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AzyWng

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  1. IP did, however, choose to move between the swordwoman and UB-65, pulling out and raising her shield as she did so. Though she didn't aim it at The swordwoman just yet, IP also drew her pistol, entering into a stance ready to block any attack directed at UB-65. Her mouth - which had at first been slightly agape in confusion - drew closed into a thin line.


    "Lower your weapon immediately. If you attempt to harm my colleagues, I will respond with lethal force." The words had the stillness of a firing squad about to be given the final command. "Once you have complied... then we can discuss how to help your mistress."

  2. IP nodded. "My own capabilities are also largely support-related - restoring the health of allies and improving their damage output - though I was able to acquire a firearm before I was transported here.

     

    You said earlier that your chassis was usually a... tablet? That is an unusual design for an AI. What was your original purpose?"

  3. IP nodded in understanding of LOTUS's explanation. "In that case, each one of us must have some degree of ability to fight off these Trespassers - which brings me to an issue I believe is very important. What are this team's capabilities? What weapons and equipment do they currently have, what are their skills, and do they possess any outstanding strengths or weaknesses? You seem to be a fairly observant individual, and the information would help us coordinate our actions when the time comes to fight those creatures."

  4. IP just looked down at Chen's young form, seeming only now to notice her for the first time. IP's mouth curled into yet another serious frown.

     

    "I do not believe it is safe for a child to accompany us on our investigation, even if you are the daughter of the woman who is assisting us. Why didn't she come with us personally if she was interested in helping?"

  5. IP turned to Dr. Powderbelle as she commented on the lack of a phone plan. "I believe the inability to call your employer may be due to a lack of transmitters. While I do not possess much knowledge about this region, what I have seen so far suggests a lack of infrastructure in general. The road we are currently traveling on is simply a dirt path. There are no signs of any radio antennas or similar structures, and there don't appear to be any tall buildings in general. We may be in a rural area at the moment."

  6. IP's head tracked LOTUS's movement as the fairy flew onto her shoulder, face expressionless. IP lowered her head in thought before beginning to explain. "Trespassers are creatures that travel from various... 'worlds', for lack of a better term... intending to destroy... reality itself? I'm afraid I did could not fully process the information I received. Defeating these creatures took priority over my previous mission... Unfortunately, I am not aware of their specific capabilities, other than that they greatly exceed my own. What Rory said earlier suggests that you have successfully eliminated these creatures before. Beyond that, I do not have any other information about these Trespassers.

     

    And, if I may interrupt... I have never seen a model of electronic sentience that resided in a body as compact as yours. What corporation manufactured you?"

  7. Lyra was beginning to tire out. At this pace, it wouldn't be long until one of the dolphin's attacks landed - and when they did, it would hurt. At the same time, though, she noticed that the others had been bearing the brunt of the damage. Her wrench wasn't

    doing a whole lot to the creature, and she doubted the rifle would be of much help, either.

     

    Well, if it was inevitable... maybe breaking the creature's focus would help it hurt less.

     

    Lyra rushed up to the creature...

     

    Breathed in...

     

    And screamed.

     

    Lyra taunts the Dolphin! It will be forced to attack her for one round, and will deal 30% less damage for three turns!

     

    Adrenaline Dodging: Cooling down. 1/3 turns left.

    Blur: 0/3 Attacks

    Fiasco: 2/4 Dodges

    Point-Blank Throw: Ready!

    Taunt: Ready!

    Damaged Item Teleporter: Ready!

    Safety-Bypassed Rechargeable Medium-Capacity Swapper: 3/3 Charges

    Damaged Rechargeable Emergency Shield: Ready!

     

    Spoiler

    HP: 30+(5*4) = 50/50

    Base Init: 10-0(For now) = 10

     

    Stats:           

                Constitution: 4

                Dexterity: 10

                Intelligence: 8

                Strength: 8

                Synergy: 0

     

    Perks:

     

    Adrenaline -

    Can dodge one attack with a guaranteed chance of success. Cooldown of 3 turns.

     

    Blur -

     

    After landing three attacks, Lyra can dodge one attack with a guaranteed chance of success.

     

    Fiasco -

     

    Every four dodges, Lyra can perform a second attack on her turn.

     

    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 Lyra receives are halved.

