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StormLord

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Posts posted by StormLord

  1. As the Bazelgeuse lands with thundering applaud Cell reaches into the burlap sack on his belt once more, pulling out a simple bluish sphere with a ring on one side.  He pulls the ring with his opposite hand and a light *chink* and throws the grenade towards the space between the Rahi Nui and Icarax.  It detonates with almost more of a pop than a boom.

     

    Cell uses Infantry Grenade targeting the Rahi Nui and Icarax for 16 damage each. 

     

     

    2 DR/all

    15% DR/Physical

    Crit Meter: 4/8

     

    Loadout:

    Spoiler

    Stats:
    Level: 8(6)
    HP: 244
    Initiative: 9(10-1)
    Tokens: 4/5

    Crit Meter: 5/8

    Strength: 16
    Dexterity: 10
    Intelligence: 0
    Constitution: 16+2
    Synergy: 0

     

     


    Actions:

     

    Vampirism:
    Deal Weapon damage and restore [Damage dealt]/4 HP.
    Level 2: Now [Damage dealt]/3.
    Level 3: Now [Damage dealt]/2.

     

    Aura of Laceration: Talk about a paper cut.
    Grants the Aura buff to the user and two allies giving the Dex/2 DR and Dex/2 Retaliation damage to melee attackers for 3 rounds, cooldown of 4.
    Level 1: Grants the Aura buff to the user giving them Dex/2 DR for two rounds.  Only considers base Dex.  Cooldown of 4.
    Level 2: Duration increased to 3.
    Level 3: The Aura now also deals Dex/2 retaliation damage when the user is attacked in melee.
    Level 4: Aura may be granted to an ally in addition to the user.
    Level 5: Aura may be granted to a second ally as well.
     
    Parry: aaannndd riposte.
    Choose a target to parry, if they attack before your next move cancel that attack.
    Level 2: If successful the user can choose to make a weapon attack against the parried target as a free action on their next turn, doing so puts Parry on cooldown for three rounds.

     

    Wave of Denial: Begone THOT.
    Gives one target or the user the “Zone of Denial” buff for one round, making them unable to be targeted by non-AoE attacks.
    Cooldown of two.
    Level 2: Now effects an additional target.
    Level 3: Now effects an additional target(3).

     

    Sack of Grenades: Talk about a bag of goodies.
    Starts with one grenade type, additional types may be bought with levels, cannot use any type of grenade until all types are off cooldown.
    Infantry Grenade: Deals [Str] damage to two targets.
    Oil Grenade: Covers two targets in oil for two rounds, fire damage taken while covered in oil is increased by 20%, cooldown of two rounds.
    Flashbang: Two targets randomly hit friend or foe with their actions for two rounds, cooldown of two rounds.
    Ice Grenade: Reduce the Init of two targets by [Dex/2] and freezes them, forcing them to act last next round or this round if the user acts before them, targets gain immunity to the freezing effect of this action after the first time it's used on them, but not the Init penalty, two round cooldown.
    Ivy Grenade: Causes ivy to burst from the ground and entangle two targets, if they fail a Dex save vs the user’s Dex they are prevented from taking actions that require movement for two rounds, cooldown of two rounds.
    Level 2: Adds Oil Grenade.
    Level 3: Adds Flashbang.
    Level 4: Adds Ice Grenade.
    Level 5: Adds Ivy Grenade.


     
    Equipment/Tricks:
     
    Scavenger Sword: Blood will soak the blade, yours or theirs.
    Deals 8d6+[Str] damage to one target, gains an additional 2 damage dice when the user is below 50% HP, weight of 15.
    Level 1: deals 4d6 damage.
    Level 2: +1 additional damage die.
    Level 3: +1 additional damage die, +1 Weight.
    Level 4: +1 additional damage die.
    Level 5: +1 additional damage die, +1 Weight.

     

    Force Shield: Rampart who?
    Reduces physical(non-magic/energy) damage by 15%, weight of 12.
     

    Toa Heartlight (Air) – The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle!  Grants +2 damage reduction and +2 Con.  Cannot be unequipped at this time.  Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out.  Self-damage can be negated if you wear a Kanohi Mask of Power.

    Persistent Element:  When an action of your element causes a non-stun status condition or environmental effect, that effect’s duration is increased by 1 round.

