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[IC] TotMV:G^2: Clash of Fate: beginning/end (Group A)


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Spicy HG:

HP: 68/70

 

Stats:

Con:8, Dex:0, Int:0, Str:10, Syn:12, .EXE:14/32(1/4lvls).

 

Active Cooldowns:
1 Sealing Strike,


Effects:

Damage(dealt) cannot be reduced below 25%,

15% DR vs Physical damage.

Immune to fire damage,

Takes double cold damage.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

Spicy HG sighed as the man one the throne transformed into some giant unknowable horror from beyond.  Well at least they were too the second phase, bosses like these almost always had three phases, each uglier than the last.

"Alright we're in phase two, let's finish this up.  Dackly double attack!"

She flourished her glaive once to give Dackly time to prepare before jumping up and swiping at the boss repeatedly.

 

Spicy HG uses Coupling Attack  with Dackly, they both get to use a zero-cooldown action or item to attack Tiamat and then have a 50% chance to gain a Lily Rank.

Spicy HG uses Rush Technique to deal 2 damage(ignoring 3 DR) 3d4 times.

 

Spoiler

Equipment/Tricks(2):

 

Vorpal Glaive: An incredibly sharp blade of polished steel, engraved with the Jabberwocky poem, and mounted on a haft nearly six feet in length and made of Ash, sanded and stained.

Deals 2d10+[Str] damage, reduce user’s Init by 8-[Str].

Level 2 - Vorpal: Defensive effects cannot reduce damage dealt below 25%.

 

Trapezohedron: A shiny black bangle made of polygons and math.

+12% Physical(non-magic/energy) damage resistance, reduce Init by 8-[Str](minimum 0).

Level 2 - Fundamental Origins: +3%.

Level 3 - Move Memory: Increase user’s Init by 3.

Level 4 - Action Memory: Further increases user’s Init by 3.(15% DR, +6 Init)

 

Actions(5): 

 

Rush Technique: Ravage your enemy with a flurry of blows.

Total: 3d4 attacks for 2 damage each, each attack ignores the first 3 points of damage reduction.

Level 1: Attack 1d4 times for 2 damage each.

Level 2: +1d4 attacks.

Level 3: Each attack now ignores 3 points of damage reduction.

Level 4: +1d4 attacks.

 

Sealing Slash: Cloak your weapon in binding energy and attack an enemy.  Make a weapon attack against one enemy at 75% damage that disables all of their non-item actions for 2 turns, cooldown=2.

 

Coupling Attack(perk)(1lvl): Choose one ally, 50% chance to gain a lily rank with that ally(no more than one rank per ally per combat), then you both make a zero-cooldown attack with an action or item against the same enemy and each add 1d4 damage to your attack of an element thematically appropriate to the other for each lily rank you share, takes an extra turn to use, doesn't require a slot, cooldown=3.

Level 2: Removes charge turn.

 

.EX Megadaptor(2lvls): “I’ll make that brain of yours a little smarter, and that body a little stronger.” Increase [Stat of choice] of one target by your [Syn] for 3 turns, boosting the same stat multiple times doesn’t stack, cooldown=2.

Level 2: -1 Cooldown.

 

.EXE Flame Bind(-1lvl): Cloak your weapon in captive flame boosting its effectiveness.  Add [Syn] fire damage to the next attack of four targets, yourself or allies, choosing the same target multiple times stacks this effect, cooldown=2.

 

.EXE Conflagration(-2lvls): Raw power and fury flow through your veins boiling your blood and turning almost everything around you(even dust in the air) into a possible incendiary. Inflicts all enemies with a burn effect that deals 3d6+[Syn] damage each round for three rounds.

 

Transform!(perk)(-2lvls): After generating enough energy to kickstart a short cutscene her divine form Spicy HG transforms into the CPU Blood Heart, gaining all the benefits there in, this action doesn’t require a slot.

 

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What a monstrosity. Hopefully it kept some of the injuries that Gilgamesh had sustained, or this was going to be a looong fight. And honestly, running up and stabbing it seemed like a bad idea. So Liliya kept her attentions focused on the grounded smaller enemies. Relatively smaller.

 

Basic attack on Greater Lahmu B. 3d4+DEX, with dex% chance to deal 1.5x damage. Slashing and Blunt damage are reduced by 2 points. If Liliya would take damage this turn, dodge with See the future, forfeiting her action.

Spoiler

Level: 5
EXP: 0

HP: 21/55
Init:

Stats:
Constitution: 5
Dexterity: 12 (+1 if armor is approved)
Intelligence: 0
Strength: 6
Synergy: 12

 


Perks:
See the future: Liliya has the capacity to see a few seconds into the future when she is in danger, and use that knowledge to save herself. Liliya has the option to forfeit her action in order to dodge enemy attacks, with a 1 turn cooldown. Does not dodge AOE type attacks.

Pursuit: When Liliya is unable to attack an enemy, whether through a stun or an enemy dodge or through "See the Future", her next attack will do 1.5x damage.

Overdrive: When Liliya is reduced to less than 1/3 MHP, her DEX and Init are raised by (Level+1) until her HP is raised above this point, and she gains a 20% blanket damage reduction

 

Suprisingly Speedy: Gain +1 DEX per level.

 

Poisonable(Flaw): Liliya is more sensitive to toxic compounds than others. She takes 2x damage from poison status.

 

 

 

Slots: 7

 

Equipment:

Niphe: A damascus steel switchblade, with some heft. Does 3d4+DEX damage, with dex % chance to deal 1.5x damage.

Base CT Level: Does 1d4+DEX damage.

CT Level 2: Deal 2d4+DEX

CT Level 3: Deal 3d4+DEX

CT Level 4: Attacks with this weapon have a DEX% chance to crit for 1.25x damage.

CT Level 5: Crits deal 1.5x damage.

 

Leather jacket: A grey leather jacket with buttons down the front, and a bit of scuffing. It is surpisingly resilient. Reduce slashing and blunt damage by 2 points. Increases DEX by 1.

Base CT Level: Reduce slashing and blunt damage by 1 point.

CT Level 2: Now reduces by 2 points.

 

Knife in the back: Deal Weapon Damage. If the enemy is using a defensive action, this attack does weapon damage +SYN+1d6, ignoring the effects of that defense. 2 turn cooldown

Level 1: Deal weapon damage, if the enemy is defending, deal weapon damage+SYN and ignore the defense. 3 turn cooldown.

Level 2: Deals 1d6 more damage.

Level 3: 2 turn cooldown.

