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Posts posted by AzyWng
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IP began taking out the camping supplies - which mostly consisted of tents, with some cookware and other goods - and setting them up where it decided they would best go. Since it possessed no modules related to base development of any kind, this was difficult, yet it tried to do the most it could on its own.
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"I've found a set of camping supplies that could be useful to us, in addition to what appears to be the inventory of an old shop! I'm sorting the items out now..."
IP tried to sort out the contents of the shop inventory to the best of its ability, regardless of whether it could even identify what they were...Once it was done with that, it then tried to unpack the set of camping supplies to see exactly what it had to work with.
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IP simply nodded, leaving the gap and entering the train Rory was in, searching its storage compartments for anything of use.
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Looking over the rest of the group, IP asked them, "Does anyone have any supplies with which to begin setting up at this location? Anything from construction materials to a tarp would be helpful here..."
If none of them had any supplies with which to begin setup, IP moved over to the portal to make a request of its own. "Miss Yukari? Would it be possible for us to receive some supplies with which to begin setting up a base at this location? I am afraid I have no currency with which to pay for the supplies, I'm afraid..."
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IP retrieved the piece of paperwork, giving it a quick read before holding it out for the others to see.
"It seems Yukari has given us the deed to this piece of land. While it is undeveloped at the moment, I'm certain we can make this a place to rest, recover, and prepare between missions... provided we get the proper materials and tools."
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Upon seeing the crashed passenger train did not appear to have any hostiles within, IP holstered her weapon, and filpped her own coin. After its transformation, it slowly approached the crashed train, looking around inside.
"What do you believe she meant when she said this place was ours? That is not the most precise use of language."
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IP nodded and stood up from her seat, leaving most of her food untouched (not by her, at any rate), also heading through the portal. "Thank you for assisting us in our mission."
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Spray was still trying to process the information he'd been given when he was sent falling from the ceiling of an unfamiliar building. Looking over at the crowd, the rookie mercenary weakly raised his hand in greeting.
"Um... hello, there. I'm Maxwell Schiff, I was sent here by a Guardian Spirit named Sakuya. Are you the people I'm going to be working with?"
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Lyra stared at the crater where Mira was kneeling, Looked over at the results of Bridgett's own power, and looked at Iowa's... sickly coloration?
Shit. As if they didn't have enough to worry about already. Lyra rushed over to the ship-turned-human, calling out, "Perlita! Come over here! Iowa's not looking so good!" The contractor felt worse than she already did, having to rely on Perlita so much, but she couldn't think about that now. Right now, a member of the team was barely able to stand. Lyra got ready to catch Iowa in case she fell...
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Before he'd gone to bed, Spray had reminded himself of the things he'd need to do the next morning. Make sure the car had a full tank and was ready for the trip to M.E.R.C.'s office, that he had what he'd needed to bring (Weapon, flares, smoke grenades, and the medical supplies - he'd been told he'd be reimbursed for his purchases once someone hired him out), and that he'd sent the payment from his last job over to his folks back home.
Looked like his plans were gonna be delayed.
"Uh, h-hey there, ma'am. I'm Maxwell Schiff, but you can call me 'Spray' if you like..." He trailed off as he noticed that, not only was most of her skin exposed, but that an old habit of his had reared its head. He'd gotten some spit on Sakuya's shoulder.
He reached forward with a handkerchief in hand (thankfully, he was somehow wearing his work outfit and not the undershirt and boxers he'd gone to bed in) to try to wipe some of it off, but hesitated, before simply offering the handkerchief to her.
"Sorry about that."
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IP raised her head and nodded at Youmu's offer. "Very well. I'm afraid my current priorities mean I cannot immediately assist you, and I have no knowledge or experience in gardening besides... but once I become available, I will return here to assist in any way I can."
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"I have not explained myself entirely. In response to Youmu's words, I... threatened to use lethal force." IP let the words hang in the air as Youmu arrived.