     

    Actions: 8 (Base)+10 (2*Level 5) = 18/18

     

     

    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.

     

    Ex-Glitcher

     

    Passive

    Lyra gets a 2+1/3 INT bonus to her INIT after she uses a teleporting device.

    Level 1 (Base) -

    All teleporting devices give Lyra a 2+1/3 INT bonus to her INIT when she uses them.

     

    Counterattack

     

    Passive

    When Lyra dodges an attack, on her next turn, her next attack will have one additional hit die and a DEX/3 bonus to damage OR a STR/3 bonus if the attack already has a DEX modifier. The attack will also count as two attacks for the purposes of triggering Blur.

    Level 1 (Base) -

    If Lyra dodges an attack, on her next turn, her next attack against an enemy that attacked her will have one hit die added to its attack roll.

    Level 2 -

    Using Counterattack will now count as an additional attack for the purpose of triggering Blur.

    Level 3 -

    Using Counterattack on enemies who are lower than Lyra in the turn order will grant Lyra a DEX/3 bonus to her attack roll. If the attack already has a DEX modifier, the attack’s bonus is STR/3 instead.

    Level 4 -

    Counterattack now triggers when Lyra dodges. Her next attack will have one extra hit die and a DEX/3 bonus regardless of who the target is.

     

    Point-Blank Throw

     

    Active

    Lyra can perform a second attack on the same turn as her first, removing one die from her attack roll. This counts as a second attack for the purpose of triggering Blur. This attack can also be combined with any other attack action. Cooldown of 3.

    Level 1 (Base) -

    Lyra throws her melee weapon at an enemy immediately after swinging it, allowing her to perform a second attack on the same target, removing two dice from her attack roll in the process. Lyra catches the wrench immediately afterwards, meaning she does not lose it. Cooldown of 3 turns.

    Level 2 -

    Using Point-Blank Throw now counts as an attack for the purpose of triggering Blur, meaning that two attacks will be stored.

    Level 3 -

    Lyra can now choose to combine Point-Blank Throw with any other attack action. (Note that combining Point-Blank Throw with Counterattack will not count as three attacks for the purposes of triggering Blur, only two.)

    Level 4 -

    Lyra will remove one die from her attack roll instead of two.

    Level 5 -

    Point-Blank Throw can now target a different enemy than the one that was attacked first.

     

    Taunt

     

    Active

    Lyra forces an enemy to focus their attacks on her for one turn and causes them to deal 30% less damage for the next three turns. Three turn cooldown.

    Level 1 (Base) -

    Lyra forces an enemy to focus their attacks on her for one turn, spending her attack for that turn, with a three turn cooldown.

    Level 2 -

    Lyra’s barking now makes the enemy lose focus, and will cause the enemy to inflict 20% less damage for their next two turns.

    Level 3 -

    Taunt will now cause the enemy to inflict 30% less damage for their next two turns.

    Level 4 -

    Taunt’s effects now last for an additional turn.

     

    Equipment:

     

     

    Wrench -

     

    Inflicts 3d4 + STR damage.

        Weight of 6 (INIT Penalty of 6-STR)

    Level 1 (Base) - Wrench

    Inflicts 3d4+STR damage.

     

    Damaged Item Teleporter -

     

    When used, lets Lyra take one item dropped on the ground as a free action. The item is returned to the floor when the battle ends, and anyone can choose to pick it up. One use per battle.

        Level 1 - (Base) Damaged Item Teleporter

        Once per battle, take a dropped item as a free action. When the battle ends, return the item to the communal inventory.

     

    Safety-Bypassed Rechargeable Medium-Capacity Swapper -

     

    When used, makes Lyra and a unit of her choice switch places. Attacks and actions that target Lyra will now target the chosen unit, and attacks and actions that target the chosen unit will now target her. Three uses per battle. Uses the user’s action for the round, just like a weapon or action would. Lyra can also choose to activate her swapper as a free action at the cost of draining three charges instead of one.

        Note: Glitchers such as this one work by destroying the user’s body and then recreating it in a different location.

    Level 1 (Base) - Damaged Rechargeable Swapper

    Once per battle, swap places with a unit. This means that all attacks and actions targeting the swapped unit now target the user and all attacks and actions targeting the user will now target the swapped unit. This includes most projectile attacks, even ones that the swapped unit made against the user.

