Jump to content

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


Chevaleresse

Recommended Posts

Kino (75/90)

Enma (60/60)

Wraith Howler 1 (9/9)

Wraith Howler 2 (9/9)

 

The sum of their enemies might have dwindled, but those fallen had quickly began to reform; this was not going to be an easy battle, as even Enma began to feel mildly intimidated by the scale of the battleground. There was an irony in Kino's mind, such that their enemies had the ability to reform from destruction in a similar way her spiritual horde of kin could, and how it was now seemingly pit against her. Regardless, there was little use in pondering any further over the situation; whatever advantage they could take they would take, and Kino began chanting an ancient spell or hymn of sorts as she waved her hands in a pulling motion, irking Enma slightly as she began to remove several of her kin from her, though the process caused her a similar amount of pain. The ghostly forms of the separated spirits screeched and wailed at their surroundings, awaiting their commands. 

 

"Come, my brothers and sisters," Kino muttered, as she finished her incantation. "We are in need of your aid." 

 

Enma attacks Gilgamesh, dealing 1d6 + INT(9) damage to him, and marking him with Entente of Malice, which will empower Kino's next attack dealt to him. Enma's attack refreshes the Debilitate cooldown placed upon Gilgamesh, causing his attacks to deal 10% less damage. 

Kino casts Voices of Resentment to summon two ghastly apparitions of her kin to fight beside her, dealing 5 damage to herself and summoning two Wraith Howlers. 

Two Wraith Howlers spawn from Kino and immediately rush to attack Gilgamesh, each deal 1d6 damage. If any die, Kino restores SYN/2 health. 

 

 

 

Stats: 

Strength: 0
Dexterity: 0
Intelligence: 9
Constitution: 12
Synergy: 9

Cooldown/Ability usage: Debilitate is put on cooldown and is re-applicable Turn 8. 

Voice of Resentment is put on cooldown and is re-applicable turn 9. 

Relevant combat perks: 

Cycle of Rebirth and Death: The death of Kino's summons heals her by SYN/2, increased to SYN if Enma dies. 
Remnant: Kills on an enemy by any source, one per turn, restore Kino and Enma's health by SYN (9) and reduce Kino's cooldowns by one. 
Shepherdess: Kino gains bonus damage per summon active with Enma providing a larger bonus. (Current bonus: 4) 
Unholy Covenant: Healing dealt to Kino and her summons by foreign sources only have 20% of their original value. 
Vial of Holy Water: Kino and Enma gain a permanent health bonus per the number of times Remnant was triggered in an encounter. (Current bonus: 3)

 

Link to comment
Share on other sites

  • Replies 50
  • Created
  • Last Reply

Top Posters In This Topic

Divine Challenge on Greater BBQ Lahmu, and activate Hellfire Mantle, granting 6 damage reduction and dealing 12 damage to anything attacking her, but disabling her actions.



HP: 90
Init: -4


Stats:
  • Constitution: 12
  • Dexterity: 2
  • Intelligence: 9
  • Strength: 4
  • Synergy: 12


Perks:

  • Divine Favor - Accumulated victories increase Hiroki's power, increasing her base SYN by +1/level.
  • Superiority - Hiroki's relentless assault deals 1.5x damage against targets that are under 50% health.
  • Hellfire Mantle - Grants the action Hellfire Mantle.
  • Divine Challenge - Grants the action Divine Challenge.
  • Stop Mocking Me! (Flaw) - Hiroki automatically fails checks against mental ailments the first time one is incurred, and takes 50% more damage from mental attacks. 


Actions:

 

Basic Defense: Interdict - Hiroki focuses her firepower on intercepting incoming hits and angles herself so attacks land on heavily armored locations, reducing damage taken by 50% for the round.

 

Hellfire Mantle: The Hellfire Knight's signature ability. It disables all other actions while active, but reduces all incoming damage by half of Hiroki's SYN, and inflicts full SYN damage on anyone that attacks her while it is active.
-Base: Shield of SYN/2, and the same damage.
-Level 2: Increase damage by SYN/2. This action can no longer recieve levels that increase its damage based on SYN. 

 

Divine Challenge: As a free action, force an enemy to target you with at least one attack for the next 2 turns.
-Base: Taunt a single enemy for 1 turn as a free action. 2 turn cooldown.
-Level 2: Increase duration by 1 turn.
-Level 3: Decrease cooldown by 1 turn.
-Level 4: Remove cooldown.
-Level 5: Taunting a new enemy no longer removes the old taunt.

 

Curtain Fire: Hiroki fires a massive wave of plasma into her enemies, dealing SYN damage to each. 1 turn cooldown.
-Base: Deals SYN damage to all enemies, on a 3 turn cooldown.
-Level 2: Decreases cooldown by 1 turn.
-Level 3: This attack cannot be dodged.
-Level 4: Reduces cooldown by 1 additional turn.
-Level 5: This action can be used as a free action, but will go on cooldown for 4 turns.

 

Melt: Diverts power to Hiroki's main weapon and deals an armor-busting attack, dealing unreduced, undodgeable damage. 3 turn cooldown.
-Base: Deals weapon damage while ignoring reductions. 3 turn cooldown.
-Level 2: This attack is now undodgeable.

 

Giga Flare: Hiroki unleashes a full barrage with her equipped weapons on a target, dealing double her weapon's normal dice in damage+SYN+INT. 5 turn cooldown.
-Base: Deals double weapon dice+SYN damage, 5 turn cooldown. 
-Level 2: Adds INT/2 damage.
-Level 3: Adds INT damage.

 

Hellfire Plate (Trick): The tough armor that makes up the body of the Hellfire Knight. It is quite heavy, sacrificing maneuverability for raw protective power. This piece of equipment always causes -5 INIT in encumbrance penalties, but reduces all incoming damage except mental by 4.
Base: -2 damage from all sources but mental. -5 INIT, always.
Craft Level 2: Reduces damage from physical sources by 1 additional point.
Craft Level 3: Reduces damage from energy sources by 1 additional point.
Craft Level 4: Further reduces physical damage by 1 point.
Craft Level 5: Further reduces energy damage by 1 point. 

 

Main Cannon: The gun that delivers most of Hiroki's damage. Reduces INIT by 5-STR (and cannot increase it.) Deals 2d6+SYN damage. 
Base: Weight 5, damage 1d6+SYN.
Craft Level 2: Adds a d6 of damage. 

Link to comment
Share on other sites

Empi Powderbelle
Empi, rather than looking terrified, looks completely indignant. Primarily because she thought it was over.

 

And she really, really needed to use the bunk. That image of Mitsu was too much. Navin was a lucky bastard.
"Oh, this is TOTALLY ripped off from some video game! The hell is this bullshit? What, are you gonna sprout some facehuggers and stuff your Lovecraftian wingwong down our throats next? Or are we going to have some giant moth fairy goddess thing descend from the sky and fight you?

 

Alright, change of plans. Skellybones, you handle this for now!"

Empi casts Lesson in Affection: Sensuality Affection on Magna. Sharing is Caring activates.

 

Talent Affection: 5+(INT)% (14) extra damage with all sources for three turns 
Sharing is Caring: Empi receives any buff she places on any ally.

Empi has 5% chance to resist status due to Fairy Dust.
 
Gabriel Kowalski
"Putang ina...."
Gabriel steps back as Tiamat forms, along with all the stuff that had just happened; the dead enemies coming back as creatures, random portals appearing, and now Perlita was panicking. Normally, he'd be worried himself. As chill as Gabriel was normally, even in the face of Shadows, this wasn't normally something he'd be okay with.

 

But Perlita was panicking.

 

Gabriel closed his eyes, mustering a little courage. He couldn't back down now. Perlita was terrified, clearly terrified, and if he could help her even a little bit by holding up, so be it. Besides, he needed the focus. He'd just do as he usually did, when situations got hard, and the business got difficult.

 

He flashes an easy smile, cracking his knuckles.


"Alright, guess you needed a LITTLE more time in the microwave. Oppenheimer!"
Gabriel uses Freila on Tiamat. Beat of My Blood applies.

 

Freila: Deal 5d6+SYN radiation damage to a single target.
Sun Arcana: All enemies hit with nuclear or fire attacks by Gabriel take SYN/2 piercing damage for three turns. Each subsequent attack adds an extra stack of burns. Enemies resistant to radiation and fire cannot be burned by Sun Arcana.
Beat of My Blood: All Frei-line skills, such as Freila, apply x1.3 damage to enemies with Burn, Shock or Frozen statuses (or any analogues). Sun Arcana's effects count as Burns.

Gabriel has 20% resistance to radiation attacks and 40% resistance to heat-based ailments. All ailments have halved duration on Gabriel.