 

All war is deception: Deal weapon damage with the enemy's DEX added on top. 4 turn cooldown.

Level 1: Deal Weapon damage with the targetted enemy's DEX score added on top. 4 turn cooldown.

 

Rapid slam:A high damage attack that requires one turn to charge up. This attack does (User DEX-Enemy DEX)x (2d6) which, in this case, would be (13-EnemyDEX)x(2d6). Difference (userDEX-enemyDEX) capped at Liliya's base DEX, 12. Cooldown: 5 turns.

Level1: Deal (User DEX - Enemy DEX)x 2d6 damage, with the difference capped at Liliya's base dex. 5 turn cooldown.

 

Punishment: Deal Weapon Damage. If the enemy inflicted a status condition on an ally last round, this attack does weapon damage+SYN+1d6. 2 turn cooldown.

Level 1: Deal weapon+SYN damage to a target if it inflicted a status on an ally last round, regular weapon damage if it didn't. 3 turn cooldown.

Level 2: Deal 1d6 more damage against enemies that inflicted status on an ally.

Level 3: 2 turn cooldown. 

 

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Soryn Éclaire (73/90 HP)

 

"S-so there are monsters like this in the world..." Soryn nervously murmured to himself. "The universe is a vast place..."

 

The Blood Well is brimming... (82/108 Capacity) (Capacity updated at the start of every post).

Soryn consumes 20% of the Blood Well's max capacity [21] to continue Primal Awakening, allowing any of his attacks that deal damage to inflict Bleed status, according to Suiren's effect (INT/2 [6] damage for 3 turns).

All damage from bleeding effects are doubled while Primal Awakening is active. Only half of Soryn's dealt damage is added to the Blood Well while Primal Awakening is active.

 

Thanks to Lotus' Pathing Advice, Soryn will move after Lotus.

 

Soryn casts Siphon on Tiamat, dealing [1d4 + INT(12)] damage and healing Jade and Lilya for 75% of the damage dealt. Inflict Bleed [12 damage this turn (doubled from Primal Awakening)] for 3 turns.

Frenzy (Trick) increases Soryn's initiative by 2, as a result of a unique Bleed effect on Tiamat. The total current bonus is +6, putting his current initiative at 7.

 

The sun is shining, and Denounce the Sun! is active. Soryn takes 20% increased damage from all incoming sources.

 

  Hide contents

Primal Awakening is [ACTIVE].

Frenzy (Trick): Increase Soryn's initiative by 2 for every unique (once per enemy) Bleed Effect.

Currently Initiative bonus: +6.
Enemies affected: Lesser Lahmu B, Lesser Lahmu C, Tiamat

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”Wh-wh-wh-what the fuck? Is this a thing now? Jesus Christ, where did this come from?” Isobel’s immediate reaction to Gilgamesh suddenly transforming into some woman and then to a gigantic horrific dragon creature was of course stunned incredulity; being from the Exodus, Isobel had of course seen some weird shitbut this unambiguously took the cake. She wasn’t floored or anything, at least not literally, but the transformation was worth more than a double-take, to say the least. What was also worth a look, of course, was the fact that more than one of her teammates were pretty beaten up, Jade and Liliya... and since the former was being looked after by Lexiel, Isobel figured Liliya would need her aid sooner. ”Liliya, eat this!” she called, and then hefted another one of her healing flowers the Ukrainian’s way.

 

”Doesn’t that figure. The moment after I get my uplink calculation...” LOTUS, in contrast to Isobel, sounded more annoyed than anything else. While this development did of course likely indicate some incoming danger, his ultimate objective remained the same, and would simply need a different path to be completed. Adjustment to bizarre tactical situations was a raison d’être of his, after all. It was, however, still a frustration to have misstepped. At the moment, the small AI estimated that, given the... more or less precarious situation of two of the fighters here, it would be good to work to shore up their forces for the incoming clash — something he saw Soryn doing. ”Jade, please prune the remaining flying foe for me, so we aren’t leaving it alone to attack despite its state. Soryn, for what I suspect you’re about to do, based on enemy movements I recommend moving this way...”

 

Isobel uses Healing Poppy on Liliya, for 3d4+INT damage’s worth of healing! LOTUS uses Pathing Advice on Soryn, locking his initiative directly behind Isobel and LOTUS’ for this turn and the next.

 

Isobel has a 15% dodge chance.

Spoiler

Level: 5
HP: 60
Init: 20

Stats:
Constitution: 6
Dexterity: 10
Intelligence: 12
Strength: 2
Synergy: 0

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 his “kin” and they at happy to help him 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.

 

Actions: 
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

 

Harvest [Isobel][Trick]: Isobel IS a trained botanist, and she has become skilled in the art of locating and harvesting seeds and pods from plants in such a way that they are useful for future planting. Isobel can harvest seeds from plants she finds, with an opposing INT roll similar to crafting rolls.

 

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.)

 

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.

 

Golden Chaingun [Level 2]: A strange wrist bangle made by Mar, this compact device of golden stone shoot out a chain made of solar magic that is tipped with a very sharp carbon steel hook which can easily stab into and catch in things. It’s made as a mobility booster rather than as a weapon, however. Can be used for one of two active abilities: performing an ersatz Basic Defense that provides Isobel and LOTUS with an additional 50% dodge chance in return for any other actions this turn, or for making an action first strike. 2 turn cooldown, either way.

Level 2: Adds the first strike option.

 

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Hold action until after Soryn

 

Jade does the 'Ace of Spades' basic weapon attack on Bel Lahmu B dealing (3d6+25)*1.5 Damage with a 25% chance to deal Triple damage

26% Dodge Chance

 

 

 


HP: 28/55
Ammo: 5/6 Basic 

Stats:
Constitution: 5
Dexterity: 12+1
Intelligence: 12
Strength: 5
Synergy: 1+3 

Perks/Flaws:
Swift Sparrow: This character dodges incoming attacks, having a Base DEX*2 chance.
Quickdraw: Deal 1.5x damage against targets that are behind Jade in the initiative order. If an enemy has more than 1 action per turn Jade must be ahead of 50% or more of their turns
Hawk-Eye’d Shot: DEX+INT (Both Base Stats) chance to do 3x damage with a Firearm’s basic weapon damage.
Darting Marksman: Jade gains +1 Dex  for every level 

Too Focused (Flaw): Due to Jade focusing too much during combat while aiming it makes it harder for him to recover when that focus is lost. Stuns last 1 more turn when afflicted on Jade. 