    Level 2 - Medium-Capacity

    The can be used three times per battle.

    Level 3 - Safety Bypass

    Lyra can choose to activate her swapper as a free action at the cost of draining three charges instead of one.   

     

    Damaged Rechargeable Emergency Shield -

     

    Use to apply a 30 HP barrier to Lyra for one turn. One use per battle.

    Level 1 (Base) - Damaged Rechargeable Emergency Shield

        Once per battle, applies a barrier with 30 HP to the user for one turn.

     

    Gun -

     

    Inflicts 2d4+DEX damage.

        Weight of 2 (INIT Penalty of 2-STR)

    Level 1 (Base) - Gun

    Inflicts 2d4+DEX damage.

     

    Tactical Gear -

     

    Adds an additional action slot that equipment can take.

    Level 1 (Base) - Tactical Gear

    Adds one more action slot that can be filled by a piece of equipment.

     

    Improvised Rifle -

     

    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).

     

  8. Correction: Flying plaid dolphin that could spray poison. That was going to complicate things. Hopefully Lyra and the others could take it down with before it could get to her.

     

    As she moved in to start swinging, Lyra noticed Mira preparing her own attack. Good. As long as neither of them got killed, she'd be able to start talking to her about the value of teamwork as soon as they finished.

     

    Lyra attacks the Plaid Dolphin with her Wrench! Since she just dodged, she's able to perform a Counterattack! (4d4+8+3)

     

    Adrenaline Dodging: Cooling down. 0/3 turns left.

    Blur: 1/3 Attacks

    Fiasco: 1/4 Dodges

    Point-Blank Throw: Ready!

    Taunt: Ready!

    Damaged Item Teleporter: Ready!

    Safety-Bypassed Rechargeable Medium-Capacity Swapper: 3/3 Charges

    Damaged Rechargeable Emergency Shield: Ready!

     

    Spoiler

    HP: 30+(5*4) = 50/50

    Base Init: 10-0(For now) = 10

     

    Stats:           

                Constitution: 4

                Dexterity: 10

                Intelligence: 8

                Strength: 8

                Synergy: 0

     

    Perks:

     

    Adrenaline Dodging -

    Can dodge one attack with a guaranteed chance of success. Cooldown of 3 turns.

     

    Blur -

     

    After landing three attacks, Lyra can dodge one attack with a guaranteed chance of success.

     

    Fiasco -

     

    Every four dodges, Lyra can perform a second attack on her turn.

     

    Learn From One’s Betters -

     

    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) Always Someone Better -

     

    All forms of support Lyra receives are halved.

     

    Actions: 8 (Base)+10 (2*Level 5) = 18/18

     

     

    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.

     

    Ex-Glitcher

     

    Passive

    Lyra gets a 2+1/3 INT bonus to her INIT after she uses a teleporting device.

    Level 1 (Base) -

    All teleporting devices give Lyra a 2+1/3 INT bonus to her INIT when she uses them.

     

    Counterattack

     

    Passive

    When Lyra dodges an attack, on her next turn, her next attack will have one additional hit die and a DEX/3 bonus to damage OR a STR/3 bonus if the attack already has a DEX modifier. The attack will also count as two attacks for the purposes of triggering Blur.

    Level 1 (Base) -

    If Lyra dodges an attack, on her next turn, her next attack against an enemy that attacked her will have one hit die added to its attack roll.

    Level 2 -

    Using Counterattack will now count as an additional attack for the purpose of triggering Blur.

    Level 3 -

    Using Counterattack on enemies who are lower than Lyra in the turn order will grant Lyra a DEX/3 bonus to her attack roll. If the attack already has a DEX modifier, the attack’s bonus is STR/3 instead.

    Level 4 -

    Counterattack now triggers when Lyra dodges. Her next attack will have one extra hit die and a DEX/3 bonus regardless of who the target is.

     

    Point-Blank Throw

     

    Active

    Lyra can perform a second attack on the same turn as her first, removing one die from her attack roll. This counts as a second attack for the purpose of triggering Blur. This attack can also be combined with any other attack action. Cooldown of 3.