Link to comment
Share on other sites

Music:

Spoiler

 

 

You all feel a rush as twisting visions wash over the battlefield.  You’re taken aback to times on this forsaken world, before this forsaken world.  Memories of what you did, what you could’ve done, what you should’ve done. Dark figures loom at the edges of your vision, never quite if view, never quite out of view.  Beckoning. Confusion. Twisted laughter and then their gone.

Gabriel takes 9 damage, Perlita 13, and Magna 10.

You all get the feeling something is about to go horribly wrong.

 

Empi throws Magna a bone(r) and boosts her damage for two rounds.

 

Gabriel blasts Tiamat with another burning-radioactive-laser for 46 damage, Tiamat is set on fire again.

Tiamat burns for 6 damage.

 

The first charger slams into Gabriel’s side for 8 damage, Frelia cannot be used next round.

The second charger slams into Magna for 8 damage, Reap cannot be used next round.

 

Perlita slaps BBQed Lahmu A upside the head for 9 damage.

 

Two of the BBQed Lahmu begin tearing and clawing at the corpses on the field, dressing themselves in a paste of gore and viscera.  If you ignore the vile stench and sickening reality they almost look like giant sauce covered chicken-wings.

 

The two remaining BBQed Lahmu decent on Magna’s horde of undead, the first sparks and flickers before belching forth and stream of fire and radiation that deals 7 and 12 damage to Magna’s Officers, it seems a little burnt up after the attack.  The second stabs at Officer A for another 12 damage.

 

With the look the Greater BBQed Lahmu gives the others as they “Sauce up” you’re surprised it doesn’t pull out salt and pepper, instead it settles for stabbing the shit out of Kino for 16 damage.

 

The ooze surrounds the construct, reinforcing it and causing it to grow.

 

Jeanne sets Tiamat on fire...again.  You can never have too much fire I guess.  Tiamat takes 26 damage.

Officer B throws lightning at the strange construct dealing only 7 damage, looks like it’s made of sterner stuff.

The Greater Lahmu finds if difficult to stab something made of presumably solid metal to death(0 damage).

Magna sacrifices another beloved pet to boost her damage a little(call animal abuse hotline when?), then she deals 30 damage to the Greater BBQed Lahmu, 34 to Tiamat(since the Creeper is gone) and 24 to the Emitter.  The outer layer of the Emitter is rendered mangled, but it looks like machine as a whole is still functional.


 

Enma haunts Tiamat some more dealing 13 damage and refreshing the debuffs.

Kino gets extra spoopy and summons two Wraiths, the cheesiness of it makes her cringe so hard she takes 5 damage.

Her scary skeletons deal 3 and 1 damage to Tiamat.

 

Mira enters Lunar stance, prepared to counter anything that comes her way.

 

The Emitter pulses once and more ooze rushes out.

 

Hiroki says mean things to the Greater BBQed Lahmu while reinforcing her armor with a wave of plasma.


 

Tiamat releases a pulse of magic that begins twisting and mutating the creatures on the battefield.

The first Lahmu suddenly begins walking on thin air as if it were walking up an invisible wall, gravity itself shifts to meet the new “down” and only couple seconds later does the ground catch up.

Hiroki, Magna, Kino, and Mira all lose their balance(25% action failure chance).  Thankfully everyone keeps their lunch though.

The second sprouts an oddly human leg with knee-high boots folded at the top to show the lace frills of thigh-highs.

The third sprouts a human armor clad in heavy polished copper full-plate.

The fourth grows wicked looking tentacles lined with barbs, claws, and hooks.

The Greater BBQed Lahmu sprouts several extra arms.

The first Charger violently explodes, splattering the other Charger and the first BBQed Lahmu with more gore.  They each grow (more) layers of curling horns.

The second Charger fattens up, muscle and flesh layer up behind the extra horns.

 

 

 

 

Init:

Spoiler

Empi: 18

Gabriel:  9

Lahmu Charger: 8

Perlita: 6

BBQed Lahmu: 5

Greater BBQed Lahmu: 5

Creeper: 3

Magna:  0

Kino and Enma:  0

Mira:  0

Emiter: 0

Hiroki:  -4

 

Status: 

Spoiler

Perlita: 57/70,

Empi: 55/55 HP, +3 Syn (2 turns remain), +14% damage (2 turns remain),

Gabriel: 56/75 HP,

Hiroki: 76/90 HP, +6 Syn (2 turns remain), Taunt(Greater BBQ, 2 turns remain),

Mira: Healthy,

Magna: 50/60, +14% damage (2 turns remain),

-Jeanne d’Arc: 120/900,

-Officer A: 0/100,

-Officer B: 24/36,

-Greater Lahmu: 18/100,

Kino: 59/90 HP

-Enma: 60/60 HP

 

Gilgamesh: Lightly Wounded, Lingering Hate, Sun Arcana(2 and 3 rounds), Burn(3 rounds), -10% damage dealt(2 rounds),

 

BBQed Lahmu A: Crispy, Burnt Up, Grav-warp, Charger,

BBQed Lahmu B: Crispy, Sauced Up!, Battle Continuation,

BBQed Lahmu C : Crispy, Sauced Up!, Battle Continuation,

BBQed Lahmu D : Crispy, Tentacles,

Greater BBQed Lahmu: Lightly Wounded, Extra Arms,

Lahmu Charger A: Dead, Detonated,

Lahmu Charger B: Healthy, Fat,

Emiter: Unfeeling,

Creeper A: Assimilated,

Creeper B: Viscous,

 

Link to comment
Share on other sites

Empi Powderbelle
"Hey, hey, hey! Don't be dropping on me right now, I need people to do their jobs; that includes you, lover boy!"

 

Empi casts Take It Easy on Gabriel.
Take It Easy: Remove all ailments from the target. Furthermore, the first ailment that lands on the target until their next turn is negated.

Empi has 5% chance to resist status due to Fairy Dust.
 

Gabriel Kowalski
"That's not the ONLY trick I've got up my sleeve! Let 'em have some FIRE!"

 

Gabriel uses Agilao on Tiamat, applying another stack of Sun Arcana.
Agilao: Inflicts 2d4+SYN damage. The targeted enemy takes 10% increased damage for the next three turns; each repeated use of Agilao resets the duration.
Sun Arcana: All enemies hit with nuclear or fire attacks by Gabriel take SYN/2 piercing damage for three turns. Each subsequent attack adds an extra stack of burns. Enemies resistant to radiation and fire cannot be burned by Sun Arcana.

Gabriel has 20% resistance to radiation attacks and 40% resistance to heat-based ailments. All ailments have halved duration on Gabriel.
 

Spoiler

 

Empi Stats:
Strength: 0
Dexterity: 9
Intelligence: 9
Constitution: 5
Synergy: 12


Gabriel Stats:
Strength: 2
Dexterity: 10
Intelligence: 5
Constitution: 9
Synergy: 12

 

 

Link to comment
Share on other sites

Things had most certainly not stopped being confusing and disorienting for Perlita, and the sudden flash of bizarre visions were a large part of that, hurting her head, giving her something of a portent of doom, and causing her to shut her eyes -- thankfully, she had once gain opened them by the time gravity shifted, and with a wheel of her arms she actually managed to stay upright... though from her facial expression, she was far from happy, a frown printed on her face, her eyes squinted. "Dios m... ah, to Hell with it." With everyone seemingly in pretty good condition and the tho-- the fairy tending to Gabriel, Perlita once again went on the attack, slinging another light attack at the same burned creature, light symbols appearing and then glowing brighter and brighter...!

Perlita uses Hama on BBQed Lahmu A, dealing SYN (12) damage, with a 30% chance of dealing 2*SYN damage!

Perlita has a 40% chance to resist sleep ailments. She also takes double damage from mental attacks.

Spoiler

Level: 5
HP: 70
Init: 1d20+9

Stats:
Constitution: 8
Dexterity: 9
 Intelligence: 4
Strength: 2
Synergy: 12

Perks: MAG-Oriented: Perlita's Persona, Crawford, represents an aspect of her method of problem-solving in the way it is composed. Perlita has never quite thought in terms of physical force, and though she CAN be surprisingly ardent on things, usually it is an expression of her mind and soul through which she does so. Accordingly her Persona is magically strong.. +1 SYN per level.

Judgement Arcana: Perlita's Arcana is that of the Judgement Arcana -- representing a journey to self-awareness, becoming the person that she truly has the potential to be. As she goes along this journey, she will blossom not only as a human being, but as a member of the forces saving the multiverse, and skillset will reflect this. Specifically when Perlita rolls a trick, she can take the best of two rolls.

Altruism: Perlita is a genuinely selfless and dedicated person in many respects, for all the trouble that sometimes brings, and that means that she pours all of her heart and soul into her healing... and a Persona is, after all, a reflection of the heart and soul. Whenever Perlita uses a move that heals or removes an ailment, her target (with multiheals excepted) gains an addition [SYN] HP in addition to whatever they would have received.