Actions: 
Action Slots=7 

Twitchy Reflexes: Jade always seems to have an itchy trigger finger and is always ready to enter combat.
Base: Add +4 to Jade’s initiative roll
-Level 2: Now adds +8 to Jade’s initiative roll (3 AP) 

1000-Yard Stare: With his keen sight, Jade is able to judge and hit bulls-eyes from great distances.
Base: Add 1/4 of Intelligence to Firearm Attack Damage
Level 2: All Firearm Attacks now add 1/2 of Intelligence
Level 3: All Firearm Attacks now add 3/4 of Intelligence
Level 4: All Firearm Attacks now add All of Intelligence. This action can no longer receive levels that increase damage based on Intelligence (5 AP) 

Combat Roll: A quick roll out of danger. 
-Base: Increase Evasion chance by 1.5 for 1 turn. 3 Turn cooldown
-Level 2: You can now reload during roll
-Level 3: Cooldown reduced to 2 Turns
-Level 4: Evasion Chance increases by 2.0 (5 AP) 

Fan the Hammer: Quickly unload bullets into one enemy. 
Base: Fires 1d6 worth of bullets fired. Deals (Firearm Basic Attack damage/3) Per Bullet. Each bullet counts as an attack. This gains no bonuses that add to Firearm Basic Attacks. 4 Turn Cooldown
-Level 2: Now fires 1d6+2 worth of bullets
-Level 3: Now fires 1d6+4 worth of bullets
-Level 4: Jade can now choose how many bullets are fired (5 AP) 

Equipment:
Ace of Spades
Description: A revolver fancy revolver made by Jade himself. It can use multiple types of ammo though it can only hold 6 bullets at a time. Must spend an action to reload when magazine is empty. The recoil is hard to manage and thus reduces the users Initiative by 5-Str
-Base: 1d6+Dex+Ammo Effects, Basic Ammo: Adds 1d6 to damage 

Ammo List: 

Cryo Ammo: Bullets filled with a cryogenic substance 
-Base: -2 Initiation per bullet 

Pyro Ammo: Bullets that get set ablaze with fire 
-Base: +2 damage and once hit 3 bullets hit a target deal 4d4 Fire Damage 

Shock Ammo: Bullets charges with large amounts of electric energy. 
-Base: Has a 20% chance to paralyze the target per hit 

Hat of the Precursors
Description: This worn cowboy hat has been enhanced with ancient technology, breathing new life into a beloved accessory. However due to this technology it’s quite heavy and reduces the Initiative by 5-Str
Base: Reduce all damage from all sources by 1
-Level 2: When making basic weapon damage with a Firearm add 1d6 Plasma damage
-Level 3: Grants +3 Synergy to the wearer 

Very Vibrant Piece of Grass
Description: A piece of grass kept in one's mouth. Surprisingly it helps with focus. It is green and alive, very vibrant.
Base: +1 Dex
 

 

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Dackly uses Starlight Spear on Gozer, while Gozer uses Starlight Spear to attack Greater Lahmu A with it, dealing 10d4+12 Damage to it!

Dackly then turns on Tiamat, blasting them with a Hateful Glare!  Petrify applies 12+2d6 Hate Stacks, and applies an Additional Effect based on Coupling Attack!

 

  Hide contents

Level: 5

EXP:

HP: 45/45

Init: 6

Stats:

Constitution: 3

Dexterity: 6

Intelligence: 12

Strength: 6

Synergy: 3

 

Complexity:

 

Equipment:

 

Name: Dackly's Absolutely Unequivocally Cool Stone Rapier

Description:A Stone Rapier made from magical stone, it is nearly indestructable and lightweight.

 

-Level 1:

Deal 2d6+Str Damage

-Level 2:

Change damage dice to 3d4

-Level 3:

Deal 4 damage to enemies that completely fail an attack, this is limited to proccing twice per turn.

-Level 4:

This weapon is Unholy.

 

Name:Dackly and Gozer's Scrapbook I guess It's Magic?

Description:A book containing Dackly and Gozer's Adventures, It is covered in mementos of their travels.

 

-Level 1:

When used, Libra A target, Granting a short blurb about them, and revealing their health. Can only be used once per battle.

 

Name: Emerald Fonts
Description: A small emerald which glistens with some kind of condensation, and glows with an inner light, anyone holding it would feel better, but not much.

 

-Level 1:

 The user is healed for CON/4 + 1 HP per turn.

 

Name: Emerald Fonts
Description: A small emerald which glistens with some kind of condensation, and glows with an inner light, anyone holding it would feel better, but not much.

 

-Level 1:

 The user is healed for CON/4 + 1 HP per turn.

 

Perks:

 

Dynamic Duo: The user is actually two, and everything that entails.

 

Once Per Plot the user can get a "Buddy",  A Buddy is a partner recruited in the course of the game through roleplaying.

 

The user may swap out either Dackly or Gozer with any Buddy by spending a Craft Token, When doing so, the Buddy gains a trick or trick level on the spot, as though crafted.

 

Buddies can only gain abilities and action levels through this method.

 

A swapped out Buddy will only last until the end of a given combat or encounter, unless swapped back with Dackly and Gozer.

 

Moves marked "Gozer" or "Dackly" are replaced with Buddy Moves when Activating a Buddy.

 

Buddies start with a small array of inbuilt actions.

 

--

Tag Team Trouble

 

The user can use two actions in one turn, so long as none of those actions have any of the same tags. Action levels are capped at (Level-1)

 

Tags include "Blue Art" "Dackly" "Gozer" and similar.

--

 

Well Versed

The User has been around the block a few times.

 

The user can learn skills for 1 AP, as long as they came from a Helpless or Friendly target.

 

These skills are marked "Blue Art"

 

--

 

N-Nani?!

Dackly, Gozer, and Buddies are unable to act for one turn if their actions fail. (Seperately.  If Dackly fails an action, actions marked as Dackly are no longer usable for the next turn, and likewise for other examples.)

 

--

 

Action slots: 7

 

Actions: You will take one (possibly more, with buffs) action per turn in combat. Actions can be active or passive, and are your primary means of resolving combat. An action is typically an attack or a buff/debuff of some variety, with some kind of special quality attached. You get 10 AP to start, and +2 per level; a new action costs 2 AP, while leveling an existing one costs 1. Leveling an action should increase its power or utility slightly without fundamentally changing it; basics cannot be leveled. Action level is capped at 2 levels higher than your own.