"Ah. Miss Konpaku. I have an apology to make for the way I behaved when we first met. I drew my weapon and threatened to use lethal force, if you recall. I did so because I believed you were preparing to do the same... and it seems that my threat was in fact an unwarranted escalation of the situation." IP bowed her head nearly to the point of touching the table. "If there is anything I can do to show my good will and atone for my... reactionary attitude, please let me know."
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"So, I don't really know how I got here... but I gotta say, if all of this is true, I can't just stand by and let these Trespasser beasts or whatever they are destroy all of reality. I do have one question before I begin, though: How much is the pay? Promised my folks I'd keep sending money back to 'em. If y'all can drag me here you oughta be able to get an envelope or two back home, right?"
SpoilerName: Maxwell “Spray” Schiff
Age: 19
Gender/Sex: Male
Appearance: A young man with fair skin. His short brown hair is usually hidden beneath a camo hat that he almost never takes off. He seems to have a preference for darker clothing, his work outfit being a black jacket with a dark gray undershirt combined with black cargo pants and black military boots. Physically he appears remarkably average.
Race: White
Nationality: American
Bio:
A relative newcomer to the mercenary business, Maxwell “Spray” Schiff is already gaining a reputation for eagerly taking on any task assigned, no matter how mundane or unglamorous it may be. During the times he has participated in combat, he has saved the lives of several of his colleagues through careful use of suppressing fire and first aid.
Additional Notes:
Spray’s skills include field medic training, leadership abilities, and skill in stealth.
His marksmanship has also been described as “exceptional” by his colleagues.
Alternate Bio (A.I.M. Alumnus Entry):
While Spray’s dedication to the organization was admirable, he failed multiple marksmanship tests, and his cheerful attitude (not to mention certain mannerisms of his) clashed with senior members of the organization in a way that earned the rookie mercenary many enemies. While we have heard that he intends to join Biff’s mercenary venture, he has disappeared from the public eye after leaving A.I.M..
Level: 5
Stats:
Constitution: 7
Dexterity: 5
Intelligence: 10
Strength: 8
Synergy: 0
Perks:
Hit The Deck! -
This character receives half damage from all attacks that hit more than one target.
Low Profile -
This character can perform the action Sneaky Beaky Like, preventing him from being targeted until he performs an attack.
Swift Learner -
This character gains one AP every even-numbered level.
Paramedic -
This character’s healing is 40% more effective on characters who are below 40% health.
(Flaw) Friendly Suppressing Fire -
Allies deal 30% less damage to units this character attacked in the same round.
Actions: 18+2 from Perk 20/20
Sneaky Beaky Like (Perk-Backed) -
Spray slips away from the enemy. Once Spray performs Sneaky Beaky Like, he cannot be targeted until he performs an attack of some kind. Can be performed twice per battle.
Level 1 (Base) -
Spray hides from his enemies, preventing him from being targeted until he performs an attack of some kind. Can be performed once per battle.
Level 2 -
Sneaky Beaky Like can now be performed twice per battle.
Suppressing Fire -
Spray performs his namesake ability by firing his weapon at an enemy wildly, dealing no damage but preventing them from attacking for one turn and also healing an ally for INT HP. Cooldown of one turn. Spray needs an automatic weapon equipped in order to perform this action.
Note: This counts as an attack for the purposes of Friendly Suppressing Fire and Sneaky Beaky Like.
Level 1 (Base) -
Spray sprays an enemy with his weapon, dealing no damage but preventing them from attacking for one turn. Spray must have an automatic weapon equipped in order to perform this action.
Level 2 -
Spray doesn’t just shoot, he also shouts - often enough to make his colleagues feel a little better. Suppressing Fire now heals one ally for INT/2 HP. Suppressing Fire also now gains a cooldown of one turn.
Level 3 -
Spray’s shouting is more inspiring, improving its healing(?) capabilities. Suppressing Fire now heals one ally for INT HP.
Quick Bandage -
Spray quickly patches up an ally’s wounds, healing them for 3d4+INT points of health and removing all physical status effects from them.
Level 1 (Base) -
Spray quickly applies bandages and first aid to an ally, healing them for 1d4+INT points of health.