 

Better to Give than to Get: For all of her insecurities, one thing Perlita is always sure of that it is her place in the world to do the right thing, for the sake of other people. Paradoxically, however, as this is one of the strongest metaphorical rocks she has to hold onto, Perlita gains strength from it, personally and to a degree even magically, as her healing restores her too. Whenever Perlita uses a move that heals or removes an ailment, she gains an addition [SYN] HP as well.


Flaw: Psi Weakness: Most every Persona has a weakness, and Crawford is no exception, being weak to attacks of the Psi element -- or attacks that are close enough, thanks to a crippling fear of judgement reflecting itself within her Persona. Perlita takes double damage from mental attacks.

 

Actions: 

Diarama (Level 6): With a flash of her glitzy Persona, Perlita casts one of her two direct healing spells, sending a burst of potent and focused healing energy to diffuse through someone’s being, which mostly just presents itself as a pink glow. Perlita heals 6d4+SYN health for a single target.
Level 2: Upgraded from 1d4+SYN to 2d4+SYN.
Level 3: Upgraded from 2d4+SYN to 3d4+SYN.
Level 4: Upgraded from 3d4+SYN to 4d4+SYN.
Level 5: Upgraded from 4d4+SYN to 5d4+SYN

Level 6: Upgraded from 5d4+SYN to 6d4+SYN

 
Media (Level 3) : Perlita casts her other direct healing spell, which is less potent and more taxing, but heals multiple of her allies. In a lot of ways it looks similar to her other healing spell, simply causing a fainter pink glow of healing energy to surround more people, but it requires a longer exposure of her Persona and is harder to channel — she’s splitting her efforts, after all. Perlita heals SYN damage for four targets. 1 turn cooldown.
Level 2: Upgraded from two targets to three targets.
Level 3: Upgraded from three targets to four targets.


Patra (Level 2): Perlita summons Crawford and casts a spell which showers the target in bright sparkles of a turquoise color. These sparkles are the visual signs of a spell that can soothe burns, purge illnesses, and calm down unnaturally troubled minds... or maybe multiple at once.”  Perlita heals all of a target’s ailments.
Level 2: Upgraded from removing one ailment from the target to removing all ailments from them.

 

Hama: Perlita summons Crawford and performs a more esoteric attack. She envelops the opponent in a glaring sphere of light containing words inscripted upon the inside, which remains for a couple of seconds, at which point the ability’s unreliable magic kicks in, either doing a great amount or not much at all. Does SYN damage, but with a 30% *2 crit chance.
 

Through the Bonds of Camaraderie (Trick): As a member of a specific group of people in Roswell with Personas, Perlita shares a unique bond with them, and pulls on ephemeral threads representing these bonds visible only to Persona-users to invoke Crawford. Turns out she can send something across this thread, too. Perlita can choose to have “once per plot” beneficial items affect Gabriel instead of herself.

 

Dark Jacket [Level 3]: A jacket that looks dark as night, and in fact is just short of being painfully dark to look at — a scant few steps from vantablack, in other words. It’s Perlita’s most potent possession, bringing out her Persona’s darkness resistance and resisting sleep magic. 20% resistance to darkness attacks, and a 40% chance orresistance to specifically sleep ailments.

Level 2: Gain 20% chance of resistance to sleep ailments.

Level 3: Upgrade that to a 40% chance of resisting sleep ailments.

 

Circulation Sash: A light blue colored sash that is worn under Perlita’s dress and as such isn’t really visible. It keeps Perlita’s circulation and movement clear and uninhibited, but only insomuch as preventing a severe shock every one in a while, after which it takes a while to realign itself. Once per plot, can be used to break a stun on Perlita.

 

Link to comment
Share on other sites

Magna Sigyl (50/60 HP, +6 resist to bladed attacks)

 

 

Jeanne d'Arc (120/900 HP) uses Conflagrate on Emiter, inflicting 2*[STR(14)-1] damage, and inflicting Burn, dealing SYN(20)/1.5 [13] damage for 3 turns.

Magna's Officer B (24/100 HP) uses Lightning Bolt on the Emiter, dealing [2d8 + SYN(10)].

 

Magna's perk, Undying Servitude is active! Every reanimation that perishes under her control increases her damage by 2% for the remainder of the battle! (Current boost: 8%)

Magna uses Reanimate the Dead, selecting to fabricate a Human Officer from her Compendium of Lost Souls (perk) with 18 HP!

 

Magna's Vengeful Curse (passive) is active on Lahmu Charger A! It will revive under Magna's control next turn!

 

The following information is determined after the above moves are taken:

Magna's Stats:        STR: 0 DEX: 0  INT: 12 CON: 6  SYN: 12

Jeanne d'Arc Stats: STR: 14 DEX: 14 INT: 4   CON: 2  SYN: 20

Death's Whisper is on cooldown. Will be available on turn 5.

Undying Servitude (perk): For every reanimation that perishes in Magna’s service, increase damage dealt by Magna by 2% (up to a cap of 20%) for the remainder of the battle.
Current: 8% boost.

Jeanne's La Grondement de la Haine will enter cooldown on turn 3, becoming available again on turn 6.

Link to comment
Share on other sites

Kino (59/90)

Enma (60/60)

Wraith Howler 1 (9/9)

Wraith Howler 2 (9/9)

 

Enma attacks Gilgamesh, dealing 1d6 + INT(9) damage to him, and marking him with Entente of Malice, which will empower Kino's next attack dealt to him. Enma's attack refreshes the Debilitate cooldown placed upon Gilgamesh, causing his attacks to deal 10% less damage. 

Both summoned Wraith Howlers continue to attack Gilgamesh, each dealing 1d6 damage. If any die, Kino restores SYN/2 health. 

Kino performs Burial Rites at Gilgamesh, dealing 2d6 + INT(9) + 4 + INT/2 (4) damage to it and triggering the following effects: Entente of Malice restores both Kino and Enma's health by SYN/2 (4). If Gilgamesh dies this turn (lol not happening), Kino restores health equal to the damage she had dealt to Bel Lahmu B. 

 

 

 

Stats: 

Strength: 0
Dexterity: 0
Intelligence: 9
Constitution: 12
Synergy: 9

Cooldown/Ability usage: Debilitate is put on cooldown and is re-applicable next turn, due to Remnant reducing its cooldown twice. 

Voice of Resentment is put on cooldown and is re-applicable turn 8, due to Remnant reducing its cooldown once. 

Relevant combat perks: 

Cycle of Rebirth and Death: The death of Kino's summons heals her by SYN/2, increased to SYN if Enma dies. 
Remnant: Kills on an enemy by any source, one per turn, restore Kino and Enma's health by SYN (9) and reduce Kino's cooldowns by one. 
Shepherdess: Kino gains bonus damage per summon active with Enma providing a larger bonus. (Current bonus: 4) 
Unholy Covenant: Healing dealt to Kino and her summons by foreign sources only have 20% of their original value. 
Vial of Holy Water: Kino and Enma gain a permanent health bonus per the number of times Remnant was triggered in an encounter. (Current bonus: 4)
Link to comment
Share on other sites

Mira decides to double back and help out the rest of the guys with the new wave of enemies, attacking the Greater BBQ'd Lahmu (or anyone at this point) with Black Heart, dealing 3d4+11 damage. If anyone attacks her before she attacks, Lunar Stance will proc, negating the damage and then dealing 2d6+(3d4+11) damage back.

 

5/8 Magra

 

Loadout

Spoiler

Notable Perks

 

Magra
Mira specializes in using an energy she creates inside of her called Magra, which she specifically uses for attacks. She always starts with at least 1 Magra unless specified otherwise, but can carry over Magra from a previous fight if it was higher than 1, and can have a maximum of 8 Magra. At the end of each turn, Mira gains 1 Magra.

 

Rending Combination
Due to years of training and mastering of her own internal power, Mira both knows and is capable of using her talents in quick succession. Mira can use up to two separate Magra costing actions per turn, although it costs twice as much Magra if she does so.

 

Unstable (Flaw)
Mira is the carrier of the prototype Magra generator, which can become unstable if met with other instances of magic. Any magic attack that connects with Mira deals 50% more damage.

 

Slots: 9

 

Magra Generator: Mira’s heart is a generator, one that creates energy known as Magra, which is something Mira can use as an offensive tool. Every three turns, Mira gains 1 extra Magra.
- Level 1: Every four turns, Mira gains one extra Magra.
- Level 2: Decreased to one Magra every three turns.

 

 Cell Repair: Mira uses some of her Magra to accelerate her healing process than what is considered normal. Heals herself for 3d6+Syn outright, and can use one Magra to add 1d6 to the heal.
- Requires 1 Magra minimum
- Level 1: Mira heals herself for (1d6+SYN) health. She is capable of using more Magra for healing, which adds another 1d6 for each Magra used.
- Level 2: Healing increased by 1d6.
- Level 3: Healing increased by 1d6.