 

-Level 1 Nyx's Starlight Spear; "Redeeming Darkness": (Blue Art, Dackly, Gaze):

Dackly focuses on Feelings of Honor and Glory, Creating a Spear of Cold Black Shade infused with starlight.  A target afflicted by this is equipped with a weapon able to deal 1d6+Stat damage, and is obligated to use it instead of their normal weapons for at least 3 turns.

If a target is defeated after having been afflicted by this, they are defeated honorably, and lose faith in their chances of winning a fight to the death.  Enemies are considered helpless in this state.
If Dackly and Gozer are defeated, the weapon's usage is no longer compulsory.

Level 2: The weapon created by this ability deals 10d4+Stat to other targets who are also wielding a weapon made by this skill.

 

Level 1 Parry: (Blue Art, Dackly) The user calls an attack, and if it would happen, it is cancelled, and the attacker is stunned for 1 turn.  This is considered to take place immediately before that action, if successful.

 

(Dackly, Gaze) Level 1 Soften: Dackly focuses on Feelings of Love and Compassion, blasting a target with pure love, which feeds on the target's better nature and inflicts Int/3 Soften Stacks.  This is considered a status effect, whose effects (But not application of the stacks) can be resisted by specific defenses, such as Mirror Mail, True Unyielding Desire to cause indiscriminate suffering, and being made of something very soft.

Future damage dealt by the target is reduced by their soften stacks.  If the target's health reaches zero, or if they are no longer capable of dealing damage, they are turned Soft in some way.  Enemies are considered helpless in this state.

 

Level 4 Petrify: (Dackly, Gaze): Dackly focuses on Feelings of Hatred and Fear, blasting a target with pure hatred, which feeds on the targets fear and inflicts Int+1d6 Hatred Stacks.  This is considered a status effect, whose effects (But not application of the stacks) can be resisted by specific defenses, such as Mirror Mail, True Heroic Resolve, and being made of stone.  When Hatred Stacks Exceed Remaining Health, the target is petrified, executing them.  Enemies are considered Helpless in this state.

Level 2, Stacks increased to Int+1d8

Level 3, Stacks increased to Int+2d6

Level 4, An additional effect is granted to this attack, based on a chosen ally, light source, or pertinent status effect.

 

Level 1 Royal Guard: (Gozer, Blue Art) Gozer assumes a powerful stance, preparing to absorb incoming attacks.  Gozer predicts that a specific target will be attacked by a specific other target, if he is correct, the attack is negated, and D&G gain a damage boost equal to the damage negated, which is added to their next attack.  This action takes place immediately before the attack being blocked does.


Level 1: (Dackly, Blue Art) Riding: Gain +6 INIT. Activates automatically at combat start.

 

Level 1: (Both Partners) Checkmate: The user must have one Debuff, one Buff, and be below half their max health, the target must be charging their ultimate action, or, if no ultimate technique exists, they must be using their gimmick, they must also either have stacks from, or be under the effects of an action labeled "Gaze" in it's tags.  At least one ally must be in critical health, and one must be at max health.

The user performs an action which radically turns the tide of battle, based on a plan made previously coming to fruition perfectly

Deal 10d10+Int damage.  Once per plot cooldown. Once this ability is usable, it may be activated at-will, as a free first strike.

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  • 2 weeks later...

Lexiel decides to keep healing, and summons a second Soul Warden!  This procs both Soul Wardens' AOE heal, restoring a bit of HP to every ally, including the wall protecting Jade and both Soul Wardens, assuming they're still alive by then.

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Jade waits to attack until Soryn does. . .

 

Isobel offers Liliya a healing poppy, helping her to recover [23] HP. LOTUS, meanwhile, helps Soryn find his way to the front.

 

Soryn drains more. . . whatever it was, that flowed through Tiamat, managing to extract precious vital energy and damaging her for [14]. The wound lingers, creating a lasting bleeding effect.

 

Jade fires a shot at the second Bel Lahmu, finally putting the beast out of its misery.

 

Liliya slashes Greater Lahmu B, cutting it open for [22] damage. 

 

Spicy hits Tiamat with another flurry of strikes for [10] damage, while Dackly follows up with a petrifying glare, inflicting [17] Hate Stacks! The combined effect seems to render Tiamat more brittle, causing each instance of incoming damage to deal 1 more!

 

Dackly gives Gozer a spear to match the one held by the first Greater Lahmu, and he attacks with it, dealing [60] damage! The barrier detonates, blasting him with stolen vampiric magic for 23 damage. 

 

The lesser lahmu scramble forth, both electing to leap at different targets. Soryn is scored across a cheek for [9] damage, and Spicy receives a bite on the leg for [8]. 

 

The two greater lahmu both make a beeline for Jade, but are rebuffed by Lexiel's wall. Their scrabbling and stabbing deals [21] damage to the barrier.

 

Lexiel summons another Soul Warden, causing twin pulses of healing to roll across the battlefield.

 

Tiamat bleeds.

 

Initiative

 

Jade O'Duffle: 21
Isobel & LOTUS: 20

Soryn: 7 (Pathing Advice)
Liliya: 13
Spicy HG: 11
Bel Lahmu: 8
D&G: 6
Lesser Lahmu: 5
Greater Lahmu: 4
Lexiel: 1

Status

 

Lexiel: 90/90 HP
-Soul Warden A: 12/12 HP

-Soul Warden B: 12/12 HP
D&G: Healthy
-Gozer: 74/87 HP, Starlight Spear
Jade O'Duffle: 38/55 HP, Wall of Denial (34/45 HP)
Liliya: 54/55 HP
Soryn: 74/90 HP, Pathing Advice
Isobel & LOTUS: 45/45 HP
Spicy HG: 69/70 HP

Tiamat: 1444/2000, Soften x4, Slalom x6, Bleeding (12 damage, 2 turns remain), Hate x17, Brittle
Lesser Lahmu A: Shocked
Lesser Lahmu B: Succ was too good

Lesser Lahmu C : vampire'd
Lesser Lahmu D : Healthy
Lesser Lahmu E: Healthy
Greater Lahmu A: Bloodied, Starlight Spear 
Greater Lahmu B: Wounded, Sealed (2 turns remain)
Bel Lahmu A: Jade has no chill
Bel Lahmu B: jade pls

 

 
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Spicy HG:

HP: 69/70

 

Stats:

Con:8, Dex:0, Int:0, Str:10, Syn:12, .EXE:19/32(2/4lvls).

 

Active Cooldowns:
3 Coupling Attack,


Effects:

Damage(dealt) cannot be reduced below 25%,

15% DR vs Physical damage.

Immune to fire damage,

Takes double cold damage.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

Spicy HG stepped back and huffed in irritation having just pried a Lahmu off of one of her ankles.