    Elemental Wellspring:  Actions of your element take 1 round less to cool down than they otherwise would

     

    Kanohi Miru, the mask of levitation:

    This silvery, metal mask is very aerodynamic and light, with lots of holes, and a sweeping, beaked visor.  When worn, the mask color-coordinates with the wearer’s outfit.  Wearing the mask grants you the ability to levitate.

    Makes you immune to falling damage.  Allows levitation but not flight on its own.  Incompatible with other masks.

     

  2. Spicy HG shrugged.

    "We don't really have much information we didn't know before, just reinforcement of old things.  The plan so far is still to go defeat the other two demons sealing the cave and then deal with the demon king."

    She looked around, suddenly realizing something missing.

    "Where is Mitsurugi anyway?"

  3. "Well she isn't entirely cut from her-"
    She cuts herself off and jerks her head to look to the side.  It occurred to her mid-sentence that likely not everyone needed to know about the sheath of Mitsurugi's blade.  She slowly turned back and spoke again.
    "It doesn't really matter.  What does is that she needs more faith, and good faith at that.  I'm sure that robot Goddess wouldn't mind some either.  Along with anyone else in the castle who's a divine or worships one."
    She got a bit of a smile on her face and clapped her hands together, rubbing them and looking the slightest bit smug.
    "I think.  I'm going to convert one of the rooms in the castle into a Basilicom.  Let anyone come setup shrines inside for whatever kind of worship or sacrifice they like."

  4. Spicy HG sighed and slowly frown.

    "Yeah I've been on a couple missions with her now.  She's an older diety than I am, probably a few centuries or millennia.  She's also..."

    Spicy shook her head slowly, like someone disappointed more than sad.

    "I think she also believes she's on a path destined to lead her to falling.  The only other person I know to go through anything remotely similar hasn't exactly done much better."

  5. Spicy HG gives a simple bow.
     

    "Then we should be taking our leave."
     

    She glances over to Lexiel and Ako.
     

    "I'm going to go see what Mitsurugi and the new guy are up to when you're ready to catch up."

     

    With that she turns simply and wanders back down the trail to the front of the Inn.  Eventually meeting where Spray, Sakuya, and the Mirror were standing.

     

    "What's all this?"

  6. ~~~~~~~~~~~~~~~~~Traverse Town~~~~~~~~~~~~~~~~~

     

    There is a great rumble, not unlike an earthquake.  Powerful enough to be felt by anyone regardless of location and continues for several moments before stopping.

     

    Leo and Enma notice some shingles falling loose, and Enma's sensors detect the rumbling coming from a distinctly lateral direction, not underground.

     

    Francis notices odd streaking and streching lines through his vision until the quaking finally stops.  A wave of murmur passes over the bar, followed by several patrons standing to leave and most returning to their business.

     

    Satomi and Kusuke don't notice much from inside the accessory shop, though the man behind the counter does look up, slightly puzzled.

    "That can't be good.  Only happens when the city needs more space...I probably don't have to tell you two why a bunch of refugees from a another world is bad?"

     

    Takumi feels a hum from the mural, something almost....singing?

     

     

    ~~~~~~~~~~~~~~~~~The WeatherLight~~~~~~~~~~~~~~~~~

     

    Mirri and Law are perhaps surprised when the ship powers up of its own accord, panels and doors closing and sealing automatically.


    Two short rides later and the ship finally docks itself once more, and the transit portal to Traverse Town opens.  Allowing myriad creature and monster to pour out.

  7. Cell whips around as the Rahi Nui bounces off his shield, letting his blade drag along its side as it charges.

     

    Pausing for a moment he takes in Tsubasa trading blows with Icarax.  A short gesture later he summons an aura of whipping razor sharp winds.

     

    (Free action) Cell counterattacks the Rahi Nui for 8d6+16 damage.

     

    Cell uses Aura of Laceration on himself, Tsubasa, and Edmond granting each 5 DR/all and 5 thorns vs melee for four rounds.

     

    2 DR/all

    15% DR/Physical

    Crit Meter: 4/8

     

    Loadout:

    Spoiler

    Stats:
    Level: 8(6)
    HP: 244
    Initiative: 9(10-1)
    Tokens: 4/5

    Crit Meter: 4/8

    Strength: 16
    Dexterity: 10
    Intelligence: 0
    Constitution: 16+2
    Synergy: 0

     

     


    Actions:

     

    Vampirism:
    Deal Weapon damage and restore [Damage dealt]/4 HP.
    Level 2: Now [Damage dealt]/3.
    Level 3: Now [Damage dealt]/2.