    Level 1 (Base) -

    Lyra throws her melee weapon at an enemy immediately after swinging it, allowing her to perform a second attack on the same target, removing two dice from her attack roll in the process. Lyra catches the wrench immediately afterwards, meaning she does not lose it. Cooldown of 3 turns.

    Level 2 -

    Using Point-Blank Throw now counts as an attack for the purpose of triggering Blur, meaning that two attacks will be stored.

    Level 3 -

    Lyra can now choose to combine Point-Blank Throw with any other attack action. (Note that combining Point-Blank Throw with Counterattack will not count as three attacks for the purposes of triggering Blur, only two.)

    Level 4 -

    Lyra will remove one die from her attack roll instead of two.

    Level 5 -

    Point-Blank Throw can now target a different enemy than the one that was attacked first.

     

    Taunt

     

    Active

    Lyra forces an enemy to focus their attacks on her for one turn and causes them to deal 30% less damage for the next three turns. Three turn cooldown.

    Level 1 (Base) -

    Lyra forces an enemy to focus their attacks on her for one turn, spending her attack for that turn, with a three turn cooldown.

    Level 2 -

    Lyra’s barking now makes the enemy lose focus, and will cause the enemy to inflict 20% less damage for their next two turns.

    Level 3 -

    Taunt will now cause the enemy to inflict 30% less damage for their next two turns.

    Level 4 -

    Taunt’s effects now last for an additional turn.

     

    Equipment:

     

     

    Wrench -

     

    Inflicts 3d4 + STR damage.

        Weight of 6 (INIT Penalty of 6-STR)

    Level 1 (Base) - Wrench

    Inflicts 3d4+STR damage.

     

    Damaged Item Teleporter -

     

    When used, lets Lyra take one item dropped on the ground as a free action. The item is returned to the floor when the battle ends, and anyone can choose to pick it up. One use per battle.

        Level 1 - (Base) Damaged Item Teleporter

        Once per battle, take a dropped item as a free action. When the battle ends, return the item to the communal inventory.

     

    Safety-Bypassed Rechargeable Medium-Capacity Swapper -

     

    When used, makes Lyra and a unit of her choice switch places. Attacks and actions that target Lyra will now target the chosen unit, and attacks and actions that target the chosen unit will now target her. Three uses per battle. Uses the user’s action for the round, just like a weapon or action would. Lyra can also choose to activate her swapper as a free action at the cost of draining three charges instead of one.

        Note: Glitchers such as this one work by destroying the user’s body and then recreating it in a different location.

    Level 1 (Base) - Damaged Rechargeable Swapper

    Once per battle, swap places with a unit. This means that all attacks and actions targeting the swapped unit now target the user and all attacks and actions targeting the user will now target the swapped unit. This includes most projectile attacks, even ones that the swapped unit made against the user.

    Level 2 - Medium-Capacity

    The can be used three times per battle.

    Level 3 - Safety Bypass

    Lyra can choose to activate her swapper as a free action at the cost of draining three charges instead of one.   

     

    Damaged Rechargeable Emergency Shield -

     

    Use to apply a 30 HP barrier to Lyra for one turn. One use per battle.

    Level 1 (Base) - Damaged Rechargeable Emergency Shield

        Once per battle, applies a barrier with 30 HP to the user for one turn.

     

    Gun -

     

    Inflicts 2d4+DEX damage.

        Weight of 2 (INIT Penalty of 2-STR)

    Level 1 (Base) - Gun

    Inflicts 2d4+DEX damage.

     

    Tactical Gear -

     

    Adds an additional action slot that equipment can take.

    Level 1 (Base) - Tactical Gear

    Adds one more action slot that can be filled by a piece of equipment.

     

  9. IP smiled and gave a bow in response to Remilia's curtsy, but remained standing, picking up a cup of tea and tentatively taking a sip.

     

    "And as I have said before, I am Instructor Prototype, or 'IP'. Thank you for allowing us to be here. I'm afraid the unorthodox nature of our employment - and of our task - meant that we were unable to schedule an appointment. We would be honored to receive this favor, Lady Scarlet."

  10. Instructor nods at Rory’s comment. “We need you to help us find and destroy them. I can confirm that what Rory has said is true - although dangerous, such entities can be defeated.

     

    At the moment we are preparing to have a meeting with one Remilia Scarlet regarding an incident we believe may be linked to Trespasser activity.”