Level 2 -
Quick Bandage now removes one physical status effect from his target.
Level 3 -
Quick Bandage now removes all physical status effects from his target.
Level 4 -
Quick Bandage now heals 2d4+INT points of health.
Level 5 -
Quick Bandage now heals 3d4+INT points of health.
Field Surgery -
Spray performs some more in-depth wound treatment on an ally. This ability takes two turns. On the first turn, Spray heals the ally for 3d4+INT points of health. On the second turn, Spray heals for 150% of the amount of health he healed on the first turn. Once these two turns have passed, Field Surgery goes on a cooldown of two turns.
Level 1 -
Spray heals an ally over the course of two turns, healing them for 1d4+INT points of health on the first turn and healing 150% of that on the second turn. Cooldown of two turns that begins once the second turn has ended.
Level 2 -
Field Surgery now heals for 2d4+INT points of health on the first turn.
Level 3 -
Field Surgery now heals for 3d4+INT points of health on the first turn.
Pep Talk -
Spray moves over to an ally and encourages, insults, threatens, or cajoles them into re-entering the fight with a clearer head. Removes all mental debuffs from an ally and renders them immune to the next mental debuff they recieve.
Level 1 (Base) -
Spray gets an ally back in gear, removing a mental debuff from them.
Level 2 -
Pep Talk now removes all mental debuffs from an ally.
Level 3 -
After receiving Pep Talk, the ally becomes immune to their next mental debuff.
Blinding Smoke -
Spray throws a smoke grenade that hits up to three foes, reducing their damage output by INT for three turns.
Note: This counts as an attack for the purposes of Friendly Suppressing Fire and Sneaky Beaky Like.
Level 1 (Base) -
Spray hits a foe with a smoke grenade, reducing their damage output by INT for three turns. Three turn cooldown.
Level 2 -
Blinding Smoke now hits two enemies and reduces their damage output. Cooldown extended to four turns.
Level 3 -
Cooldown shortened to three turns.
Level 4 -
Blinding Smoke now hits three enemies and reduces their damage output. Cooldown extended to four turns.
Level 5 -
Cooldown shortened to three turns.
Equipment: 7/7 points
Type 85 SMG -
Cheap, simple, and rugged. This motto for Chinese military designs is truly reflected in this mass-produced weapon. Deals 3d8+DEX damage.
Weighs 6 (DEX penalty of 6-STR).
Level 1 (Base) -
Weighs 6. Deals 1d8+DEX damage.
Level 2 -
Now deals 2d8+DEX damage.
Level 3 -
Now deals 3d8+DEX damage.
Chemical Break Lights -
One time use chemical break lights made to act as a convenient and portable light source. They are broken to mix the light-producing chemicals, and then thrown to illuminate the environment - including enemies. Reveals three enemies if they’re stealthed, and prevents them from dodging or evading attacks for three turns. Four turn cooldown.
Note: This does not count as an attack for the purposes of Suppressing Friendly Fire, though it will count as an attack for the purposes of Sneaky Beaky Like.
Level 1 (Base) -
Spray throws a light at an enemy, revealing them if stealthed and preventing them from dodging or evading attacks for three turns. Three turn cooldown.
Level 2 -
Chemical Break Lights now reveal two enemies and prevent them from dodging or evading attacks. Cooldown extended to four turns.
Level 3 -
Cooldown shortened to three turns.
Level 4 -
Chemical Break Lights now reveal three enemies and prevent them from dodging or evading attacks. Cooldown extended to four turns.
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IP nodded at the explanation, then flinched as she realized something. “Miss Konpaku... when we first met, when she said that she would ‘cut it out of us’ if we didn’t say how to help you...” IP turned to Yuyuko, the gynoid's mouth twisted into a painful smile. "It seems I have... several failings in judgement I need to atone for..."
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Burning, all over. Couldn't let that stop her. Couldn't let that break her momentum. Two swings, hard as she could.
Lyra uses Fiasco to hit CFW Brave with Crush twice, dealing 4d4+8 damage twice and reducing Brave's damage output by 5 for 2 turns!