 

 Lunar Stance: Mira readies for an enemy’s attack, preparing to counter the second they try to strike her. Cancels the first attack made against her in the turn, and deals (Equipment Damage+2d6) damage to the attacker.
- Requires 2 Magra
- Level 1: If Mira is attacked during the round Lunar Stance is used, she automatically cancels any damage from a single enemy and attacks them for (Equipment Damage+1d6). If Mira is not attacked, she still uses the Magra for this action.
- Level 2: Damage increased by 1d6.

 

 Half Moon: Crescent Slash: Mira drags her weapon through the ground, then slashes upwards, sending both parts of the ground and a wave of Magra out towards the enemy. Deals (Equipment Damage+4d6) damage to a single target.
- Requires 4 Magra
- Level 1: Mira deals (Equipment Damage+3d6) damage to a single target.
- Level 2: Extra damage increased by 1d6/


 Full Moon: Restriction Release: Mira puts her Magra generator into overdrive. When activated, this action gives Mira unlimited Magra for 4 turns, but locks up Shattered Moon: Eclipse. After 4 turns, the effect wears off and Mira is unable to generate Magra for two turns.
- Requires 8 Magra
- Level 1: After activation, Mira is capable of using Magra indefinitely for 4 turns. However, during this time, Shattered Moon: Eclipse is completely locked. After 4 turns, Mira is incapable of generating Magra for 2 turns, but immediately regenerates Magra at the end of the 2nd turn cooldown. If the battle ends before Full Moon: Restriction Release is finished, Mira will start the next battle with only one Magra.
- If Cell Repair is used during Full Moon: Restriction Release, it is treated as if Mira had only four Magra available.

 

(Perk Backed) Shattered Moon: Eclipse: Focusing all of her currently generated Magra and then some, Mira punches the ground and forces all of her Magra into it, causing a massive explosion of darkness to erupt from her. With this action, she can deal either 8d8+Syn damage to 4 targets, or 14d8+Syn to a single target. However, after it is used, Mira is unable to generate Magra for the remainder of the battle.
- Requires 8 Magra
- Level 1: Mira deals (6d8+SYN) damage to up to 4 separate enemies. However, after this action is used, Mira is unable to regenerate Magra for the remainder of the battle, effectively becoming locked out of most of her actions.
- Level 2: Shattered Moon: Eclipse can now target one enemy, dealing 12d8+SYN damage to them with the same negatives as normal.
Level 3: Now deals 8d8+Syn damage to 4 seperate enemies, and 14d8+SYN to a single target.


(Equipment) Black Heart: Mira’s personal sword, a rather long, one handed blade made out of black metal. Deals 3d4+Strength damage.
- Level 1: Deals 1d4+Strength damage to a single target.
- Level 2: Damage increased by 1d4
-Level 3: Damage increased by 1d4

 

(Equipment) Mira’s Armor: The armor of the “Dark One”, Mira. Rusted, old, and cracked, yet durable enough to continue protecting its user from harm. Gives +4 Damage Reduction against Piercing/slashing attacks, but lowers initiative by 4-Strength (to a minimum of 0).
- Level 1: +1 Damage Reduction against piercing/slashing attacks, but lowers Initiative by 4-Strength (to a minimum of 0)
- Level 2: Damage Reduction increased by +1
- Level 3: Damage Reduction increased by +1
- Level 4: Damage Reduction increased by +1

 

Link to comment
Share on other sites

Empi strips off all of Gabriel’s...status ailments.

 

Gabriel applies MOR FIRE dealing 20 damage and stacking on the status effects.

Sun Arcana burns for 13 damage.

 

The remaining Charger slams into Jeanne D’Arc dealing 12 damage and rendering Conflagrate unusable for two actions.

 

[5] Perlita blasts BBQ Lahmu A for 12 damage, it starts pulling and tugging on strange points in space to get away.

 

The first two BBQed Lahmu gang up on Gabriel dealing 7 and 12 damage, Gabriel is almost staggered by the assault but manages to recover(resisted status ailment).

 

The third BBQed Lahmu makes a swing at Magna’s remaining Officer for 9 damage.

[24 vs 12] It’s hooked tentacles wrap around the man making him unable to move or resist, much less attack.

 

One of the “Sauce” cover Lahmu throws itself in front of the Greater BBQed Lahmu who accepts the humble offering and shoves the entire smaller Lahmu in its mouth, munching it down like that one cousin at the family picnic.

The Greater Lahmu twists and contorts growing in size as several new limbs punch through its body, including the previous Lahmu’s strange limb. (Becomes Grand BBQed Lahmu)

 

The Grand BBQed Lahmu charges Hiroki slashing and gnawing at her mech relentlessly.

It attacks twice for 0 and 2 damage, it takes 29 damage from the burning

 

The blueish slime infuses itself around the metal structure once more, repairing many of the bent and broken spikes.

 

Jeanne D’Arc finds herself unable to muster any flames.

Likewise the undead Officer is a bit tied up right now, though he’s struggling free.

 

Magna acknowledging her need for more firepower opts to summon another undead Officer.

 

Tiamat burns for 14 damage.

 

Enma attacks Tiamat for 11 damage, “weakening” her to boost Kino’s next attack.

And attack Kino does, she follows up with another 25 damage and her two Wraiths for 3 and 1.

 

Mira steps up and swings, striking the Grand BBQed Lahmu for 19 damage.

 

The Emitter pulses, unleashing a somewhat thicker pool of ooze.

 

Hiroki simply sits there weathering the storm of tooth and claw and twisted limbs.

 

The gravity changes briefly again, Hiroki, Magna, Kino, and Mira all lose their footing(25% failure chance).

 

A pulse of wrongness washes over the battlefield, the Lamhu begin mutating again…

The first BBQed Lahmu starts flickering like a bad projector, the second grows a thick leathery shell, and the third grows even more tentacles.

The Lahmu Charger grows a pulsing point of energy on one of its limbs, anything straying too close is drawn in, even light.

The Grand Lahmu grows masses of hooked tentacles much like its smaller brethren.

 

Init:

Spoiler

Empi: 18

Gabriel:  9

Lahmu Charger: 8

Perlita: 6

BBQed Lahmu: 5

Greater BBQed Lahmu: 5

Creeper: 3

Magna:  0

Kino and Enma:  0

Mira:  0

Emiter: 0

Hiroki:  -4

 

Status:

Spoiler

Perlita: 57/70,

Empi: 55/55 HP, +3 Syn (1 turn remains), +14% damage (1 turns remains),

Gabriel: 56/75 HP,

Hiroki: 74/90 HP, +6 Syn (1 turn remains), Taunt(Grand BBQ, 1 turn remains), Fallen,

Mira: Healthy, Fallen,

Magna: 50/60, +14% damage (1 turn remains), Fallen,

-Jeanne d’Arc: 102/900,

-Officer B: 15/36, Stun Recovery,

-Officer C : 18/36,

Kino: 72/90 HP, Fallen,

-Enma: 60/60 HP

 

Tiamat: Wounded, Lingering Hate, Sun Arcana( 1, 2, and 3 rounds), Burn(2 rounds), -10% damage dealt(2 rounds), +10% damage taken,

 

BBQed Lahmu A: Wounded, Burnt Up, Grav-warp, Charger, Flickering,

BBQed Lahmu B: Crispy, Sauced Up!, Battle Continuation, Thick Shell,

BBQed Lahmu C : Snackrificed,

BBQed Lahmu D : Crispy, Tentacles, Even More Tentacles,

Grand BBQed Lahmu: Wounded, Extra Arms, Battle Continuation, Tentacles,

Lahmu Charger A: Dead, Detonated,

Lahmu Charger B: Healthy, Fat, Mini Black Hole

Emiter: Unfeeling, Additional Spikes,

Creeper A: Assimilated,

Creeper B: Assimilated,

Creeper C : Viscous,

Creeper D : Viscous,

 

Link to comment
Share on other sites

Hiroki will Unleash Hell on the Emiter, then issue a Divine Challenge to the Grand BBQed Lahmu.



HP: 90
Init: -4


Stats:

 
  • Constitution: 12
  • Dexterity: 2
  • Intelligence: 9
  • Strength: 4
  • Synergy: 12


Perks:

  • Divine Favor - Accumulated victories increase Hiroki's power, increasing her base SYN by +1/level.
  • Superiority - Hiroki's relentless assault deals 1.5x damage against targets that are under 50% health.
  • Hellfire Mantle - Grants the action Hellfire Mantle.
  • Divine Challenge - Grants the action Divine Challenge.
  • Stop Mocking Me! (Flaw) - Hiroki automatically fails checks against mental ailments the first time one is incurred, and takes 50% more damage from mental attacks. 


Actions:

 

Basic Defense: Interdict - Hiroki focuses her firepower on intercepting incoming hits and angles herself so attacks land on heavily armored locations, reducing damage taken by 50% for the round.

