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


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Marisa fires off another set of danmaku, They swirl outwards, seemingly starting to miss the party. . . but then they spiral back in, colliding with everyone in the group in a brilliant and deadly light show! Isobel weaves around one of the bursts, but can't quite shake the other as it strikes for [6] damage. Empi takes it like she takes many other things, suffering 12 damage in the process. Masako also can't quite navigate the starfield of magic, taking another [12] damage. Rory takes both hits as well, but unlike the others, Hikari's defensive enchantment allows him to ignore it entirely (though the starstuff still seems to cling.) Lambda isn't able to block for Walmond, and thus she takes [13] damage worth of stars colliding. Lambda herself hits two on her way over, taking [13] damage despite her defensive procedures. Ritsu intercepts the shots meant for Hikari once more, shrugging them off as well as the ones meant for her. 

 

Isobel quickly mashes a healing poppy into the now-apparently-human Lambda's face, healing her for [18] HP. LOTUS, meanwhile, does her best to communicate Marisa's weaknesses to the team.

 

Empi teaches Lambda a bit about how to flirt, with the former android seemingly giving her a curious glance before going back to her focus. Both of them gain 19% damage reduction. 

 

Rory finally manages to close and . . . whiff entirely, Marisa laughing as she loops around her.

 

Marisa sends out another burst of danmaku! The halo of light around her grows ever more intense . . . but the zone of darkness right atop her seemed to do the same, her form barely visible save for her ominously glowing eyes and the outline of the strange artifact she held. Isobel takes another [6] damage, Empi takes [5], and Rory once more shrugs the hit off. The rest of the danmaku seems to fly off, missing those not moving as quickly. 

 

Masako watches how Marisa dodges Rory carefully, then strikes with her own calculateed burst of danmaku, dealing [21] damage. 

 

Hikari casts another enchantment, this one binding itself to Ritsu's weaponry.

 

Walmond lets yet another pulse of healing out onto the battlefield as a counter to the sinister influence of Marisa's own magic, allowing herself, Lambda, Empi, Rory, and Masako to recover [16] HP. 

 

Yet another wave of stars appears on the edges of the clearing and spins inward, entrapping and striking the party with stellar sorcery. Isobel and Walmond take [6] damage, while Masako manages to evade it. Ritsu takes the hit meant for Hikari once more, and Rory essentially ignores it entirely. Lambda take [3] damage, and Empi takes [5].

 

Ritsu reconfigures her shields and extends them to ward Empi and Isobel from hostile magic. 

 

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: 32/60 HP, Event Horizon x4, Augmented Shield (30% Light reduction, 3 turns remain)
Empi: 39/55 HP, Event Horizon x5, Flirtation Affection (19% damage reduction), Augmented Shield (30% Light reduction, 3 turns remain)
Masako: 49/55 HP, Event Horizon x3
Rory: 90/90 HP, Electromagic Barrier, +7 DR (2 turns remain), Session, Event Horizon x5
Hikari: 48/55 HP, Guardian's Roar (1 turn remains) 
Walmond: 30/42 HP, Event Horizon x3
-Lambda: 38/57 HP, Defensive Procedures (25% damage reduction, 2 turns remain), Event Horizon x4, Flirtation Affection (19% damage reduction)
Ritsu: 60/60 HP, Electromagic Barrier (2 hits, 55% projectile reduction), Absorbing Light Magic (50%, 1 turns remain), 30% damage reduction (1 turns remain), Damage +12 (2 turns remain), Event Horizon x7

Chen: Dry
  
Marisa Kirisame: Wounded, Taunted (Rory, 5 turns), Weakness Pinpoint (1 turn remains), Out of Your League (40% more incoming damage, 2 turns remain), Wyrmstake (2 damage, 2 turns remain, 7 finale damage), Taunted (Lambda, 2 turns)

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Walmond & Lambda

 

"Dammit..." Walmond growled as Lambda pulled back from the recent flurry of projectiles, the green magic from her recent spell fading away. There was simply too much or her to counteract, which meant that yes, she was going to have to take offensive measures into her own hand.