     

    Aura of Laceration: Talk about a paper cut.
    Grants the Aura buff to the user and two allies giving the Dex/2 DR and Dex/2 Retaliation damage to melee attackers for 3 rounds, cooldown of 4.
    Level 1: Grants the Aura buff to the user giving them Dex/2 DR for two rounds.  Only considers base Dex.  Cooldown of 4.
    Level 2: Duration increased to 3.
    Level 3: The Aura now also deals Dex/2 retaliation damage when the user is attacked in melee.
    Level 4: Aura may be granted to an ally in addition to the user.
    Level 5: Aura may be granted to a second ally as well.
     
    Parry: aaannndd riposte.
    Choose a target to parry, if they attack before your next move cancel that attack.
    Level 2: If successful the user can choose to make a weapon attack against the parried target as a free action on their next turn, doing so puts Parry on cooldown for three rounds.

     

    Wave of Denial: Begone THOT.
    Gives one target or the user the “Zone of Denial” buff for one round, making them unable to be targeted by non-AoE attacks.
    Cooldown of two.
    Level 2: Now effects an additional target.
    Level 3: Now effects an additional target(3).

     

    Sack of Grenades: Talk about a bag of goodies.
    Starts with one grenade type, additional types may be bought with levels, cannot use any type of grenade until all types are off cooldown.
    Infantry Grenade: Deals [Str] damage to two targets.
    Oil Grenade: Covers two targets in oil for two rounds, fire damage taken while covered in oil is increased by 20%, cooldown of two rounds.
    Flashbang: Two targets randomly hit friend or foe with their actions for two rounds, cooldown of two rounds.
    Ice Grenade: Reduce the Init of two targets by [Dex/2] and freezes them, forcing them to act last next round or this round if the user acts before them, targets gain immunity to the freezing effect of this action after the first time it's used on them, but not the Init penalty, two round cooldown.
    Ivy Grenade: Causes ivy to burst from the ground and entangle two targets, if they fail a Dex save vs the user’s Dex they are prevented from taking actions that require movement for two rounds, cooldown of two rounds.
    Level 2: Adds Oil Grenade.
    Level 3: Adds Flashbang.
    Level 4: Adds Ice Grenade.
    Level 5: Adds Ivy Grenade.


     
    Equipment/Tricks:
     
    Scavenger Sword: Blood will soak the blade, yours or theirs.
    Deals 8d6+[Str] damage to one target, gains an additional 2 damage dice when the user is below 50% HP, weight of 15.
    Level 1: deals 4d6 damage.
    Level 2: +1 additional damage die.
    Level 3: +1 additional damage die, +1 Weight.
    Level 4: +1 additional damage die.
    Level 5: +1 additional damage die, +1 Weight.

     

    Force Shield: Rampart who?
    Reduces physical(non-magic/energy) damage by 15%, weight of 12.
     

    Toa Heartlight (Air) – The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle!  Grants +2 damage reduction and +2 Con.  Cannot be unequipped at this time.  Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out.  Self-damage can be negated if you wear a Kanohi Mask of Power.

    Persistent Element:  When an action of your element causes a non-stun status condition or environmental effect, that effect’s duration is increased by 1 round.

    Elemental Wellspring:  Actions of your element take 1 round less to cool down than they otherwise would

     

    Kanohi Miru, the mask of levitation:

    This silvery, metal mask is very aerodynamic and light, with lots of holes, and a sweeping, beaked visor.  When worn, the mask color-coordinates with the wearer’s outfit.  Wearing the mask grants you the ability to levitate.

    Makes you immune to falling damage.  Allows levitation but not flight on its own.  Incompatible with other masks.

     

  8. Spicy HG gave the proprietor of the Inn and clan leader a bow once they had approached.

    "You have a beautiful Inn here, we were happy to help rid it of such demons."

    She straightened up fully, changing her tone a demeanor in the ways that show one's great practice in giving many long leading speeches and statements.

    "We three Great Kami and our companions are in search of demons and the greater beings they may be in league with.  Have you any knowledge of such?"

  9. The man disappears up the ladder for a few minutes before coming back into the room through the front door.

    "I don't know where you want'em but I left the crates in the yard.  You can use the dolley to move them if you like."

    Glancing outside Satomi and Kusuke see four heavy-looking wooden crates on a dolley.

    Spoiler

    Firm Gummi x50

    Volatile Gummi x25

    Fluid Gummi x25 

     

  10. As the Rahi Nui huffs and snorts Cell turns to face it, drawing his blade and shield, the red metal and off-set black cross catching sun as he brought his sword to rest on the edge.