 

Hellfire Mantle: The Hellfire Knight's signature ability. It disables all other actions while active, but reduces all incoming damage by half of Hiroki's SYN, and inflicts full SYN damage on anyone that attacks her while it is active.
-Base: Shield of SYN/2, and the same damage.
-Level 2: Increase damage by SYN/2. This action can no longer recieve levels that increase its damage based on SYN. 

 

Divine Challenge: As a free action, force an enemy to target you with at least one attack for the next 2 turns.
-Base: Taunt a single enemy for 1 turn as a free action. 2 turn cooldown.
-Level 2: Increase duration by 1 turn.
-Level 3: Decrease cooldown by 1 turn.
-Level 4: Remove cooldown.
-Level 5: Taunting a new enemy no longer removes the old taunt.

 

Curtain Fire: Hiroki fires a massive wave of plasma into her enemies, dealing SYN damage to each. 1 turn cooldown.
-Base: Deals SYN damage to all enemies, on a 3 turn cooldown.
-Level 2: Decreases cooldown by 1 turn.
-Level 3: This attack cannot be dodged.
-Level 4: Reduces cooldown by 1 additional turn.
-Level 5: This action can be used as a free action, but will go on cooldown for 4 turns.

 

Melt: Diverts power to Hiroki's main weapon and deals an armor-busting attack, dealing unreduced, undodgeable damage. 3 turn cooldown.
-Base: Deals weapon damage while ignoring reductions. 3 turn cooldown.
-Level 2: This attack is now undodgeable.

 

Giga Flare: Hiroki unleashes a full barrage with her equipped weapons on a target, dealing double her weapon's normal dice in damage+SYN+INT. 5 turn cooldown.
-Base: Deals double weapon dice+SYN damage, 5 turn cooldown. 
-Level 2: Adds INT/2 damage.
-Level 3: Adds INT damage.

 

Hellfire Plate (Trick): The tough armor that makes up the body of the Hellfire Knight. It is quite heavy, sacrificing maneuverability for raw protective power. This piece of equipment always causes -5 INIT in encumbrance penalties, but reduces all incoming damage except mental by 4.
Base: -2 damage from all sources but mental. -5 INIT, always.
Craft Level 2: Reduces damage from physical sources by 1 additional point.
Craft Level 3: Reduces damage from energy sources by 1 additional point.
Craft Level 4: Further reduces physical damage by 1 point.
Craft Level 5: Further reduces energy damage by 1 point. 

 

Main Cannon: The gun that delivers most of Hiroki's damage. Reduces INIT by 5-STR (and cannot increase it.) Deals 2d6+SYN damage. 
Base: Weight 5, damage 1d6+SYN.
Craft Level 2: Adds a d6 of damage.

Link to comment
Share on other sites

Kino (72/90)

Enma (60/60)

Wraith Howler 1 (9/9)

Wraith Howler 2 (9/9)

 

Enma attacks Tiamat, dealing 1d6 + INT(9) damage to them. Enma's attack refreshes the Debilitate cooldown placed upon Tiamat, causing their attacks to deal 10% less damage. 

Both summoned Wraith Howlers continue to attack Tiamat, each dealing 1d6 damage. If any die, Kino restores SYN/2 health. 

Kino performs Debilitate at Tiamat, dealing 3d6 + INT(9) + 4 damage to him and reducing their damage output by 10% for 2 turns. So long as Kino or Enma continue to damage Tiamat by any means, the debuff refreshes itself and stacks at subsequent uses of the same ability. Given that this is the second use of Debilitate onto the same target, Tiamat's damage output is now reduced by 20%. 

 

 

 

 

Stats: 

Strength: 0
Dexterity: 0
Intelligence: 9
Constitution: 12
Synergy: 9

Cooldown/Ability usage: Debilitate is put on cooldown and is re-applicable turn 9.  

Voice of Resentment is put on cooldown and is re-applicable turn 8, due to Remnant reducing its cooldown once. 

Relevant combat perks: 

Cycle of Rebirth and Death: The death of Kino's summons heals her by SYN/2, increased to SYN if Enma dies. 
Remnant: Kills on an enemy by any source, one per turn, restore Kino and Enma's health by SYN (9) and reduce Kino's cooldowns by one. 
Shepherdess: Kino gains bonus damage per summon active with Enma providing a larger bonus. (Current bonus: 4) 
Unholy Covenant: Healing dealt to Kino and her summons by foreign sources only have 20% of their original value. 
Vial of Holy Water: Kino and Enma gain a permanent health bonus per the number of times Remnant was triggered in an encounter. (Current bonus: 5)

Link to comment
Share on other sites

Mira

 

Mira continues to whack the Grand BBQ Lahmu with her sword, dealing another 3d4+11 damage.

 

6/8 Magra

3/4 turns until extra Magra

 

Loadout

Spoiler

Notable Perks

 

Magra
Mira specializes in using an energy she creates inside of her called Magra, which she specifically uses for attacks. She always starts with at least 1 Magra unless specified otherwise, but can carry over Magra from a previous fight if it was higher than 1, and can have a maximum of 8 Magra. At the end of each turn, Mira gains 1 Magra.

 

Rending Combination
Due to years of training and mastering of her own internal power, Mira both knows and is capable of using her talents in quick succession. Mira can use up to two separate Magra costing actions per turn, although it costs twice as much Magra if she does so.

 

Unstable (Flaw)
Mira is the carrier of the prototype Magra generator, which can become unstable if met with other instances of magic. Any magic attack that connects with Mira deals 50% more damage.

 

Slots: 9

 

Magra Generator: Mira’s heart is a generator, one that creates energy known as Magra, which is something Mira can use as an offensive tool. Every three turns, Mira gains 1 extra Magra.
- Level 1: Every four turns, Mira gains one extra Magra.
- Level 2: Decreased to one Magra every three turns.

 

 Cell Repair: Mira uses some of her Magra to accelerate her healing process than what is considered normal. Heals herself for 3d6+Syn outright, and can use one Magra to add 1d6 to the heal.
- Requires 1 Magra minimum
- Level 1: Mira heals herself for (1d6+SYN) health. She is capable of using more Magra for healing, which adds another 1d6 for each Magra used.
- Level 2: Healing increased by 1d6.
- Level 3: Healing increased by 1d6.

 

 Lunar Stance: Mira readies for an enemy’s attack, preparing to counter the second they try to strike her. Cancels the first attack made against her in the turn, and deals (Equipment Damage+2d6) damage to the attacker.
- Requires 2 Magra
- Level 1: If Mira is attacked during the round Lunar Stance is used, she automatically cancels any damage from a single enemy and attacks them for (Equipment Damage+1d6). If Mira is not attacked, she still uses the Magra for this action.
- Level 2: Damage increased by 1d6.

 

 Half Moon: Crescent Slash: Mira drags her weapon through the ground, then slashes upwards, sending both parts of the ground and a wave of Magra out towards the enemy. Deals (Equipment Damage+4d6) damage to a single target.
- Requires 4 Magra
- Level 1: Mira deals (Equipment Damage+3d6) damage to a single target.
- Level 2: Extra damage increased by 1d6/


 Full Moon: Restriction Release: Mira puts her Magra generator into overdrive. When activated, this action gives Mira unlimited Magra for 4 turns, but locks up Shattered Moon: Eclipse. After 4 turns, the effect wears off and Mira is unable to generate Magra for two turns.
- Requires 8 Magra
- Level 1: After activation, Mira is capable of using Magra indefinitely for 4 turns. However, during this time, Shattered Moon: Eclipse is completely locked. After 4 turns, Mira is incapable of generating Magra for 2 turns, but immediately regenerates Magra at the end of the 2nd turn cooldown. If the battle ends before Full Moon: Restriction Release is finished, Mira will start the next battle with only one Magra.
- If Cell Repair is used during Full Moon: Restriction Release, it is treated as if Mira had only four Magra available.

 

(Perk Backed) Shattered Moon: Eclipse: Focusing all of her currently generated Magra and then some, Mira punches the ground and forces all of her Magra into it, causing a massive explosion of darkness to erupt from her. With this action, she can deal either 8d8+Syn damage to 4 targets, or 14d8+Syn to a single target. However, after it is used, Mira is unable to generate Magra for the remainder of the battle.
- Requires 8 Magra
- Level 1: Mira deals (6d8+SYN) damage to up to 4 separate enemies. However, after this action is used, Mira is unable to regenerate Magra for the remainder of the battle, effectively becoming locked out of most of her actions.
- Level 2: Shattered Moon: Eclipse can now target one enemy, dealing 12d8+SYN damage to them with the same negatives as normal.
Level 3: Now deals 8d8+Syn damage to 4 seperate enemies, and 14d8+SYN to a single target.