 

As for Lambda, she was content with keeping back, trying her best to maneuver the sea of stars... At least, she would be having an easier time of doing it, if she wasn't constantly being distracted. First, it was by Empi again, shouting tips on how to flirt at Lambda, causing her to divert her attention for a split second to tilt her head in confusion. Why would she need to know how to flirt? She was a defense/serving robot. She had no reason to flirt, not with other individuals, nor with Walmond. Maybe it could be nice, but there wasn't a point.

 

... She was getting distracted, on flirting of all things. Readjusting her focus, Lambda turned to... Isobel, who was approaching again with another poppy. Immediately, Lambda recognized the event, she was going to heal Walmond. So, naturally, she began extending her arm, making it easier for Isobel to get to her target.

 

Only to be pushed back, raising an arm and waving it in panic when Isobel shoved the poppy into her face.

 

Once it had left her face, Lambda brought her free hand, brushing off the remnants of the poppy before shaking her head and giving Isobel a confused look. At least, for a second, until she was forced to finally redirect her focus on Marisa, her shields once more extending after their brief repairs.

 

 

For Walmond, she had been preparing her electricity magic for her attack, before nearly being thrown off when Lambda suddenly panicked. Looking up, she saw that it was due to Isobel's appearance, doing her own healing with Lambda. Such a reaction was... Surprising. It shouldn't happen, since that was a reaction of something... With... 

 

Sentience.

 

Marking that for later, Walmond turned to Marisa, snapping her fingers as a flurry of lightning bolts flew towards the darkened witch. They needed to finish this fight.

 

Walmond uses Tazer on Marisa, dealing 1d4+[9/2] (5) 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.

 

Lambda uses Defensive Modifications, sealing her attacks but giving her a 30% damage reduction for two turns.

 

Action List

Spoiler

Walmond: 30/42 HP

Lambda: 38/57 HP

 

Action List 7/7

 

Perks

Metallic Core
Lambda herself is almost completely machine, with the rest of her being magic. As such, she gains immunity to status effects and debuffs that would not effect machines, such as poison. However, due to the fact that she is held together by magic, healing spells do have an effect on her, though at half the normal power. Repair healing, on the other hand, heals her normally.

 

Vulnerable to Attacks (Flaw)
Due to a design flaw when she was first made, Lambda takes  x1.5 more damage from magic based attacks. Walmond, on the on the other hand, takes x1.5 more damage from physical based attacks.

 

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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"Defenses set. Now for an offensive," Ritsu mutters as she begins her charge towards her target.

 

Prey on the weak on Marisa for 4d4 +STR(10) + (1* #status ailments on Marisa)d8+1d4 +12(Session) + Rocket Charge effect

 

Rocket Charge

The charging action deals 50% more damage, and stuns the victim for a round. This ability has a 9 round cooldown.

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: 1 turns]

Augmented Magic Core: Light [duration 1 turns]

Augmented Shield: Empi & Isobel- 30% light reduction [3 turns]

 

Cooldowns:

Electromagnetic Barrier: 3

Intervention: 2

Guardian's Roar: 2

Augmented Shield: 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 glared at the laughing witch as she dodges the attack... And then pointed and laughed in return when the bullets from Masako smacked into her. And then she smacks the witch with her gunlance again.

 

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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Lesson in Affection: Talent Affection on Masako. Sharing is Caring Activates.

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

 

Talent Affection: Grant an ally 2+(INT/2) (7) to their highest stat.

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

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Session trigger! (Rory and Ritsu should have Session currently) 

 

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 uses Swift Scan on Marisa.


Masako uses a basic danmaku attack on Marisa, dealing 1d4+Int(19) 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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  • 2 weeks later...

"For--" A star buffeted Isobel, hitting her head and rolling down to her shoulder, "Stop th--" A second star hit Isobel in the thigh, "Oh my G--" Yet another star hit her in the gut, expelling her breath. "Jesus fucking Christ! STOP that!" Isobel snapped, looking at Marisa with a thoroughly irritated expression -- at this point, she was starting to in fact look pretty beaten up. "I swear, I am really going to lose it if this keeps up," the botanist mumbled to herself, pulled a poppy out of her bag, and this time ate it herself, necessitating much less surprise and "why is a flower being shoved in my face" than the usual.