Adrenaline Dodging: Ready!
Blur: Ready!
Fiasco: Ready!
Concussion: Ready!
Taunt: Ready!
Swapper: 1/1 Charges left.
SpoilerLevel: 5
HP: 30+(5*7) = 61/65
Init: 10-0(For now) = 10
Stats: 10(Base)+20(4*Level 5)=30/30 Stat Caps: 5(Base)+7.5(1.5*Level 5)= 12
Constitution: 7
Dexterity: 8
Intelligence: 7
Strength: 8
Synergy: 0
Perks: 2(Base)+1(Level 5)+1(Flaw) = 4/4
Adrenaline -
Lyra can dodge one attack with a guaranteed chance of success. Cooldown of 3 turns.
Note: The cooldown counter for this ability ticks at the end of the entire turn.
Blur -
After landing three attacks, Lyra can dodge one attack with a guaranteed chance of success. Note: Blur can recharge in the middle of a turn if Lyra performs an attack before an enemy attack hits her.
Fiasco -
Lyra can use the perk-backed action “Fiasco”, which hits multiple times.
Copycat -
Lyra receives a bonus of her INT to any crafting rolls for creating items that are similar to ones she's seen before. This includes tricks.
(Flaw) Proud -
All forms of support (buffs, healing, status cures) Lyra received from others are halved. If the support cannot be halved (in the case of a debuff cure, for instance), the support has a 50% chance of failing and having no effect.
Actions: 18/18
Action Limit: 7/7 (Includes passive actions, but not perk-backed ones)
Defend
Active
Halves damage once all other damage calculations are made. Does not have initiative, and does not reduce pure damage.
Level 0 -
Available unless Lyra is prevented from acting. Reduces damage by half once all other calculations are made.
Fiasco -
Active (Perk-Backed)
Lyra performs a melee attack twice. Three turn cooldown. If Fiasco reduces an enemy to 0 HP or less, the cooldown is two turns instead of three.
Level 1 (Base) -
Lyra chooses a melee attack to hit her enemy with. This attack hits twice. Three turn cooldown.
Level 2 -
If Fiasco reduces an enemy to 0 HP or less, the cooldown is two turns instead of three.
Breathe
Active
Lyra heals herself for 1d6+INT damage.
Level 1 (Base) -
Lyra heals herself for 1d6+INT damage.
Level 2 -
Lyra now heals herself for 2d6+INT damage.
Rush
Active
Lyra performs two attacks with her wrench, each one dealing 1d8+DEX/2 damage. If Lyra attacks the same target twice and then attacks them the next turn with a move other than Rush, that move has 1 damage die added.
NOTE: Buffs only apply to Lyra’s first attack.
NOTE: Lyra can target a different foe with each attack.
Level 1 (Base) -
Lyra attacks twice, hitting enemies for 1d6+DEX/2 damage each time.
Level 2 -
If Lyra attacks the same target twice and then attacks them the next turn with a move other than Rush, that move has 1 damage die added.
Level 3 -
Rush now deals 1d8+DEX/2 damage per attack.
Concussion
Active
Lyra swings her wrench at an enemy’s head, stunning them for one turn and dealing 1d6 damage. One turn cooldown.
Level 1 (Base) -
Lyra stuns an enemy for one turn. One turn cooldown.
Level 2 -
Concussion now deals 1d6 damage.
Crush
Lyra swings her wrench at full force, reducing their damage output by LVL/2 points for two turns and dealing 4d4+STR damage. The damage debuff stacks with itself.
Level 1 (Base) -
Lyra reduces an enemy’s damage output by LVL/2 points for two turns and deals 1d4+STR damage.
Level 2 -
Crush now deals 2d4+STR damage.
Level 3 -
Crush now deals 3d4+STR damage.
Level 4 -
Crush now deals 4d4+STR damage.
Taunt
Lyra shouts at up to three enemies to make herself seem like a bigger threat, forcing them to attack her for three turns.
Note: The target enemies must target Lyra if they attack, and she must be the sole target of all AoE attacks. Three turn cooldown.