(Equipment) Black Heart: Mira’s personal sword, a rather long, one handed blade made out of black metal. Deals 3d4+Strength damage.
- Level 1: Deals 1d4+Strength damage to a single target.
- Level 2: Damage increased by 1d4
-Level 3: Damage increased by 1d4

 

(Equipment) Mira’s Armor: The armor of the “Dark One”, Mira. Rusted, old, and cracked, yet durable enough to continue protecting its user from harm. Gives +4 Damage Reduction against Piercing/slashing attacks, but lowers initiative by 4-Strength (to a minimum of 0).
- Level 1: +1 Damage Reduction against piercing/slashing attacks, but lowers Initiative by 4-Strength (to a minimum of 0)
- Level 2: Damage Reduction increased by +1
- Level 3: Damage Reduction increased by +1
- Level 4: Damage Reduction increased by +1

 

Link to comment
Share on other sites

Magna Sigyl (50/60 HP, +6 resist to bladed attacks)

 

"What insolence! To dare even attempt to suppress the flames of the Dragon Witch... I'll burn you all!"

 

"Ohoh! You're finally getting into it!"

 

"Polished by hatred..."

"Hear my howl..."

 

Jeanne d'Arc (102/900 HP) uses her current turn to charge mana!

On the next turn, she will cast La Grondement de la Haine on Tiamat, dealing SYN[20]*3 damage for a total of 60 damage!

Magna's Officer B (15/100 HP) uses Ignite on the Emiter, dealing [1d6 + SYN(10)] and inflicting Burn, dealing SYN[10] damage for 3 turns.

Magna's Officer C (18/100 HP) uses Lightning Bolt on the Emiter, dealing [2d8 + SYN(10)].

Magna's Lahmu Charger A (18/100 HP) uses RAMMING SPEED on THE GRAND LAHMU, dealing 1d6 + STR[6] damage, as well as staggering it.

 

Magna uses Empower (free action) to sacrifice her Officer B to empower her next Scythe ability!

Magna's perk, Undying Servitude is active! Every reanimation that perishes under her control increases her damage by 2% for the remainder of the battle! (Current boost: 10%)

 

Magna uses Empowered Shadow Stride to deal [Life Reaver's Damage (3d4 + INT(12))] + 0.5*Reanimation’s Remaining Health (15) for a total of:

[1.1x (Undying Servitude)][1.14x (Sensuality Affection)][3d4 + 19] damage to the Emiter, Tiamat, and BBQed Lahmu A.

 

 Hide contents

The following information is determined after the above moves are taken:

Magna's Stats:        STR: 0 DEX: 0  INT: 12 CON: 6  SYN: 12

Jeanne d'Arc Stats: STR: 14 DEX: 14 INT: 4   CON: 2  SYN: 20

Undying Servitude (perk): For every reanimation that perishes in Magna’s service, increase damage dealt by Magna by 2% (up to a cap of 20%) for the remainder of the battle.
Current: 10% boost.

 

La Grondement de la Haine enters cooldown on turn 6, and will be available again on turn 9.

Link to comment
Share on other sites

Perlita found herself sputtering and taken aback once more as yet more mutation, yet more strangeness happened, one of the monsters they were fighting literally eating another, but really at this point there was only so far aback she could be taken, and she ended up just getting back into action. "P-Persona!" she shouted with a wave of her hand over most of the party, and instead of a wave of light magic attacking one of the twisted things or an intense wave of healing magic washing over one person, three less vivid little circling waves of pink healing energy surrounded Gabriel, the girl in the mech, the highly suspicious necromancer woman, and the girl who looked like a battered nun. This helped Perlita as well, as the feedback from her own healing magic helped undo the mild spatial warping and mental damage that earlier events in the fight had hit her with.

 

Perlita uses Media on Gabriel, Hiroki, and Kino, and Magna, healing them each for SYN (12) damage and thanks to her Better to Give than to Get perk, she also gains SYN (12) HP herself!

 

Perlita has a 20% damage resistance to darkness attacks, and a 40% chance to resist sleep ailments.

Spoiler

Level: 5
HP: 70
Init: 1d20+9

Stats:
Constitution: 8
Dexterity: 9
 Intelligence: 4
Strength: 2
Synergy: 12

Perks: MAG-Oriented: Perlita's Persona, Crawford, represents an aspect of her method of problem-solving in the way it is composed. Perlita has never quite thought in terms of physical force, and though she CAN be surprisingly ardent on things, usually it is an expression of her mind and soul through which she does so. Accordingly her Persona is magically strong.. +1 SYN per level.

Judgement Arcana: Perlita's Arcana is that of the Judgement Arcana -- representing a journey to self-awareness, becoming the person that she truly has the potential to be. As she goes along this journey, she will blossom not only as a human being, but as a member of the forces saving the multiverse, and skillset will reflect this. Specifically when Perlita rolls a trick, she can take the best of two rolls.

Altruism: Perlita is a genuinely selfless and dedicated person in many respects, for all the trouble that sometimes brings, and that means that she pours all of her heart and soul into her healing... and a Persona is, after all, a reflection of the heart and soul. Whenever Perlita uses a move that heals or removes an ailment, her target (with multiheals excepted) gains an addition [SYN] HP in addition to whatever they would have received.

 

Better to Give than to Get: For all of her insecurities, one thing Perlita is always sure of that it is her place in the world to do the right thing, for the sake of other people. Paradoxically, however, as this is one of the strongest metaphorical rocks she has to hold onto, Perlita gains strength from it, personally and to a degree even magically, as her healing restores her too. Whenever Perlita uses a move that heals or removes an ailment, she gains an addition [SYN] HP as well.


Flaw: Psi Weakness: Most every Persona has a weakness, and Crawford is no exception, being weak to attacks of the Psi element -- or attacks that are close enough, thanks to a crippling fear of judgement reflecting itself within her Persona. Perlita takes double damage from mental attacks.

 

Actions: 

Diarama (Level 6): With a flash of her glitzy Persona, Perlita casts one of her two direct healing spells, sending a burst of potent and focused healing energy to diffuse through someone’s being, which mostly just presents itself as a pink glow. Perlita heals 6d4+SYN health for a single target.
Level 2: Upgraded from 1d4+SYN to 2d4+SYN.
Level 3: Upgraded from 2d4+SYN to 3d4+SYN.
Level 4: Upgraded from 3d4+SYN to 4d4+SYN.
Level 5: Upgraded from 4d4+SYN to 5d4+SYN

Level 6: Upgraded from 5d4+SYN to 6d4+SYN

 
Media (Level 3) : Perlita casts her other direct healing spell, which is less potent and more taxing, but heals multiple of her allies. In a lot of ways it looks similar to her other healing spell, simply causing a fainter pink glow of healing energy to surround more people, but it requires a longer exposure of her Persona and is harder to channel — she’s splitting her efforts, after all. Perlita heals SYN damage for four targets. 1 turn cooldown.
Level 2: Upgraded from two targets to three targets.
Level 3: Upgraded from three targets to four targets.


Patra (Level 2): Perlita summons Crawford and casts a spell which showers the target in bright sparkles of a turquoise color. These sparkles are the visual signs of a spell that can soothe burns, purge illnesses, and calm down unnaturally troubled minds... or maybe multiple at once.”  Perlita heals all of a target’s ailments.
Level 2: Upgraded from removing one ailment from the target to removing all ailments from them.

 

Hama: Perlita summons Crawford and performs a more esoteric attack. She envelops the opponent in a glaring sphere of light containing words inscripted upon the inside, which remains for a couple of seconds, at which point the ability’s unreliable magic kicks in, either doing a great amount or not much at all. Does SYN damage, but with a 30% *2 crit chance.
 

Through the Bonds of Camaraderie (Trick): As a member of a specific group of people in Roswell with Personas, Perlita shares a unique bond with them, and pulls on ephemeral threads representing these bonds visible only to Persona-users to invoke Crawford. Turns out she can send something across this thread, too. Perlita can choose to have “once per plot” beneficial items affect Gabriel instead of herself.

 

Dark Jacket [Level 3]: A jacket that looks dark as night, and in fact is just short of being painfully dark to look at — a scant few steps from vantablack, in other words. It’s Perlita’s most potent possession, bringing out her Persona’s darkness resistance and resisting sleep magic. 20% resistance to darkness attacks, and a 40% chance orresistance to specifically sleep ailments.

Level 2: Gain 20% chance of resistance to sleep ailments.

Level 3: Upgrade that to a 40% chance of resisting sleep ailments.

 

Circulation Sash: A light blue colored sash that is worn under Perlita’s dress and as such isn’t really visible. It keeps Perlita’s circulation and movement clear and uninhibited, but only insomuch as preventing a severe shock every one in a while, after which it takes a while to realign itself. Once per plot, can be used to break a stun on Perlita.

 

Link to comment
Share on other sites

Empi Powderbelle
"Hey, put that Iron Man rip-off to good use! Get off your ass and feel a little better about yourself because you can do WAY better than that!"

Empi casts Take It Easy on Hiroki.