 

LOTUS, meanwhile, merely stayed the course. The situation was not, she calculated, urgent enough to necessitate anybody being told where to move, and it seemed that the only person putting anything out with any potential efficiency issues was using a rocket jump so blazingly hot that she couldn't really give any advice regarding it. It was still important to beat the tar out of their foe, however, and probably even more important to facilitate that than before. "Keep it up! Now that we have multiple things coming to her, go for..."

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

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

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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BGM

 

The mass of magic flying through the air only continued to grow more and more intense, yet what felt like a chaotic mess from within still managed to hold a certain sense of grace - not that it was easy to see it, as most of the team was still occupied with trying to weave through it or brace for the impacts. Impacts that continued to mount as the storm of magic built towards a climax, energy swirling around Marisa until it finally burst outward. Masako takes the brunt of the shockwave unassisted for [12] damage. Empi's various wards seem to help a bit, the magic pinging against them for [7] damage. The layered barriers about Rory prevent her from taking damage entirely. Hikari has the magic intended for her intercepted by Ritsu, who harmlessly absorbs and disperses the energy. Lambda intercepts one hit for Walmond as well as taking her own, suffering [16] damage, but one shot manages to slip past her and strike Walmond for [6] damage. Finally, another pair of stars collides with the herbalist, Isobel taking [12] damage. 

 

The shockwave strikes the party, and the magic clinging about them seems to pop, leaving them feeling strangely drained in its wake. Ritsu finds herself utterly drained despite the amount of energy took up, and is stunned! The field of darkness in the area seems to have faded with the spell. 

 

Isobel eats one of her own medicinal poppies immediately afterward, while LOTUS continues to rattle off targeting data; she recovers [24] HP. 

 

Empi gives Masako some new advice on showing off to pretty girls, increasing Masako's Intelligence by 7. The mental exercise of trying to find good advice for the tengu grants her the same. 

 

Rory manages to move in on Marisa during her recovery, striking the witch for [16] damage. She loses 3 initiative, and feels like it'll probably be hard to land any hits on the witch being left this far behind - unless she's assisted, of course. 

 

Marisa rolls with the hit, using the momentum to swing around and blitz Masako, but the tengu deftly weaves beneath the strike with a smug expression.

 

The tengu then replies with her own burst of danmaku, sharpened with Empi's assistance. The bolts track the magician-thief and strike for [20] damage. 

 

Hikari calls another Session! She fires her own weapon to start it off, but once again, the witch weaves around her gunfire. However, she's not able to avoid the followup strike of Rory (who barely manages to make contact) for [23] damage, and Ritsu, who snaps out of her daze long enough to swing her chainsaw for [19] damage. 

 

Walmond fires of a set of lightning bolts at Marisa, and [29 vs 29 - Defender wins tie] the witch barely manages to shrug off the lingering effects, while taking [6] damage. Lambda, meanwhile, resets her Defensive Modifications.

 

Marisa splays her hand outward and fires a burst of danmaku at Isobel. It strikes her despite her attempts to dodge for [17] damage. The stars bounce off of her and strike Empi for another [14]. 

 

Ritsu recovers from her stun. 

 

Initiative

 


Marisa: 25 
Marisa: 20 
Isobel: 14 
Empi: 11
Marisa: 10
Hikari: 8 
Marisa: 5 
Masako: 4
Walmond: 2 
Rory: 1 
Ritsu: -7 -> 0  

Status

 


Isobel: 27/60 HP, Augmented Shield (30% Light reduction, 2 turns remain)
Empi: 18/55 HP, Flirtation Affection (19% damage reduction), Augmented Shield (30% Light reduction, 3 turns remain), +7 INT
Masako: 37/55 HP, +7 INT
Rory: 90/90 HP, Electromagic Barrier, +7 DR (2 turns remain)
Hikari: 48/55 HP, Guardian's Roar (1 turn remains) 
Walmond: 24/42 HP
-Lambda: 22/57 HP, Defensive Procedures (25% damage reduction, 1 turns remain), Flirtation Affection (19% damage reduction), Defensive Modifications (30% damage reduction, 2 turns remain)
Ritsu: 60/60 HP, Electromagic Barrier (1 hit, 55% projectile reduction), Absorbing Light Magic (50%, 1 turns remain), 30% damage reduction (1 turns remain), Damage +12 (2 turns remain), Stunned

Chen: Dry
  
Marisa Kirisame: Bloodied, Taunted (Rory, 4 turns), Weakness Pinpoint (1 turn remains), Out of Your League (40% more incoming damage, 1 turns remain), Wyrmstake (2 damage, 1 turns remain, 7 finale damage), Taunted (Lambda, 1 turns)


Note: I forgot to apply Empi's damage buff during the turn. Damage numbers are lower than they should be, but the actual damage dealt is still correct. 