  11. “In addition, I’d like you to take a look at our group’s members. In particular, I’d like you to notice that none of us are wearing uniforms, and that none of us are equipped with any kind of standard-issue weaponry. I can assure you, none of us belong to any nation’s military force, let alone one that considers the Imperial German Navy to be an enemy.“

  12. The gynoid (still wearing its own frilly headdress) smiled and waved a hand in greeting, seemingly oblivious to the reactions of Meiling and Sakuya.

     

    "I am 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. A pleasure to meet you, UB-65. Do not be afraid. You are not a prisoner. In fact, I have reason to believe that you have been given a mission similar to ours - to find and eliminate creatures known as 'Trespassers'. If you were not informed of this mission, I can help provide details to the best of my ability."

  13. Upon seeing Meiling's strike, IP quickly stepped through the now open doorway, hands raised in a "Don't shoot" gesture. "Lady Scarlet. I understand that this is a stressful situation for you, but you must understand that we do not intend to harm you. If we did, I would not currently be speaking to you. If you wish for me to disarm as an act of good faith, I will, but know that we are not your enemies."

  14. "Rory, please be civil. Even though I cannot see her, it is obvious Lady Scarlet is under intense emotional distress. Insulting her seems... rather unhelpful."

     

    Turning to the door, the gynoid called out to the voice inside the room. "Please forgive her for her... reaction. She is Rory. I am Instructor Prototype, but you may also call me 'IP'. My colleagues and I are here on important business that involves the incident regarding your maid Sakuya's... behavior."

     

    Turning to the other members of the party IP then asked, - "I believe you would be better suited for explaining the discoveries that were made?"

  15. Out of all the things she’d seen today - from kitsune to battleship ladies to eldritch abominations destroyed by battleship ladies - this was the thing that threw Lyra for a loop.

     

    Flying. Plaid. Dolphin.

     

    An aggressive one, at that.


    Remembering what Histoire had told the team earlier about the monsters of this world dropping additional loot... Lyra decided she was going to fight it. Test out what the rifle did and possibly acquire more gear - a win-win situation, assuming she didn’t die.

     

    Lyra equips the Strange Rifle and fires it at the Floating Plaid Dolphin!

     

    Spoiler

     

    HP: 30+(5*4) = 50/50

    Base Init: 10-0(For now) = 10

     

    Stats:           

                Constitution: 4

                Dexterity: 10

                Intelligence: 8

                Strength: 8

                Synergy: 0

     

    Perks:

     

    Adrenaline -

    Can dodge one attack with a guaranteed chance of success. Cooldown of 3 turns.

     

    Blur -

     

    After landing three attacks, Lyra can dodge one attack with a guaranteed chance of success.

     

    Fiasco -

     

    Every four dodges, Lyra can perform a second attack on her turn.

     

    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 Lyra receives are halved.

     

    Actions: 8 (Base)+10 (2*Level 5) = 18/18


     

    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.

     

    Ex-Glitcher

     

    Passive

    Lyra gets a 2+1/3 INT bonus to her INIT after she uses a teleporting device.

    Level 1 (Base) -

    All teleporting devices give Lyra a 2+1/3 INT bonus to her INIT when she uses them.

     

    Counterattack

     

    Passive

    When Lyra dodges an attack, on her next turn, her next attack will have one additional hit die and a DEX/3 bonus to damage OR a STR/3 bonus if the attack already has a DEX modifier. The attack will also count as two attacks for the purposes of triggering Blur.

    Level 1 (Base) -

    If Lyra dodges an attack, on her next turn, her next attack against an enemy that attacked her will have one hit die added to its attack roll.

    Level 2 -

    Using Counterattack will now count as an additional attack for the purpose of triggering Blur.

    Level 3 -

    Using Counterattack on enemies who are lower than Lyra in the turn order will grant Lyra a DEX/3 bonus to her attack roll. If the attack already has a DEX modifier, the attack’s bonus is STR/3 instead.

    Level 4 -

    Counterattack now triggers when Lyra dodges. Her next attack will have one extra hit die and a DEX/3 bonus regardless of who the target is.