"I'm starting to get really sick.  And tired.  Of these ankle biters."

Her eyes started glowing with fire and flames whipped up in her hair.  The air rapidly began to dry and heat up, small brush-fires starting here and there.

"Burn!"

Great tendrils of fire erupted around each of the Lahmu and even Tiamat, quite literally trying to cook them alive.

 

 

Spicy HG uses .EXE Conflagration on All enemies inflicting a burning effect for three rounds that deals 3d6+12 fire damage each round.

 

Spoiler

Equipment/Tricks(2):

 

Vorpal Glaive: An incredibly sharp blade of polished steel, engraved with the Jabberwocky poem, and mounted on a haft nearly six feet in length and made of Ash, sanded and stained.

Deals 2d10+[Str] damage, reduce user’s Init by 8-[Str].

Level 2 - Vorpal: Defensive effects cannot reduce damage dealt below 25%.

 

Trapezohedron: A shiny black bangle made of polygons and math.

+12% Physical(non-magic/energy) damage resistance, reduce Init by 8-[Str](minimum 0).

Level 2 - Fundamental Origins: +3%.

Level 3 - Move Memory: Increase user’s Init by 3.

Level 4 - Action Memory: Further increases user’s Init by 3.(15% DR, +6 Init)

 

Actions(5): 

 

Rush Technique: Ravage your enemy with a flurry of blows.

Total: 3d4 attacks for 2 damage each, each attack ignores the first 3 points of damage reduction.

Level 1: Attack 1d4 times for 2 damage each.

Level 2: +1d4 attacks.

Level 3: Each attack now ignores 3 points of damage reduction.

Level 4: +1d4 attacks.

 

Sealing Slash: Cloak your weapon in binding energy and attack an enemy.  Make a weapon attack against one enemy at 75% damage that disables all of their non-item actions for 2 turns, cooldown=2.

 

Coupling Attack(perk)(1lvl): Choose one ally, 50% chance to gain a lily rank with that ally(no more than one rank per ally per combat), then you both make a zero-cooldown attack with an action or item against the same enemy and each add 1d4 damage to your attack of an element thematically appropriate to the other for each lily rank you share, takes an extra turn to use, doesn't require a slot, cooldown=3.

Level 2: Removes charge turn.

 

.EX Megadaptor(2lvls): “I’ll make that brain of yours a little smarter, and that body a little stronger.” Increase [Stat of choice] of one target by your [Syn] for 3 turns, boosting the same stat multiple times doesn’t stack, cooldown=2.

Level 2: -1 Cooldown.

 

.EXE Flame Bind(-1lvl): Cloak your weapon in captive flame boosting its effectiveness.  Add [Syn] fire damage to the next attack of four targets, yourself or allies, choosing the same target multiple times stacks this effect, cooldown=2.

 

.EXE Conflagration(-2lvls): Raw power and fury flow through your veins boiling your blood and turning almost everything around you(even dust in the air) into a possible incendiary. Inflicts all enemies with a burn effect that deals 3d6+[Syn] damage each round for three rounds.

 

Transform!(perk)(-2lvls): After generating enough energy to kickstart a short cutscene her divine form Spicy HG transforms into the CPU Blood Heart, gaining all the benefits there in, this action doesn’t require a slot.

 

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". . .huh?" Liliya hesitated a moment before swallowing the flower. Probably someone with some magic abilities or something, who knew, but she still felt a little weird chomping down on a flower. However, soon after, she began to feel a bit more aware, and the pain lessened. Huh, fun. She'd have to see if she could get a supply of those. . . or, wait, it was a poppy right? Was this opium?? No time to think on that for now though, and Liliya moved on to another target.

 

 

Basic attack on Greater Lahmu B. 3d4+DEX, with dex% chance to deal 1.5x damage. Slashing and Blunt damage are reduced by 2 points.

Spoiler

Level: 5
EXP: 0

HP: 21/55
Init:

Stats:
Constitution: 5
Dexterity: 12 (+1 if armor is approved)
Intelligence: 0
Strength: 6
Synergy: 12

 


Perks:
See the future: Liliya has the capacity to see a few seconds into the future when she is in danger, and use that knowledge to save herself. Liliya has the option to forfeit her action in order to dodge enemy attacks, with a 1 turn cooldown. Does not dodge AOE type attacks.

Pursuit: When Liliya is unable to attack an enemy, whether through a stun or an enemy dodge or through "See the Future", her next attack will do 1.5x damage.

Overdrive: When Liliya is reduced to less than 1/3 MHP, her DEX and Init are raised by (Level+1) until her HP is raised above this point, and she gains a 20% blanket damage reduction

 

Suprisingly Speedy: Gain +1 DEX per level.

 

Poisonable(Flaw): Liliya is more sensitive to toxic compounds than others. She takes 2x damage from poison status.

 

 

 

Slots: 7

 

Equipment:

Niphe: A damascus steel switchblade, with some heft. Does 3d4+DEX damage, with dex % chance to deal 1.5x damage.

Base CT Level: Does 1d4+DEX damage.

CT Level 2: Deal 2d4+DEX

CT Level 3: Deal 3d4+DEX

CT Level 4: Attacks with this weapon have a DEX% chance to crit for 1.25x damage.

CT Level 5: Crits deal 1.5x damage.

 

Leather jacket: A grey leather jacket with buttons down the front, and a bit of scuffing. It is surpisingly resilient. Reduce slashing and blunt damage by 2 points. Increases DEX by 1.

Base CT Level: Reduce slashing and blunt damage by 1 point.

CT Level 2: Now reduces by 2 points.

 

Knife in the back: Deal Weapon Damage. If the enemy is using a defensive action, this attack does weapon damage +SYN+1d6, ignoring the effects of that defense. 2 turn cooldown

Level 1: Deal weapon damage, if the enemy is defending, deal weapon damage+SYN and ignore the defense. 3 turn cooldown.

Level 2: Deals 1d6 more damage.

Level 3: 2 turn cooldown.

 

All war is deception: Deal weapon damage with the enemy's DEX added on top. 4 turn cooldown.

Level 1: Deal Weapon damage with the targetted enemy's DEX score added on top. 4 turn cooldown.

 

Rapid slam:A high damage attack that requires one turn to charge up. This attack does (User DEX-Enemy DEX)x (2d6) which, in this case, would be (13-EnemyDEX)x(2d6). Difference (userDEX-enemyDEX) capped at Liliya's base DEX, 12. Cooldown: 5 turns.