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Rory attacks with his gunlance. As she passes by she turns around with a smirk before snapping her fingers, right as the explosive payload of the wyrmstake ignites, causing an explosion on the witch.

 

Spoiler

Level: 5

HP: 90 HP
Init: 1

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 Healing Field again, himself, Lambda, Empi, Isobel, and Masako, healing them all for 2d4+9 damage each, although Lambda is healed by half.

Lambda takes a basic defensive action. 

 

Lambda will intercept the first attack to target Walmond.

 

Action List

Spoiler

Walmond: 24/42 HP

Lambda: 22/57 HP

 

Action List 7/7

 

Perks

Metallic Core
Lambda herself is almost completely machine, with the rest of her being magic. As such, she gains immunity to status effects and debuffs that would not effect machines, such as poison. However, due to the fact that she is held together by magic, healing spells do have an effect on her, though at half the normal power. Repair healing, on the other hand, heals her normally.

 

Vulnerable to Attacks (Flaw)
Due to a design flaw when she was first made, Lambda takes  x1.5 more damage from magic based attacks. Walmond, on the on the other hand, takes x1.5 more damage from physical based attacks.

 

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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"OW! GOD DAMN!" Isobel finally shouted, as she was not only initially battered but also nearly knocked right over. The third set of stars fired by the witch had neatly turned around after her attempt to duck and slammed her hard in the side of the head; she'd managed to correct her movements to stay up, but the botanist had some choice words about the situation.  "Fuck! Holy SHIT, she just will not let up off of me! I really can't focus on much but keeping myself upright like this. Even then there's only so much tricord in these things and she is really just beating the hell out of me!" Isobel pulled another poppy out of a green pouch at her side, and proceeded to impressively vehemently eat the flower.

 

LOTUS frowned at the plight of his holder -- it was in fact his-- her-- whatever, job to help her out, and that meant that she didn't like watching Isobel kind of just get swatted around, but considering that she was at most a foot tall there really wasn't much she could do about it. Besides allowing the others to beat their foe up more efficiently, anyhow. "Rory! If you want to keep up with the witch-broom woman there, you'll want to move yourself across those treetops to the left! They're scanning to be pretty stable, and you won't have to weave around trees like even she has to, so you should probably be able to keep up with at least us!"

 

Isobel uses Healing Poppy on herself again, swearing bitterly and also healing herself for 4d4+INT damage!

LOTUS uses Pathing Advice on Rory, fixing Rory's initiative directly behind LOTUS and Isobel's for this round and the next!

 

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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  • 2 weeks later...

 

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(19) 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%.

 

 

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  • 2 weeks later...

"Mrf. Let's try that again," Ritsu mutters in a somewhat annoyed tone.

 

Prey on the weak on Marisa for 4d4 +STR(10) + (1* #status ailments on Marisa)d8+1d4 +12(Session) + Rocket Charge effect

  

Rocket Charge

The charging action deals 50% more damage, and stuns the victim for a round. This ability has a 9 round cooldown.

 

 
Spoiler

 

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

 

Current form: Beast

Electromagnetic barrier: 1 hit: Target: Rory

Augmented Shield: Empi & Isobel- 30% light reduction [2 turns]

 

Cooldowns:

Electromagnetic Barrier: 2

Intervention: 1

Guardian's Roar: 1

Augmented Shield: 2

 

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 cap: 4d4  

Active level (In combat): 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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Media on Lamda, Walmond, Empi, and Isobel

 

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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Marisa, still annoyed by Rory, careens at the hunter, smashing into him and sending the hunter careening off for [42] damage. She then turns about and casts another seal. A ring of light forms itself about Walmond, glowing for a moment before dissipating as the healer felt himself cut off from his magic. All of Walmond's non-equipment actions are disabled for two turns!

 

Isobel eats a poppy in what is possibly the angriest manner possible, recovering [19] HP. LOTUS, meanwhile, helps Rory position herself to actually get a good angle on Marisa when she comes around next.