     

    Point-Blank Throw

     

    Active

    Lyra can perform a second attack on the same turn as her first, removing one die from her attack roll. This counts as a second attack for the purpose of triggering Blur. This attack can also be combined with any other attack action. Cooldown of 3.

    Level 1 (Base) -

    Lyra throws her melee weapon at an enemy immediately after swinging it, allowing her to perform a second attack on the same target, removing two dice from her attack roll in the process. Lyra catches the wrench immediately afterwards, meaning she does not lose it. Cooldown of 3 turns.

    Level 2 -

    Using Point-Blank Throw now counts as an attack for the purpose of triggering Blur, meaning that two attacks will be stored.

    Level 3 -

    Lyra can now choose to combine Point-Blank Throw with any other attack action. (Note that combining Point-Blank Throw with Counterattack will not count as three attacks for the purposes of triggering Blur, only two.)

    Level 4 -

    Lyra will remove one die from her attack roll instead of two.

    Level 5 -

    Point-Blank Throw can now target a different enemy than the one that was attacked first.

     

    Taunt

     

    Active

    Lyra forces an enemy to focus their attacks on her for one turn and causes them to deal 30% less damage for the next three turns. Three turn cooldown.

    Level 1 (Base) -

    Lyra forces an enemy to focus their attacks on her for one turn, spending her attack for that turn, with a three turn cooldown.

    Level 2 -

    Lyra’s barking now makes the enemy lose focus, and will cause the enemy to inflict 20% less damage for their next two turns.

    Level 3 -

    Taunt will now cause the enemy to inflict 30% less damage for their next two turns.

    Level 4 -

    Taunt’s effects now last for an additional turn.

     

    Equipment:


     

    Wrench -

     

    Inflicts 3d4 + STR damage.

        Weight of 6 (INIT Penalty of 6-STR)

    Level 1 (Base) - Wrench

    Inflicts 3d4+STR damage.

     

    Damaged Item Teleporter -

     

    When used, lets Lyra take one item dropped on the ground as a free action. The item is returned to the floor when the battle ends, and anyone can choose to pick it up. One use per battle.

        Level 1 - (Base) Damaged Item Teleporter

        Once per battle, take a dropped item as a free action. When the battle ends, return the item to the communal inventory.

     

    Safety-Bypassed Rechargeable Medium-Capacity Swapper -

     

    When used, makes Lyra and a unit of her choice switch places. Attacks and actions that target Lyra will now target the chosen unit, and attacks and actions that target the chosen unit will now target her. Three uses per battle. Uses the user’s action for the round, just like a weapon or action would. Lyra can also choose to activate her swapper as a free action at the cost of draining three charges instead of one.

        Note: Glitchers such as this one work by destroying the user’s body and then recreating it in a different location.

    Level 1 (Base) - Damaged Rechargeable Swapper

    Once per battle, swap places with a unit. This means that all attacks and actions targeting the swapped unit now target the user and all attacks and actions targeting the user will now target the swapped unit. This includes most projectile attacks, even ones that the swapped unit made against the user.

    Level 2 - Medium-Capacity

    The can be used three times per battle.

    Level 3 - Safety Bypass

    Lyra can choose to activate her swapper as a free action at the cost of draining three charges instead of one.   

     

    Damaged Rechargeable Emergency Shield -

     

    Use to apply a 30 HP barrier to Lyra for one turn. One use per battle.

    Level 1 (Base) - Damaged Rechargeable Emergency Shield

        Once per battle, applies a barrier with 30 HP to the user for one turn.

     

    Gun -

     

    Inflicts 2d4+DEX damage.

        Weight of 2 (INIT Penalty of 2-STR)

    Level 1 (Base) - Gun

    Inflicts 2d4+DEX damage.

     

    Tactical Gear -

     

    Adds an additional action slot that equipment can take.

    Level 1 (Base) - Tactical Gear

    Adds one more action slot that can be filled by a piece of equipment.

     

     

  16. Well, thanks for all your help. At any rate, I’m just here to perform a bit of equipment acquisition, so if you’ll excuse me...


    Lyra decided to grab the whole lot of weapons and equipment. She’d figure out what they were exactly before the next fight, and even if the team didn’t need all the guns and pipes, they might still be good for parts.

     

    Then she began heading over to the gate, where Mira said they’d be waiting. Lyra had something to say to her.

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