     

    Cell prepares to Parry against the Rahi Nui!

     

    2 DR/all

    15% DR/Physical

    Crit Meter: 3/8

     

    Loadout:

    Spoiler

    Stats:
    Level: 8(6)
    HP: 244
    Initiative: 9(10-1)
    Tokens: 4/5

    Crit Meter: 3/8

    Strength: 16
    Dexterity: 10
    Intelligence: 0
    Constitution: 16+2
    Synergy: 0

     

     


    Actions:

     

    Vampirism:
    Deal Weapon damage and restore [Damage dealt]/4 HP.
    Level 2: Now [Damage dealt]/3.
    Level 3: Now [Damage dealt]/2.

     

    Aura of Laceration: Talk about a paper cut.
    Grants the Aura buff to the user and two allies giving the Dex/2 DR and Dex/2 Retaliation damage to melee attackers for 3 rounds, cooldown of 4.
    Level 1: Grants the Aura buff to the user giving them Dex/2 DR for two rounds.  Only considers base Dex.  Cooldown of 4.
    Level 2: Duration increased to 3.
    Level 3: The Aura now also deals Dex/2 retaliation damage when the user is attacked in melee.
    Level 4: Aura may be granted to an ally in addition to the user.
    Level 5: Aura may be granted to a second ally as well.
     
    Parry: aaannndd riposte.
    Choose a target to parry, if they attack before your next move cancel that attack.
    Level 2: If successful the user can choose to make a weapon attack against the parried target as a free action on their next turn, doing so puts Parry on cooldown for three rounds.

     

    Wave of Denial: Begone THOT.
    Gives one target or the user the “Zone of Denial” buff for one round, making them unable to be targeted by non-AoE attacks.
    Cooldown of two.
    Level 2: Now effects an additional target.
    Level 3: Now effects an additional target(3).

     

    Sack of Grenades: Talk about a bag of goodies.
    Starts with one grenade type, additional types may be bought with levels, cannot use any type of grenade until all types are off cooldown.
    Infantry Grenade: Deals [Str] damage to two targets.
    Oil Grenade: Covers two targets in oil for two rounds, fire damage taken while covered in oil is increased by 20%, cooldown of two rounds.
    Flashbang: Two targets randomly hit friend or foe with their actions for two rounds, cooldown of two rounds.
    Ice Grenade: Reduce the Init of two targets by [Dex/2] and freezes them, forcing them to act last next round or this round if the user acts before them, targets gain immunity to the freezing effect of this action after the first time it's used on them, but not the Init penalty, two round cooldown.
    Ivy Grenade: Causes ivy to burst from the ground and entangle two targets, if they fail a Dex save vs the user’s Dex they are prevented from taking actions that require movement for two rounds, cooldown of two rounds.
    Level 2: Adds Oil Grenade.
    Level 3: Adds Flashbang.
    Level 4: Adds Ice Grenade.
    Level 5: Adds Ivy Grenade.


     
    Equipment/Tricks:
     
    Scavenger Sword: Blood will soak the blade, yours or theirs.
    Deals 8d6+[Str] damage to one target, gains an additional 2 damage dice when the user is below 50% HP, weight of 15.
    Level 1: deals 4d6 damage.
    Level 2: +1 additional damage die.
    Level 3: +1 additional damage die, +1 Weight.
    Level 4: +1 additional damage die.
    Level 5: +1 additional damage die, +1 Weight.

     

    Force Shield: Rampart who?
    Reduces physical(non-magic/energy) damage by 15%, weight of 12.
     

    Toa Heartlight (Air) – The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle!  Grants +2 damage reduction and +2 Con.  Cannot be unequipped at this time.  Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out.  Self-damage can be negated if you wear a Kanohi Mask of Power.

    Persistent Element:  When an action of your element causes a non-stun status condition or environmental effect, that effect’s duration is increased by 1 round.

    Elemental Wellspring:  Actions of your element take 1 round less to cool down than they otherwise would

     

    Kanohi Miru, the mask of levitation:

    This silvery, metal mask is very aerodynamic and light, with lots of holes, and a sweeping, beaked visor.  When worn, the mask color-coordinates with the wearer’s outfit.  Wearing the mask grants you the ability to levitate.

    Makes you immune to falling damage.  Allows levitation but not flight on its own.  Incompatible with other masks.