Level 1 (Base) -
Lyra taunts an enemy, forcing them to attack her for three turns. Five turn cooldown.
Level 2 -
Taunt now has a four turn cooldown.
Level 3 -
Taunt now has a three turn cooldown.
Level 4 -
Lyra can now taunt up to two enemies.
Level 5 -
Lyra can now taunt up to three enemies.
Level 6 -
Taunt now counts as one attack for the purposes of Blur.
Gear: 2(Base)+5(Level 5)+1(Character Rework)= 6/8
Experimental Reactive Armor-
+4 DR against physical attacks. Weight of 7. After being attacked once, +2 DR for the rest of the turn.
Level 1 (Base) -
+2 DR. Weight of 6.
Level 2 -
After being attacked once, +2 DR for the rest of the turn. +3 weight (Now 9).
Level 3 -
Weight reduced by 2 (Now 7).
Level 4 -
Weight reduced by 2 (Now 5).
Level 5 -
Base DR increased by 1 (Now 3). Weight increased by 1 (Now 6).
Level 6 -
Base DR increased by 1 (Now 4). Weight increased by 1 (Now 7).
Swapper -
Once per battle, Lyra can either switch places with her target or prepare a Swapshot on her target. The latter will dodge the target’s attacks.
NOTE: This device works by destroying the user’s (and the target’s) body, and then recreating it in a different place.
Level 1 (Base) -
Once per battle, Lyra can use this device to switch places with her target. This causes all attacks that would hit her to hit her target, and vice versa. The target can still attack her even after switching places.
Level 2 -
Instead of immediately switching places with her target, Lyra can instead ready her Swapper for a Swapshot - when her enemy attacks, Lyra will then switch places with them immediately, dodging any attacks they launch. Attacks from other foes will not trigger Swapshot. Swapshot lasts for one turn, similar to Defend. If Lyra is not attacked by her target, the Swapper’s charge is not used.
Stash:
Lead Pipe -
Currently carrying 3.
Deals 1d4+STR damage to one target.
Handgun -
Currently carrying 4.
Deals 1d4+DEX damage to one target.
Improvised Rifle -
This strange weapon fires a burst of rays that transform mid-flight into various improvised weapons.
Deals 3d6+INT damage to one target with a 5% chance to deal no damage and a 5% chance to deal triple damage(1 or 20 on a d20).
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IP looked around for a moment, before asking, "I noticed during my fight with Reimu that my weapons appear to have been modified in some fashion. What exactly is the nature of the modification, and why was it made? Is it somehow related to 'danmaku'?"
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IP nodded, glancing over at Rory's fumble (and taking note of where the coin landed) before putting the coin in one of her storage compartments. The gynoid then looked up at Yukari. "Thank you, but... I don't believe we've met. Kaida Corporation Prototype Training Series Model 00-27C, Serial Number F7DXOQ29604509X, also known as 'Instructor Prototype' or "IP". Manufactured September 18th, 1927. Placed into storage February 8th, 1943. Reactivated March 15th, 1985. At your service, Miss...?"
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IP examined the coin she'd received for several seconds, before giving it a quick flip.
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The gynoid nodded at the miko. "Please, Miss Hakurei. I wish to at least know more about who you are before you left."
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The gynoid returned Remiu's gohei and everything else it had taken from her. "My apologies. It's standard operating procedure to remove the weapons and equipment of defeated foes. I am Instructor Prototype. It's nice to meet you."
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As soon as Reimu started to stir, IP moved away, not commenting on her actions. After a brief pause where IP nearly reached for her weapon (again), the robot(?)-turned-human relaxed a little.
"I take it you are... no longer interested in attacking us?"
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As soon as Masako spoke, IP dove into the best cover she could find, but as soon as the Tengu finished her attack sequence, IP was rushing towards the fallen miko. Ignoring Walmond's sealing of the mask, IP instead picked up Reimu's gohei before beginning to search her for anything useful - weapons, equipment, healing items, anything.
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IP said nothing, and merely fired another burst at Reimu.