Level1: Deal (User DEX - Enemy DEX)x 2d6 damage, with the difference capped at Liliya's base dex. 5 turn cooldown.

 

Punishment: Deal Weapon Damage. If the enemy inflicted a status condition on an ally last round, this attack does weapon damage+SYN+1d6. 2 turn cooldown.

Level 1: Deal weapon+SYN damage to a target if it inflicted a status on an ally last round, regular weapon damage if it didn't. 3 turn cooldown.

Level 2: Deal 1d6 more damage against enemies that inflicted status on an ally.

Level 3: 2 turn cooldown. 

 

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Soryn Éclaire (73/90 HP)

 

"It's times like these that seem like all is lost..." Soryn said coldly. "But even in dark times, she served as a beacon of hope."

"I cannot hope to come close to the original, but just a glimpse serves as a reminder of what was."

"Luminosité Momentané."

 

The Blood Well is brimming... (68/108 Capacity) (Capacity updated at the start of every post).

Soryn disables Primal Awakening (perk).

 

Frenzy (Trick) increases Soryn's initiative by 2, as a result of a unique Bleed effect on Tiamat. The total current bonus is +6.

Thanks to Lotus' Pathing Advice, Soryn will move after Lotus.

 

Soryn casts consumes 20% of his maximum health [18] to cast Luminosité Momentané (perk, buff), granting the party a 20% boost to their attacks and 25% Lifesteal for 2 turns.

Players affected by Luminosité Momentané can only lifesteal up to 25% of their maximum health per turn.

As a result, Soryn inflicts Stun on himself for 2 turns.

 

The sun is shining, and Denounce the Sun! is active. Soryn takes 20% increased damage from all incoming sources.

 

  Hide contents

Primal Awakening is [INACTIVE].

Frenzy (Trick): Increase Soryn's initiative by 2 for every unique (once per enemy) Bleed Effect.

Currently Initiative bonus: +6.
Enemies affected: Lesser Lahmu B, Lesser Lahmu C, Tiamat

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Gozer strikes again with Starlight Spear on Greater Lahmu A, while Dackly Parries It's Starlight Spear Attack!

 

Spoiler

Level: 5

EXP:

HP: 45/45

Init: 6

Stats:

Constitution: 3

Dexterity: 6

Intelligence: 12

Strength: 6

Synergy: 3

 

Complexity:

 

Equipment:

 

Name: Dackly's Absolutely Unequivocally Cool Stone Rapier

Description:A Stone Rapier made from magical stone, it is nearly indestructable and lightweight.

 

-Level 1:

Deal 2d6+Str Damage

-Level 2:

Change damage dice to 3d4

-Level 3:

Deal 4 damage to enemies that completely fail an attack, this is limited to proccing twice per turn.

-Level 4:

This weapon is Unholy.

 

Name:Dackly and Gozer's Scrapbook I guess It's Magic?

Description:A book containing Dackly and Gozer's Adventures, It is covered in mementos of their travels.

 

-Level 1:

When used, Libra A target, Granting a short blurb about them, and revealing their health. Can only be used once per battle.

 

Name: Emerald Fonts
Description: A small emerald which glistens with some kind of condensation, and glows with an inner light, anyone holding it would feel better, but not much.

 

-Level 1:

 The user is healed for CON/4 + 1 HP per turn.

 

Name: Emerald Fonts
Description: A small emerald which glistens with some kind of condensation, and glows with an inner light, anyone holding it would feel better, but not much.

 

-Level 1:

 The user is healed for CON/4 + 1 HP per turn.

 

Perks:

 

Dynamic Duo: The user is actually two, and everything that entails.

 

Once Per Plot the user can get a "Buddy",  A Buddy is a partner recruited in the course of the game through roleplaying.

 

The user may swap out either Dackly or Gozer with any Buddy by spending a Craft Token, When doing so, the Buddy gains a trick or trick level on the spot, as though crafted.

 

Buddies can only gain abilities and action levels through this method.

 

A swapped out Buddy will only last until the end of a given combat or encounter, unless swapped back with Dackly and Gozer.

 

Moves marked "Gozer" or "Dackly" are replaced with Buddy Moves when Activating a Buddy.

 

Buddies start with a small array of inbuilt actions.

 

--

Tag Team Trouble

 

The user can use two actions in one turn, so long as none of those actions have any of the same tags. Action levels are capped at (Level-1)

 

Tags include "Blue Art" "Dackly" "Gozer" and similar.

--

 

Well Versed

The User has been around the block a few times.

 

The user can learn skills for 1 AP, as long as they came from a Helpless or Friendly target.

 

These skills are marked "Blue Art"

 

--

 

N-Nani?!

Dackly, Gozer, and Buddies are unable to act for one turn if their actions fail. (Seperately.  If Dackly fails an action, actions marked as Dackly are no longer usable for the next turn, and likewise for other examples.)

 

--

 

Action slots: 7

 

Actions: You will take one (possibly more, with buffs) action per turn in combat. Actions can be active or passive, and are your primary means of resolving combat. An action is typically an attack or a buff/debuff of some variety, with some kind of special quality attached. You get 10 AP to start, and +2 per level; a new action costs 2 AP, while leveling an existing one costs 1. Leveling an action should increase its power or utility slightly without fundamentally changing it; basics cannot be leveled. Action level is capped at 2 levels higher than your own.

 

-Level 1 Nyx's Starlight Spear; "Redeeming Darkness": (Blue Art, Dackly, Gaze):

Dackly focuses on Feelings of Honor and Glory, Creating a Spear of Cold Black Shade infused with starlight.  A target afflicted by this is equipped with a weapon able to deal 1d6+Stat damage, and is obligated to use it instead of their normal weapons for at least 3 turns.

If a target is defeated after having been afflicted by this, they are defeated honorably, and lose faith in their chances of winning a fight to the death.  Enemies are considered helpless in this state.
If Dackly and Gozer are defeated, the weapon's usage is no longer compulsory.

Level 2: The weapon created by this ability deals 10d4+Stat to other targets who are also wielding a weapon made by this skill.

 

Level 1 Parry: (Blue Art, Dackly) The user calls an attack, and if it would happen, it is cancelled, and the attacker is stunned for 1 turn.  This is considered to take place immediately before that action, if successful.

 

(Dackly, Gaze) Level 1 Soften: Dackly focuses on Feelings of Love and Compassion, blasting a target with pure love, which feeds on the target's better nature and inflicts Int/3 Soften Stacks.  This is considered a status effect, whose effects (But not application of the stacks) can be resisted by specific defenses, such as Mirror Mail, True Unyielding Desire to cause indiscriminate suffering, and being made of something very soft.