     

  11. Spicy HG watched curiously as Ako dealt with the demonic doorway.  She nodded once at the request to go first.

    "Gladly.  You know I've been thinking.  Mitsurugi seems very familiar with this world, its traditions and expectations, I imagine it must be very similar to her own-"
    She stepped up, and with a flick lit the blade of her weapon to use as a torch to light their way through the tunnel.
    "And I can't help but feel a certain familiarity as well, but everything is just so...ancient here."

  12. Spicy HG frowned as Mitsurugi left.  She felt like she of all people ought to be able to help her, but the shear weight of sorrow on her shoulders left Spicy HG with no real place to start.

    She stepped over to the still-smoking essence of the demon they had dispatched and pulled it up for safe keeping.  Surely she could manage to do something with it later.  She also grabbed anything else anyone was disinterested in taking for themselves before turning back towards the lift and following Ako.

    "Mind come along?  I'm interested to see what parts of the inn there are that I haven't had to set on fire."

  13. A few minutes pass as people mull about, recovering from the fight, falling into post-adrenaline fatigue, and tending to those wounded enough to make them moveable.
    Mira gets another buzz from her communicator from Histoire warning for eminent evac, something about the teleporter losing charge if they didn't.

    After the now-expected flash of light and weird twisting sensation the party found themselves back at the Basilicom's teleporter room.  Stepping out guards direct most of the others towards the infirmary, while Histoire and Chesh pull the the rest of you aside towards the pew rows in front of a lectern.
    "I feel we owe all of you a great deal of thanks for taking care of the creature ailing our world, so...thank you."

    The tome fairy pauses and nods looking at the group of collected people in front of her before continuing.

    "However I am also aware that polite words aren't the only thing you deserve, so I've spoken with the other Basilicoms and secured a far more tangible thank you."

    She gestures to the bony cat behind her who steps off the metal briefcase he'd been standing on to allow her to lift it up with a slide glow and open it in front of the party.  A black felt lined interior holds five crystals faintly glowing and filled with specks of silver and teal, black and white, green and gold, purple and pink, or red and grey that drift around inside.

    "I tired to talk her into a medal and a pat on the back but ehh"

    The cat adds slowly, licking a rough patch on his paw again.
    "A fortune in Sharicite crystals is a good second best."

     

    Histoire closes the case and floats it back down to the ground before clapping her hands with a sigh.
    "You are all welcome to stay as long as you like, and Chesh has been given permission to send you home when you wish, but I must beg my leave.  I have my own monster to slay in a truly enormous pile of paperwork for all of this."

    Spoiler

    White Sharicite: Crystalized faith infused with Power and Order.  May be consumed for 1 point of Str or Int, or used as a potent crafting ingredient.

     

    Black Sharicite: Crystalized faith infused with Daring and Wit.  May be consumed for 1 point of Dex or Int, or used as a potent crafting ingredient.

     

    Green Sharicite: Crystalized faith infused with Grace and Solace.  May be consumed for 1 point of Dex or Con, or used as a potent crafting ingredient.

     

    Purple Sharicite: Crystalized faith infused with Determination and Light.  May be consumed for 1 point of Str or Syn, or used as a potent crafting ingredient.

     

    Red Sharicite: Crystalized faith infused with Wonders and Eternity.  May be consumed for 1 point of Syn or Con, or used as a potent crafting ingredient.

     

  14. [83] 

    Lyra pokes her way across the ruined battlefield looking for anything worth grabbing out of the piles flanking them.  Eventually she sees something that hasn't lost its shine despite the acidic air here.  Lustrous metal splintered with a woodgrain-like fiber to it.

    Moving along eventually she finds an oversized game controller, about the size of her head with a strange three-handle grip.  She manages to pry the faded D-pad out of its socket, just small enough she could barely wrap her hand around it.
     

    Obtained:

    Ironwood Splinters: Fragments of ancient wood from a bygone era, pulled out of a forgotten scrapheap.

     

    Giant D-pad: Extracted from a giant controller.

     

  15. Ignia got only enough time to turn and stand, dropping her drink before Frisk shouted out and she pause.  Immediately her heartrate raced, after all they'd done to save these kids she wasn't about to let this woman get away with Frisk.  Though what Frisk had said and the sudden deja-vu had the gut wrenching reaction of telling her she had no choice but to let them walk.
    Her first clenched down on the wayfinder at her hip as she stared out, not towards the woman or Frisk, but analyzing the portal, the world beyond it, absorbing every detail and feeling of the world she was heading to, to make hunting her down that much easier.