Take It Easy: Remove all ailments from the target. Furthermore, the first ailment that lands on the target until their next turn is negated.

Empi has 5% chance to resist status due to Fairy Dust.


Gabriel Kowalski
"Thanks, Perlita! We're gonna need to be on tiptop shape to get this thing to stop moving already!"
Gabriel uses Freila on Tiamat....again. Beat of My Blood applies.

 

Freila: Deal 5d6+SYN radiation damage to a single target.
Sun Arcana: All enemies hit with nuclear or fire attacks by Gabriel take SYN/2 piercing damage for three turns. Each subsequent attack adds an extra stack of burns. Enemies resistant to radiation and fire cannot be burned by Sun Arcana.
Beat of My Blood: All Frei-line skills, such as Freila, apply x1.3 damage to enemies with Burn, Shock or Frozen statuses (or any analogues). Sun Arcana's effects count as Burns.

Gabriel has 20% resistance to radiation attacks and 40% resistance to heat-based ailments. All ailments have halved duration on Gabriel.

 

Spoiler

 

Empi Stats:
Strength: 0
Dexterity: 9
Intelligence: 9
Constitution: 5
Synergy: 12


Gabriel Stats:
Strength: 2
Dexterity: 10
Intelligence: 5
Constitution: 9
Synergy: 12

 

Link to comment
Share on other sites

 

Empi help Hiroki calm down after being hit on way too hard.

 

Gabriel blasts Tiamat once more dealing 45 damage and setting her more on fire.

Things burn.

 

The horned Lahmu charges at Gabriel, dealing 7 damage and disabling Frelia for his next two actions.

 

Perlita hits almost everyone with healing magic, restoring most of them to full or nearly full HP.

 

The first two BBQed Lahmu attack Kino and Enma, dealing 11 and 13 damage while staggering Kino a bit, she doesn’t lose much though.

The third of them unleashes its fiery breath and tentacles on Magna’s Officers dealing 11 and 10 damage.  The first Officer has learned and though he gets burnt he dodges the tentacles, the second isn’t so lucky and gets thoroughly wrapped up.

 

The giant Lahmu continues gnawing on Hiroki’s mech, managing 12 total damage but taking 20 in return.  Tentacles wrap themselves into the joints and workings of Hiroki’s mech, but Hiroki keeps her cool and works around it, rendering the attack worthless(ailment resisted).

 

The purple goo finally starts lashing out, both pools burning Jeanne and Magna’s heels for 2 damage each.

 

Jeane starts charging something ominous…

Tiamat burns.

The first Officer burns the strange metallic structure for 3 damage.

The second Officer begins the task of untangling themselves.

The Charger rams into the Grand BBQed Lahmu for 8 damage, knocking it off Hiroki’s mech.

 

Magna decides that her second Officer has already proven unuseful and kills him to power herself up.

Magna deals 20 damage to the Emitter rending the outer layers of spikes off, then she deals 30 damage to Tiamat and the gravity warping Lahmu killing the latter and pissing off the former.

 

The ground shifts slightly as gravity returns back to normal.

 

Remnant procs healing Kino and Enma.

 

Enma attacks Tiamat for 13 damage.

The Wraiths attack for 1 and 6 damage.

And finally Kino follows up for 25 damage and another stack of Debilitate.

 

Mira strikes the Grand BBQed Lahmu for 22 damage!  The beast writhes and howls as the strange limb on its side is obliterated.

 

The Emitter pulses releasing another mass of purple goo.

 

Hiroki tries unleashing hell on the Emitter but only succeeds in boiling away some of the protective goo surrounding it.


 

Suddenly the air gets fuzzy, a hazy illusion wafts over the battlefield causing the Lahmu to flicker between perfectly well and healthy and burnt, bloodied, near-death states.

(Enemy status obfuscation)

 

Hatred stays its hand, no pulse of magic twists the Lahmu any further.

 

 

Init:

Spoiler

Empi: 18

Gabriel:  9

Lahmu Charger: 8

Perlita: 6

BBQed Lahmu: 5

Grand BBQed Lahmu: 5

Creeper: 3

Magna:  0

Kino and Enma:  0

Mira:  0

Emiter: 0

Hiroki:  -4

 

Status:

Spoiler

Perlita: 69/70,

Empi: 55/55 HP,

Gabriel: 61/75 HP,

Hiroki: 74/90 HP, Taunt(Grand BBQ, 3 turns remain),

Mira: Healthy,

Magna: 56/60,

-Jeanne d’Arc: 98/900,

-Officer B: 4/36,

Kino: 82/90 HP

-Enma: 56/60 HP

 

Gilgamesh: Alive,

BBQed Lahmu B: Alive,

BBQed Lahmu 😧 Alive,

Grand BBQed Lahmu: Alive,

Lahmu Charger B: Alive,

Emitter: Alive?,

Creeper A: Alive?,

Creeper B: Alive?,

 

Link to comment
Share on other sites

Hiroki steadied herself with the assistance of the boosters on her back and Empi's odd "encouragement." "The Knight isn't a ripoff! I don't even know what Iron Man is!" She didn't like the proximity of all these lahmu, either, and they were horrifying and she was tired of dealing with them. Her eyes flicked over her HUD. Mantle recharging, minor plating damage, but all core systems were green and ready to go. "All power to secondary and auxiliary guns." The air around her was filled with a faint whine, as myriad surfaces began to glow on the Knight's body and "wings." "Confirm targeting solutions. Now, Hell's Artificial Sun!" massive wave of plasma burst outward from the machine, burning through the air towards the screeching monsters around her. Through the mass of lights, the silhouette of the Knight turned, main cannon lighting up and swinging toward the Emitter before releasing a titanic lance of nuclear energy. 

 

Hiroki uses Curtain Fire as a free action, then attacks the Emitter with Giga Flare!



HP: 90
Init: -4


Stats:

 

 

 

 
  • Constitution: 12
  • Dexterity: 2
  • Intelligence: 9
  • Strength: 4
  • Synergy: 12

 

 

 


Perks:

  • Divine Favor - Accumulated victories increase Hiroki's power, increasing her base SYN by +1/level.
  • Superiority - Hiroki's relentless assault deals 1.5x damage against targets that are under 50% health.
  • Hellfire Mantle - Grants the action Hellfire Mantle.
  • Divine Challenge - Grants the action Divine Challenge.
  • Stop Mocking Me! (Flaw) - Hiroki automatically fails checks against mental ailments the first time one is incurred, and takes 50% more damage from mental attacks. 


Actions:

 

Basic Defense: Interdict - Hiroki focuses her firepower on intercepting incoming hits and angles herself so attacks land on heavily armored locations, reducing damage taken by 50% for the round.

 

Hellfire Mantle: The Hellfire Knight's signature ability. It disables all other actions while active, but reduces all incoming damage by half of Hiroki's SYN, and inflicts full SYN damage on anyone that attacks her while it is active.
-Base: Shield of SYN/2, and the same damage.
-Level 2: Increase damage by SYN/2. This action can no longer recieve levels that increase its damage based on SYN. 

 

Divine Challenge: As a free action, force an enemy to target you with at least one attack for the next 2 turns.
-Base: Taunt a single enemy for 1 turn as a free action. 2 turn cooldown.
-Level 2: Increase duration by 1 turn.
-Level 3: Decrease cooldown by 1 turn.
-Level 4: Remove cooldown.
-Level 5: Taunting a new enemy no longer removes the old taunt.

 

Curtain Fire: Hiroki fires a massive wave of plasma into her enemies, dealing SYN damage to each. 1 turn cooldown.
-Base: Deals SYN damage to all enemies, on a 3 turn cooldown.
-Level 2: Decreases cooldown by 1 turn.
-Level 3: This attack cannot be dodged.
-Level 4: Reduces cooldown by 1 additional turn.
-Level 5: This action can be used as a free action, but will go on cooldown for 4 turns.

 

Melt: Diverts power to Hiroki's main weapon and deals an armor-busting attack, dealing unreduced, undodgeable damage. 3 turn cooldown.
-Base: Deals weapon damage while ignoring reductions. 3 turn cooldown.
-Level 2: This attack is now undodgeable.

 

Giga Flare: Hiroki unleashes a full barrage with her equipped weapons on a target, dealing double her weapon's normal dice in damage+SYN+INT. 5 turn cooldown.
-Base: Deals double weapon dice+SYN damage, 5 turn cooldown. 
-Level 2: Adds INT/2 damage.
-Level 3: Adds INT damage.

 

Hellfire Plate (Trick): The tough armor that makes up the body of the Hellfire Knight. It is quite heavy, sacrificing maneuverability for raw protective power. This piece of equipment always causes -5 INIT in encumbrance penalties, but reduces all incoming damage except mental by 4.
Base: -2 damage from all sources but mental. -5 INIT, always.
Craft Level 2: Reduces damage from physical sources by 1 additional point.
Craft Level 3: Reduces damage from energy sources by 1 additional point.
Craft Level 4: Further reduces physical damage by 1 point.
Craft Level 5: Further reduces energy damage by 1 point. 