IP attacks Reimu with her Auto 9/45, dealing (6d4+6)*1.8 damage!
HP: 61/65
???/20 HARM - DUALITY ACTIVE - All healing performed is boosted by 30% for the next two turns
14/20 HEAL
Methadone: READYDISABLED DUE TO SILENCEEmergency Response: READYDISABLED DUE TO SILENCEWeapon Guidance: READYDISABLED DUE TO SILENCEAim Assist: READYDISABLED DUE TO SILENCEAuto 9/45: READY 2/4 Bursts Left
Tomahawk: ON COOLDOWN - 2/3 Turns Left
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Lyra gave herself a brief self-diagnosis before she proceeded.
She still felt a little groggy from all the poison - she'd have to thank Perlita later, not to mention ask how she even did what she did - but her heart pumped strong. For the entire fight she'd done nothing besides yell at a few bots and get poisoned - she needed to at least score a few hits.
After all, that was all she was good for.
Rushing in towards the distracted robotic figure, Lyra performed a quick combo of strikes with her wrench. Maybe they wouldn't do much against Brave's armor, but that wasn't the point - the point was to prepare him for her next move.
Lyra attacks CFW Brave with Rush, attacking him twice for 1d8+4 damage each! If Lyra then attacks CFW Brave with a different move next turn, she will add 1 damage die to that move!
Adrenaline Dodging: Ready!
Blur: 1/3 attacks left!
Fiasco: Ready!
Concussion: Ready!
Taunt: Ready!
Swapper: 1/1 Charges left.
SpoilerLevel: 5
HP: 30+(5*7) = 39/65
Init: 10-0(For now) = 10
Stats: 10(Base)+20(4*Level 5)=30/30 Stat Caps: 5(Base)+7.5(1.5*Level 5)= 12
Constitution: 7
Dexterity: 8
Intelligence: 7
Strength: 8
Synergy: 0
Perks: 2(Base)+1(Level 5)+1(Flaw) = 4/4
Adrenaline -
Lyra can dodge one attack with a guaranteed chance of success. Cooldown of 3 turns.
Note: The cooldown counter for this ability ticks at the end of the entire turn.
Blur -
After landing three attacks, Lyra can dodge one attack with a guaranteed chance of success. Note: Blur can recharge in the middle of a turn if Lyra performs an attack before an enemy attack hits her.
Fiasco -
Lyra can use the perk-backed action “Fiasco”, which hits multiple times.
Copycat -
Lyra receives a bonus of her INT to any crafting rolls for creating items that are similar to ones she's seen before. This includes tricks.
(Flaw) Proud -
All forms of support (buffs, healing, status cures) Lyra received from others are halved. If the support cannot be halved (in the case of a debuff cure, for instance), the support has a 50% chance of failing and having no effect.
Actions: 18/18
Action Limit: 7/7 (Includes passive actions, but not perk-backed ones)
Defend
Active
Halves damage once all other damage calculations are made. Does not have initiative, and does not reduce pure damage.
Level 0 -
Available unless Lyra is prevented from acting. Reduces damage by half once all other calculations are made.
Fiasco -
Active (Perk-Backed)
Lyra performs a melee attack twice. Three turn cooldown. If Fiasco reduces an enemy to 0 HP or less, the cooldown is two turns instead of three.
Level 1 (Base) -
Lyra chooses a melee attack to hit her enemy with. This attack hits twice. Three turn cooldown.
Level 2 -
If Fiasco reduces an enemy to 0 HP or less, the cooldown is two turns instead of three.
Breathe
Active
Lyra heals herself for 1d6+INT damage.
Level 1 (Base) -
Lyra heals herself for 1d6+INT damage.
Level 2 -
Lyra now heals herself for 2d6+INT damage.
Rush
Active
Lyra performs two attacks with her wrench, each one dealing 1d8+DEX/2 damage. If Lyra attacks the same target twice and then attacks them the next turn with a move other than Rush, that move has 1 damage die added.
NOTE: Buffs only apply to Lyra’s first attack.
NOTE: Lyra can target a different foe with each attack.