Future damage dealt by the target is reduced by their soften stacks.  If the target's health reaches zero, or if they are no longer capable of dealing damage, they are turned Soft in some way.  Enemies are considered helpless in this state.

 

Level 4 Petrify: (Dackly, Gaze): Dackly focuses on Feelings of Hatred and Fear, blasting a target with pure hatred, which feeds on the targets fear and inflicts Int+1d6 Hatred Stacks.  This is considered a status effect, whose effects (But not application of the stacks) can be resisted by specific defenses, such as Mirror Mail, True Heroic Resolve, and being made of stone.  When Hatred Stacks Exceed Remaining Health, the target is petrified, executing them.  Enemies are considered Helpless in this state.

Level 2, Stacks increased to Int+1d8

Level 3, Stacks increased to Int+2d6

Level 4, An additional effect is granted to this attack, based on a chosen ally, light source, or pertinent status effect.

 

Level 1 Royal Guard: (Gozer, Blue Art) Gozer assumes a powerful stance, preparing to absorb incoming attacks.  Gozer predicts that a specific target will be attacked by a specific other target, if he is correct, the attack is negated, and D&G gain a damage boost equal to the damage negated, which is added to their next attack.  This action takes place immediately before the attack being blocked does.


Level 1: (Dackly, Blue Art) Riding: Gain +6 INIT. Activates automatically at combat start.

 

Level 1: (Both Partners) Checkmate: The user must have one Debuff, one Buff, and be below half their max health, the target must be charging their ultimate action, or, if no ultimate technique exists, they must be using their gimmick, they must also either have stacks from, or be under the effects of an action labeled "Gaze" in it's tags.  At least one ally must be in critical health, and one must be at max health.

The user performs an action which radically turns the tide of battle, based on a plan made previously coming to fruition perfectly

Deal 10d10+Int damage.  Once per plot cooldown. Once this ability is usable, it may be activated at-will, as a free first strike.

 

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After some consideration, Lexiel makes her choice.  The symbol of Overwatch, overlaid by a Boros sigil, briefly shines over the battlefield as all three of Lexiel's summons vanish from the field of battle.  And in their place, Oda Nobunaga descends from the heavens.

 

"Wahahahahaha!  Once I arrived, our victory became inevitable!"  (Nobu has summoning sickness and only damaging actions, so she cannot act this turn).

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Jade does the 'Ace of Spades' basic weapon attack on Tiamat dealing (3d6+25)*1.5 Damage with a 25% chance to deal Triple damage

26% Dodge Chance

 



HP: 38/55
Ammo: 4/6 Basic 

Stats:
Constitution: 5
Dexterity: 12+1
Intelligence: 12
Strength: 5
Synergy: 1+3 

Perks/Flaws:
Swift Sparrow: This character dodges incoming attacks, having a Base DEX*2 chance.
Quickdraw: Deal 1.5x damage against targets that are behind Jade in the initiative order. If an enemy has more than 1 action per turn Jade must be ahead of 50% or more of their turns
Hawk-Eye’d Shot: DEX+INT (Both Base Stats) chance to do 3x damage with a Firearm’s basic weapon damage.
Darting Marksman: Jade gains +1 Dex  for every level 

Too Focused (Flaw): Due to Jade focusing too much during combat while aiming it makes it harder for him to recover when that focus is lost. Stuns last 1 more turn when afflicted on Jade. 

Actions: 
Action Slots=7 

Twitchy Reflexes: Jade always seems to have an itchy trigger finger and is always ready to enter combat.
Base: Add +4 to Jade’s initiative roll
-Level 2: Now adds +8 to Jade’s initiative roll (3 AP) 

1000-Yard Stare: With his keen sight, Jade is able to judge and hit bulls-eyes from great distances.
Base: Add 1/4 of Intelligence to Firearm Attack Damage
Level 2: All Firearm Attacks now add 1/2 of Intelligence
Level 3: All Firearm Attacks now add 3/4 of Intelligence
Level 4: All Firearm Attacks now add All of Intelligence. This action can no longer receive levels that increase damage based on Intelligence (5 AP) 

Combat Roll: A quick roll out of danger. 
-Base: Increase Evasion chance by 1.5 for 1 turn. 3 Turn cooldown
-Level 2: You can now reload during roll
-Level 3: Cooldown reduced to 2 Turns
-Level 4: Evasion Chance increases by 2.0 (5 AP) 

Fan the Hammer: Quickly unload bullets into one enemy. 
Base: Fires 1d6 worth of bullets fired. Deals (Firearm Basic Attack damage/3) Per Bullet. Each bullet counts as an attack. This gains no bonuses that add to Firearm Basic Attacks. 4 Turn Cooldown
-Level 2: Now fires 1d6+2 worth of bullets
-Level 3: Now fires 1d6+4 worth of bullets
-Level 4: Jade can now choose how many bullets are fired (5 AP) 

Equipment:
Ace of Spades
Description: A revolver fancy revolver made by Jade himself. It can use multiple types of ammo though it can only hold 6 bullets at a time. Must spend an action to reload when magazine is empty. The recoil is hard to manage and thus reduces the users Initiative by 5-Str
-Base: 1d6+Dex+Ammo Effects, Basic Ammo: Adds 1d6 to damage 

Ammo List: 

Cryo Ammo: Bullets filled with a cryogenic substance 
-Base: -2 Initiation per bullet 

Pyro Ammo: Bullets that get set ablaze with fire 
-Base: +2 damage and once hit 3 bullets hit a target deal 4d4 Fire Damage 

Shock Ammo: Bullets charges with large amounts of electric energy. 
-Base: Has a 20% chance to paralyze the target per hit 

Hat of the Precursors
Description: This worn cowboy hat has been enhanced with ancient technology, breathing new life into a beloved accessory. However due to this technology it’s quite heavy and reduces the Initiative by 5-Str
Base: Reduce all damage from all sources by 1
-Level 2: When making basic weapon damage with a Firearm add 1d6 Plasma damage
-Level 3: Grants +3 Synergy to the wearer 

Very Vibrant Piece of Grass
Description: A piece of grass kept in one's mouth. Surprisingly it helps with focus. It is green and alive, very vibrant.
Base: +1 Dex

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Despite how undeniably bizarre the situation was, Isobel couldn't help but feel like everything was starting to come together. Those fucked up poor things that were mobbing them were being picked off and it didn't seem like many of them would be left to deal with -- at this rate, they would be free to focus their efforts on that twisted dragon... woman... thing? Whatever, the point was that she was feeling optimistic, and there wasn't even anyone who particularly needed a poppy handed to them. Not that there wasn't anyone who needed her help. Isobel watched as Soryn extended some sort of strengthening effect to the group around her... but he also appeared to have been left reeling as well, and Isobel rushed to his side, placing her gloved hands on his shoulders and attempting to put him back into sorts. "Hey, hang in there, that was helpful but we aren't done quite yet!"