 

Rory catches Marisa as she passes by with her lance, dealing [21] damage. The stake explodes right on cue, dealing an additional [10] and painting a slightly startled look across the witch's face. 

 

Empi insists she's not a healer while healing herself for [29] HP. 

 

Marisa sends out another burst of danmaku, multicolored stars flying at Hikari - until Ritsu intercepts them, absorbing them harmlessly. The rest of the constellation continued flying, off into the woods as Masako deftly avoided the attack once again.

 

Hikari casts another healing spell, causing the bruises and burns of Walmond, Isobel, Lambda, amd Empi to begin fading away. They heal for [19]. 

 

Marisa flies upward, gaining altitude and raising a hand in the air. Rays of light begin to rise up from the earth below, almost looking as if she's targeting herself as they frame her once more. Marisa's Light Sign "Earthlight Ray" targets Walmond and Lambda! In one turn, they will take 32 damage! The attack seems like it could be easy to deal with if you focused on it. . . She also activates another Condition Card! Marisa will instantly use Hate-Colored Master Spark if she drops to 0 HP! Lasts for 1 turn.

 

Masako fires another quick burst of danmaku at the witch as she begins her final assault, dealing 23 damage. 

 

Walmond attempts to heal, but the spell sputters and fails due to the interference of hostile magic. Lambda takes up a defensive stance.

 

Ritsu charges at Marisa, who simply dips below the arc of the attack. 

 

Initiative


Marisa: 25 
Marisa: 20 
Isobel: 14 
Rory: 1 (14)
Empi: 11
Marisa: 10
Hikari: 8 
Marisa: 5 
Masako: 4
Walmond: 2 
Ritsu: 0  

Status


Isobel: 59/60 HP, Augmented Shield (30% Light reduction, 2 turns remain)
Empi: 55/55 HP, Flirtation Affection (19% damage reduction), Augmented Shield (30% Light reduction, 2 turns remain), +7 INT
Masako: 37/55 HP, +7 INT
Rory: 48/90 HP, Electromagic Barrier, +7 DR (1 turns remain), Pathing Advice (1 turn remains), +3 DR
Hikari: 48/55 HP
Walmond: 42/42 HP, Silenced (1 turn remains)
-Lambda: 31/57 HP, Defending, Flirtation Affection (19% damage reduction), Defensive Modifications (30% damage reduction, 1 turns remain)
Ritsu: 60/60 HP, Electromagic Barrier (1 hit, 55% projectile reduction), Damage +12 (1 turns remain)

Chen: Dry
  
Marisa Kirisame: Nearly Unconscious, Taunted (Rory, 3 turns)

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Tarukaja on Rory (applies Session)

 

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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Walmond

 

Just as Walmond lifted her arms to send out another wave of healing, the ring of light Marisa set upon her had disspiated, causing the magic in Walmond to sputter out and fade away, "... Huh" Walmond muttered, looking at her hand in confusion before refocusing on the fight again... Mostly by taking notice of the large amount of projectiles currently coming directly towards him.

 

"Lambda, evade!" she commanded, just as Lambda readjusted her grip on her master, keeping her shields up to protect him, and flying up to avoid Marisa's most recent attack.

 

Walmond and Lambda do their best to avoid Marisa's Light Sign "Earthlight Ray"

 

Action List

Spoiler

Walmond: 42/42 HP

Lambda: 31/57 HP

 

Action List 7/7

 

Perks

Metallic Core
Lambda herself is almost completely machine, with the rest of her being magic. As such, she gains immunity to status effects and debuffs that would not effect machines, such as poison. However, due to the fact that she is held together by magic, healing spells do have an effect on her, though at half the normal power. Repair healing, on the other hand, heals her normally.

 

Vulnerable to Attacks (Flaw)
Due to a design flaw when she was first made, Lambda takes  x1.5 more damage from magic based attacks. Walmond, on the on the other hand, takes x1.5 more damage from physical based attacks.