  16. Mira turns to see the battlefield behind the party littered with dead monsters, jagged ice crystals, and large blast craters.  None of the others seem particularly bad off, or at least the ones that are are already getting attention.

    Mira hears Histoire on the other side.
    "We aren't picking up lifesigns from Magic or the Deity of Greed anymore.  When your group is ready we'll bring you back to Planeptune Tower."

  17. The figure waves off Saejik's concerns as she turns to face the Trespasser.

    "Now back to work for the both of us."

    She steps forward as a gate like the one she arrived in appeared and stepped through it.  As the gate closes behind her the Trespasser and spear wielding creatures shift and warp like a mirage, before dissipating into nothing.

     

    As the image fades completely everyone in the party feels an odd hitch an sudden rush of noise as the world around them starts moving once more, none the wiser.

     

    Mira's communicator buzzes.

  18. "Study it.  The Trespassers you fight are just fragments and pieces of the whole incomprehensible beings outside of the world."
    She slowly lowered her shield, and seeing that Lyra and Mira had in fact stopped she dismissed both it and her weapon in a dull flash of light.
    "If we find a weakness in this Trespasser it may be shared by others of the same Brood Lineage, others from the same...parent."
    She reaches into her coat and pulls out a small clear-plastic case containing a circuit board and small power-supply.
    "I said I'd give you something and this should be appropriate for this world."

    She gives it an ease underhand frisbee throw towards one of Saejik's guards.

    Spoiler

    Idea Disc: A specialized computer board loaded with three chips labeled “TTRPG”, “Crossover”, and “Complicated”.  It seems to run some kind of program.
    As a free action the user may reduce a cooldown by 1 or fill a gauge by 10%, cooldown of three.

    The user gains 1DR/Eldritch for every 5 Int they have.

    Level 7,

     

  19. Lyra slams into the figure for 18 and 10 damage, reducing her output by 6.

     

    The Figure fires another pair of Torpor bolts at Lyra, who manages to dodge the first but takes 8 damage from the second.

     

    Mira’s attack clatters against the Figure’s shield for another 18 damage

     

    Theme:

    Spoiler

     

     

    Final Status:

    Spoiler

    Lyra: 13/78,

    Mira: 90/90,

     

    Mysterious Figure: -5/150,

     

     

    The Figure glances between Mira and Lyra, and takes a single deep breath.

    "Alright that's enough-" She straightened up her stance and relaxed slightly, though her shield was still ready, "-You've done better than I expected."

     

    "I'll answer one question you have to the best of my knowledge."

  20. Lyra’s wrench clatters against the Figure’s shield, rattling a glancing blow that deals 4 damage and reduces her action effectiveness by 50%.

     

    Staggered the Figure loads another blue crossbow bolt and fires it at Lyra, dealing 9 damage and gaining 5 HP.

     

    Mira’s second Crescent Slash lands hard this time, impacting the Figure’s shield hard enough to push her back several feet in the gravel-like wasteland they were fighting in.  Mira deals 32 damage.

     

    Status:

    Spoiler

    Lyra: 21/78,

    Mira: 90/90,

     

    Mysterious Figure: 41/150,

     

  21. Lyra’s breathing exercise really does help to calm her nerves and restore 20 HP.

     

    The figure’s crossbow cycles to load new shots, but she doesn’t fire yet.  Instead her silhouette gets increasingly unstable.

     

    Mira’s Crescent Slash comes crashing down, passing straight through the figure with a splash of yellow dust.  Or rather where the figure had been, Mira could feel the hairs on the back of her neck stand up as she felt the figure rematerialize behind her and fire off two shots towards Lyra.

    Lyra dodges the first attack but takes the second squarely for 29 damage.

     

    Status

    Spoiler

    Lyra: 30/78,

    Mira: 90/90,

     

    Mysterious Figure: 72/150, Taunt(Lyra, 1)

     

  22. The Figure doesn’t directly reply to Lyra’s taunt, but she can see a slight shift in attitude as to who the crossbow seeks out this turn.

     

    The Mysterious Figure cycles her crossbow again, this time a smoking bluish bolt fires out and hits Lyra, dealing 23 damage and reinvigorating the Figure for 11 HP.

     

    Mira’s second attack slams through the Figure’s shield for 37 damage.

     

    Status:

    Spoiler

    Lyra: 39/78,

    Mira: 90/90,

     

    Mysterious Figure: 72/150,

     

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