 

LOTUS, meanwhile, had reached a similar conclusion -- that the condition of the fight was stable, albeit that he ought to not lower his metaphorical guard should the enemy formerly known as Caster try something bizarre. He didn't see anything especially useful for him to do, but he figured that it wouldn't hurt to potentially cause their primary enemy to receive more dire wounds -- it looked like she was steadily getting more and more wounded, and more and more afflicted by Dackly, but the more things that they could do to her the better. "If you're going for the dragon, it's my suggestion that you aim here..."

 

Isobel and LOTUS delay their actions until after Soryn's.

Isobel uses Help Intent on Soryn, removing his stun!

LOTUS uses Weakness Pinpoint on Tiamat, granting a 10% chance to deal double damage on attacks made against her for a turn.

 

Isobel has a 15% dodge chance.

Spoiler

Level: 5
HP: 60
Init: 20

Stats:
Constitution: 6
Dexterity: 10
Intelligence: 12
Strength: 2
Synergy: 0

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 his “kin” and they at happy to help him 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.

 

Actions: 
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

 

Harvest [Isobel][Trick]: Isobel IS a trained botanist, and she has become skilled in the art of locating and harvesting seeds and pods from plants in such a way that they are useful for future planting. Isobel can harvest seeds from plants she finds, with an opposing INT roll similar to crafting rolls.

 

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.)

 

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.

 

Golden Chaingun [Level 2]: A strange wrist bangle made by Mar, this compact device of golden stone shoot out a chain made of solar magic that is tipped with a very sharp carbon steel hook which can easily stab into and catch in things. It’s made as a mobility booster rather than as a weapon, however. Can be used for one of two active abilities: performing an ersatz Basic Defense that provides Isobel and LOTUS with an additional 50% dodge chance in return for any other actions this turn, or for making an action first strike. 2 turn cooldown, either way.

Level 2: Adds the first strike option.

 

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Jade takes steady aim. . .

 

Isobel and LOTUS wait for the optimum time. . .

 

Soryn summons forth a phantom, a memory of a banner aloft in the wind, glinting with the light of hope and Victory, held aloft by an earnest girl. . . The sight inspires the party, granting them 20% damage and 25% lifesteal!

 

Jade lines up a perfect shot on Tiamat, a bullet slipping between scales on the titanic beast's neck for [200!] damage! Inky black mud fountains from the wound, and Tiamat actually lets out a singsong note, seemingly in response to the shot.

 

Isobel steadies Soryn, removing his stun! LOTUS is finding it easier to find weak points, granting everyone attacking Tiamat a 10% critical chance.

 

Liliya stabs the second Greater Lahmu, blade sinking into the twisted flesh for [26] damage. 

 

Spicy HG shows how she got her name, as flames erupt from the ground and lash all foes in sight for [22] damage per round!

 

The Bel Lahmu's corpse twitches a bit before being burned to ash.

 

Gozer strikes Greater Lahmu A down with a spear of pure starlight! Dackly looks slightly awkward, attempting to parry a strike from a corpse. 

 

The lesser Lahmu, or what remains of their number, attempt to tear at the earth elemental that had just dispatched the greater. They bite and claw at Gozer's form for [16] damage total. Both of them burn for [22] damage. 

 

The final Greater Lahmu, fighting through the fire and flames, desperately tries to stab at Gozer, dealing another [10] damage to his green essence.

 

Lexiel calls forth Oda Nobunaga! . . . Though it seems victory may have been inevitable before she was summoned, too.

Initiative

 

Jade O'Duffle: 21
Isobel & LOTUS: 20

Soryn: 7 (Pathing Advice)
Liliya: 13
Spicy HG: 11
D&G: 6
Lesser Lahmu: 5
Greater Lahmu: 4
Lexiel: 1

Status

 

Lexiel: 90/90 HP
-Soul Warden A: 12/12 HP

-Soul Warden B: 12/12 HP
D&G: Healthy
-Gozer: 66/87 HP, Starlight Spear
Jade O'Duffle: 55/55 HP, Wall of Denial (34/45 HP)
Liliya: 55/55 HP
Soryn: 74/90 HP, Pathing Advice
Isobel & LOTUS: 45/45 HP
Spicy HG: 69/70 HP

Tiamat: 1255/2000, Soften x4, Slalom x6, Bleeding (12 damage, 1 turns remain), Hate x17, Brittle, Burning (22 damaage, 2 turns remain)
Lesser Lahmu A: Shocked
Lesser Lahmu B: Succ was too good

Lesser Lahmu C : vampire'd
Lesser Lahmu D : Near Death, Burning
Lesser Lahmu E: Near Death, Burning
Greater Lahmu A: speared
Greater Lahmu B: Near Death, Sealed (1 turns remain), Burning
Bel Lahmu A: Jade has no chill
Bel Lahmu B: jade pls

 

 
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  • 2 weeks later...
Spoiler

 

 

Spicy HG planted her glaive into the ground, cracked her knuckles, and stepped forward into the center of the battlefield.

"Time to end this for real."

She reached out and downward and slowly raised her hands to near shoulder height as if lifting something into the air.  As she did the flames lashing around the Lahmu grew from mere tendrils to great white-hot pillars.  Within seconds the Lahmu let out death cries before being swiftly reduced to inert ash.

Spicy HG drew in power, causing the great pillars to slowly move towards her, leaving swaths of scorched ground and setting ablaze anything in their wake.

She concentrated for a moment, drawing everything down into a dome of flames around her.  With a rotating motion she released the energy, a spiraling wave of heat and destruction washed over the battlefield covering everything in a dense blanket of fire.  The flames carefully whipped around Spicy HG's allies, doing no worse than a passing discomfort or singeing a few lose hairs.

Quickly the fire died down leaving smoking, scorched earth, embers of dead grass, pools of blood lit up like lamp oil, and the self-fueling funeral pyres of vile monsters.

 

Spicy HG took a deep breath as she looked up at Tiamat, she paused before knocking a stray bit of ash off her skirt and grabbing her glaive once more.

"Don't die yet, we've still got work to do."

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