 

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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Shaking off the hit Rory flies foward once more, getting closer to Marisa so that she couldn't hit her as hard. Caffeine

 

Spoiler

Level: 5

HP: 90 HP
Init: 1

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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Shapeshifting to Maid form, Restoration on Rory to heal 2d4+ 10 HP and healing one status ailment (if applicable)

 

 

 
Spoiler

 

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

 

Current form: Maid

Electromagnetic barrier: 1 hit: Target: Rory

Augmented Shield: Empi & Isobel- 30% light reduction [2 turns]

 

Cooldowns:

Electromagnetic Barrier: 1

Shapeshifting: 2

Bleeding Blade: 2

Augmented Shield: 1

 

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 cap: 4d4  

Active level (In combat): 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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  • 2 weeks later...

Isobel finally let out a sigh of relief -- a few seconds were passing by now where she WASN'T getting the tar continually beaten out of her. And with her own safety no longer such an urgent concern, she tossed a flower Lamba's direction. "Ah, hah, here! Jesus, this is actually beginning to get pretty tiring..."

 

"Hold off from her for a few seconds -- those danmaku are going to present a problem if you lunge for her, I think. Just hold back and recover your strength!" LOTUS followed this up with some tactical advice on movement for Masako.

 

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

LOTUS uses Pathing Advice on Masako, fixing her initiative directly behind LOTUS and Isobel's for this round and the next.

 

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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Masako darted back after her last attack, eyeing the un-ordinarily crazed witch.  She was starting to lag a bit, so far as the tengu could tell; about time, after the amount of danmaku they'd been tossing.  But while Marisa was on the verge of getting forced to eat whatever grass was left in the craters that were the local battlefield, that just meant she was plotting to use a big, last-ditch spell card.  One which, by all the logic (!) inherent in danmaku, would be going off whether they attacked now or tried to wait down the timer.

 

Still, with the others already pulling back on defense, she couldn't use any particularly clever solution to the problem.  Unfortunately, she was forced to follow suit for now, waiting for an opening--and planning her own rebuttal, if Marisa should give up on waiting.

 

Masako guards.

 

Masako activates her conditional!  If targeted by an attack that would reduce the tengu to 0 hp, Masako activates Crow Sign "Reflective Mimicry" on Marisa.

 

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.

 

 

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%.

 

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Marisa's light show continues, warped rays of light continuing to stab upward from the earth at the party. The myriad beams of light threaten to converge on Hikari and Isobel if they don't avoid them!

 

Isobel feeds Lamdba a genetically modified poppy, and the medicines quickly set to work repairing her as best as they could. She recovers [11] HP. LOTUS, meanwhile, gives Masako some brief advice on movement.

 

Rory takes the opportunity afforded by the advice he recieved earlier to reposition.

 

Masako dodges Marisa's danmaku while setting up her own spread, threatening Marisa if she tried to move in for a kill.

 

Empi uses her own enchantment to counteract the one on Walmond, allowing her to cast spells once again.

 

Yet more beams of light shoot upwards at the party, this time converging towards Lambda once more!

 

Hikari casts an enchantment on Rory, increasing the power of her strikes once more. The surplus energy allows him to recover 6 HP. 

 

Marisa's assault continues, this time tracing lines from the ground through Isobel again and then seemingly through herself. Lambda manages to weave around the attack, but Walmond is struck for 32 damage, fried by a laser!

 

Not wanting to take another hit, Walmond focuses on dodging, as does Lambda. 

 

Ritsu moves to patch up Rory, allowing him to recover [15] HP. 

 

Initiative


Marisa: 25 
Marisa: 20 
Isobel: 14 
Masako: 4 (14)
Empi: 11
Marisa: 10
Hikari: 8 
Rory: 7
Marisa: 5 
Walmond: 2 
Ritsu: 0  

Status


Isobel: 59/60 HP
Empi: 55/55 HP, Flirtation Affection (19% damage reduction), Augmented Shield (30% Light reduction, 1 turns remain), +7 INT
Masako: 37/55 HP, +7 INT, Defending
Rory: 69/90 HP, Electromagic Barrier, +3 DR, +12 damage (2 turns remain)
Hikari: 48/55 HP
Walmond: 10/42 HP, Debuff Block (once), Defending
-Lambda: 42/57 HP, Defending, Flirtation Affection (19% damage reduction)
Ritsu: 60/60 HP, Electromagic Barrier (1 hit, 55% projectile reduction), Damage +12 (1 turns remain)

Chen: Dry
  
Marisa Kirisame: Nearly Unconscious

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