Level 1 (Base) -
Lyra attacks twice, hitting enemies for 1d6+DEX/2 damage each time.
Level 2 -
If Lyra attacks the same target twice and then attacks them the next turn with a move other than Rush, that move has 1 damage die added.
Level 3 -
Rush now deals 1d8+DEX/2 damage per attack.
Concussion
Active
Lyra swings her wrench at an enemy’s head, stunning them for one turn and dealing 1d6 damage. One turn cooldown.
Level 1 (Base) -
Lyra stuns an enemy for one turn. One turn cooldown.
Level 2 -
Concussion now deals 1d6 damage.
Crush
Lyra swings her wrench at full force, reducing their damage output by LVL/2 points for two turns and dealing 4d4+STR damage. The damage debuff stacks with itself.
Level 1 (Base) -
Lyra reduces an enemy’s damage output by LVL/2 points for two turns and deals 1d4+STR damage.
Level 2 -
Crush now deals 2d4+STR damage.
Level 3 -
Crush now deals 3d4+STR damage.
Level 4 -
Crush now deals 4d4+STR damage.
Taunt
Lyra shouts at up to three enemies to make herself seem like a bigger threat, forcing them to attack her for three turns.
Note: The target enemies must target Lyra if they attack, and she must be the sole target of all AoE attacks. Three turn cooldown.
Level 1 (Base) -
Lyra taunts an enemy, forcing them to attack her for three turns. Five turn cooldown.
Level 2 -
Taunt now has a four turn cooldown.
Level 3 -
Taunt now has a three turn cooldown.
Level 4 -
Lyra can now taunt up to two enemies.
Level 5 -
Lyra can now taunt up to three enemies.
Level 6 -
Taunt now counts as one attack for the purposes of Blur.
Gear: 2(Base)+5(Level 5)+1(Character Rework)= 6/8
Experimental Reactive Armor-
+4 DR against physical attacks. Weight of 7. After being attacked once, +2 DR for the rest of the turn.
Level 1 (Base) -
+2 DR. Weight of 6.
Level 2 -
After being attacked once, +2 DR for the rest of the turn. +3 weight (Now 9).
Level 3 -
Weight reduced by 2 (Now 7).
Level 4 -
Weight reduced by 2 (Now 5).
Level 5 -
Base DR increased by 1 (Now 3). Weight increased by 1 (Now 6).
Level 6 -
Base DR increased by 1 (Now 4). Weight increased by 1 (Now 7).
Swapper -
Once per battle, Lyra can either switch places with her target or prepare a Swapshot on her target. The latter will dodge the target’s attacks.
NOTE: This device works by destroying the user’s (and the target’s) body, and then recreating it in a different place.
Level 1 (Base) -
Once per battle, Lyra can use this device to switch places with her target. This causes all attacks that would hit her to hit her target, and vice versa. The target can still attack her even after switching places.
Level 2 -
Instead of immediately switching places with her target, Lyra can instead ready her Swapper for a Swapshot - when her enemy attacks, Lyra will then switch places with them immediately, dodging any attacks they launch. Attacks from other foes will not trigger Swapshot. Swapshot lasts for one turn, similar to Defend. If Lyra is not attacked by her target, the Swapper’s charge is not used.
Stash:
Lead Pipe -
Currently carrying 3.
Deals 1d4+STR damage to one target.
Handgun -
Currently carrying 4.
Deals 1d4+DEX damage to one target.
Improvised Rifle -
This strange weapon fires a burst of rays that transform mid-flight into various improvised weapons.
Deals 3d6+INT damage to one target with a 5% chance to deal no damage and a 5% chance to deal triple damage(1 or 20 on a d20).
[IC] TotMV:G^2: Touhou: Twilight of Paradise Butterfly
in General
Posted
IP looked over to where LOTUS was, and finished putting up the tent it was working on. Walking up to the tablet-turned-fairy, it asked, "LOTUS, I'm afraid I have no database modules on setting up base camps or similar locations, and I am uncertain on how to best utilize the current supplies we have. Please advise."