debuffs by (INT*3) percentile, to a minimum of zero, for 1 turn.  

Masako uses a basic danmaku attack on Marisa, dealing 1d4+Int(12) damage.

 

Spoiler

Dodge Chance: 30%

HP: 55

 

Base stats:

Strength: 
Dexterity: 12 
Intelligence: 12
Constitution: 
Synergy: 

 

Perks: 
(Perk) As The Bird Flies: Gain a Dex*1.5 (round down to nearest integer) chance to dodge incoming attacks and a [LVL] bonus to initiative.
(Perk) Speed of Thought:  'Soft' (non-stun) duration-based effects applied by this character's actions against enemies with lower Initiative when the effect is first applied last for one additional round.
(Flaw) Hollow-boned: Whenever struck by a bludgeoning attack, the tengu becomes Stunned for one round.

 

Kappa-Crafted Magnifying Lens (Equipment):  -Base: Deals 1d4+Int damage.

Heavenly Kiseru (Equipment):  -As a free action, the raven may reduce a single cooldown of choice by 2.  Once per encounter

Detective's Coat (Equipment, 2 Tokens):  -Increase user's dodge chance by +12%.

 

Edited by Lucky Lulu
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