 

Main Cannon: The gun that delivers most of Hiroki's damage. Reduces INIT by 5-STR (and cannot increase it.) Deals 2d6+SYN damage. 
Base: Weight 5, damage 1d6+SYN.
Craft Level 2: Adds a d6 of damage.

Link to comment
Share on other sites

Mira

 

Mira goes on to whack the Grand BBQ Lahmu again with her slab of metal, dealing yet another 3d4+11 damage to it's possibly still fine face.

 

 

 

Mira's generator procs, giving her 1 extra Magra!

8/8 Magra

0/4 turns until extra Magra.

 

Spoiler

Notable Perks

 

Magra
Mira specializes in using an energy she creates inside of her called Magra, which she specifically uses for attacks. She always starts with at least 1 Magra unless specified otherwise, but can carry over Magra from a previous fight if it was higher than 1, and can have a maximum of 8 Magra. At the end of each turn, Mira gains 1 Magra.

 

Rending Combination
Due to years of training and mastering of her own internal power, Mira both knows and is capable of using her talents in quick succession. Mira can use up to two separate Magra costing actions per turn, although it costs twice as much Magra if she does so.

 

Unstable (Flaw)
Mira is the carrier of the prototype Magra generator, which can become unstable if met with other instances of magic. Any magic attack that connects with Mira deals 50% more damage.

 

Slots: 9

 

Magra Generator: Mira’s heart is a generator, one that creates energy known as Magra, which is something Mira can use as an offensive tool. Every three turns, Mira gains 1 extra Magra.
- Level 1: Every four turns, Mira gains one extra Magra.
- Level 2: Decreased to one Magra every three turns.

 

 Cell Repair: Mira uses some of her Magra to accelerate her healing process than what is considered normal. Heals herself for 3d6+Syn outright, and can use one Magra to add 1d6 to the heal.
- Requires 1 Magra minimum
- Level 1: Mira heals herself for (1d6+SYN) health. She is capable of using more Magra for healing, which adds another 1d6 for each Magra used.
- Level 2: Healing increased by 1d6.
- Level 3: Healing increased by 1d6.

 

 Lunar Stance: Mira readies for an enemy’s attack, preparing to counter the second they try to strike her. Cancels the first attack made against her in the turn, and deals (Equipment Damage+2d6) damage to the attacker.
- Requires 2 Magra
- Level 1: If Mira is attacked during the round Lunar Stance is used, she automatically cancels any damage from a single enemy and attacks them for (Equipment Damage+1d6). If Mira is not attacked, she still uses the Magra for this action.
- Level 2: Damage increased by 1d6.

 

 Half Moon: Crescent Slash: Mira drags her weapon through the ground, then slashes upwards, sending both parts of the ground and a wave of Magra out towards the enemy. Deals (Equipment Damage+4d6) damage to a single target.
- Requires 4 Magra
- Level 1: Mira deals (Equipment Damage+3d6) damage to a single target.
- Level 2: Extra damage increased by 1d6/


 Full Moon: Restriction Release: Mira puts her Magra generator into overdrive. When activated, this action gives Mira unlimited Magra for 4 turns, but locks up Shattered Moon: Eclipse. After 4 turns, the effect wears off and Mira is unable to generate Magra for two turns.
- Requires 8 Magra
- Level 1: After activation, Mira is capable of using Magra indefinitely for 4 turns. However, during this time, Shattered Moon: Eclipse is completely locked. After 4 turns, Mira is incapable of generating Magra for 2 turns, but immediately regenerates Magra at the end of the 2nd turn cooldown. If the battle ends before Full Moon: Restriction Release is finished, Mira will start the next battle with only one Magra.
- If Cell Repair is used during Full Moon: Restriction Release, it is treated as if Mira had only four Magra available.

 

(Perk Backed) Shattered Moon: Eclipse: Focusing all of her currently generated Magra and then some, Mira punches the ground and forces all of her Magra into it, causing a massive explosion of darkness to erupt from her. With this action, she can deal either 8d8+Syn damage to 4 targets, or 14d8+Syn to a single target. However, after it is used, Mira is unable to generate Magra for the remainder of the battle.
- Requires 8 Magra
- Level 1: Mira deals (6d8+SYN) damage to up to 4 separate enemies. However, after this action is used, Mira is unable to regenerate Magra for the remainder of the battle, effectively becoming locked out of most of her actions.
- Level 2: Shattered Moon: Eclipse can now target one enemy, dealing 12d8+SYN damage to them with the same negatives as normal.
Level 3: Now deals 8d8+Syn damage to 4 seperate enemies, and 14d8+SYN to a single target.


(Equipment) Black Heart: Mira’s personal sword, a rather long, one handed blade made out of black metal. Deals 3d4+Strength damage.
- Level 1: Deals 1d4+Strength damage to a single target.
- Level 2: Damage increased by 1d4
-Level 3: Damage increased by 1d4

 

(Equipment) Mira’s Armor: The armor of the “Dark One”, Mira. Rusted, old, and cracked, yet durable enough to continue protecting its user from harm. Gives +4 Damage Reduction against Piercing/slashing attacks, but lowers initiative by 4-Strength (to a minimum of 0).
- Level 1: +1 Damage Reduction against piercing/slashing attacks, but lowers Initiative by 4-Strength (to a minimum of 0)
- Level 2: Damage Reduction increased by +1
- Level 3: Damage Reduction increased by +1
- Level 4: Damage Reduction increased by +1

 

Link to comment
Share on other sites

Kino (82/90)

Enma (56/60)

Wraith Howler 1 (9/9)

Wraith Howler 2 (9/9)

 

Enma attacks Tiamat, dealing 1d6 + INT(9) damage to them, and marking them with Entente of Malice, which will empower Kino's next attack dealt to them Enma's attack refreshes the Debilitate cooldown placed upon Tiamat causing his attacks to deal 20% less damage. 

Both summoned Wraith Howlers continue to attack Tiamat,  each dealing 1d6 damage. If any die, Kino restores SYN/2 health. 

Kino performs Burial Rites at Tiamat, dealing 2d6 + INT(9) + 4 + INT/2 (4) damage to it and triggering the following effects: Entente of Malice restores both Kino and Enma's health by SYN/2 (4). If Tiamat somehow dies, she heals for the amount of damage she dealt them. 

 

 

Stats: 

Strength: 0
Dexterity: 0
Intelligence: 9
Constitution: 12
Synergy: 9

Cooldown/Ability usage: Debilitate is put on cooldown and is re-applicable turn 8 due to Remnant reducing its cooldown.   

Voice of Resentment is put on cooldown and is re-applicable turn 7, due to Remnant reducing its cooldown twice 

Relevant combat perks: 

Cycle of Rebirth and Death: The death of Kino's summons heals her by SYN/2, increased to SYN if Enma dies. 
Remnant: Kills on an enemy by any source, one per turn, restore Kino and Enma's health by SYN (9) and reduce Kino's cooldowns by one. 
Shepherdess: Kino gains bonus damage per summon active with Enma providing a larger bonus. (Current bonus: 4) 
Unholy Covenant: Healing dealt to Kino and her summons by foreign sources only have 20% of their original value. 
Vial of Holy Water: Kino and Enma gain a permanent health bonus per the number of times Remnant was triggered in an encounter. (Current bonus: 5)
Link to comment
Share on other sites

Empi Powderbelle
"Whatever you say, Miss Stark! Long as I got you standing, it's all worth it in the end!"

Empi casts Lesson in Affection: Sensuality Affection on Hiroki. Sharing is Caring activates.


Sensuality Affection: Deal 5+INT% more damage with all sources.
Sharing is Caring: Any buffs applied on an ally by Empi are also applied on Empi herself.

Empi has 5% chance to resist status due to Fairy Dust.


Gabriel Kowalski
"Hey! I don't know your name, but I got your back here! Think we gotta get rid of that thing before it gets more goop everywhere, right?"
Gabriel uses Freila on the Emitter instead! Sun Arcana activates.

 

Freila: Deal 5d6+SYN radiation damage to a single target.
Sun Arcana: All enemies hit with nuclear or fire attacks by Gabriel take SYN/2 piercing damage for three turns. Each subsequent attack adds an extra stack of burns. Enemies resistant to radiation and fire cannot be burned by Sun Arcana.

 

Gabriel has 20% resistance to radiation attacks and 40% resistance to heat-based ailments. All ailments have halved duration on Gabriel.

 

Spoiler

Empi Stats:
Strength: 0
Dexterity: 9
Intelligence: 9
Constitution: 5
Synergy: 12


Gabriel Stats:
Strength: 2
Dexterity: 10
Intelligence: 5
Constitution: 9
Synergy: 12

 

Link to comment
Share on other sites

Magna Sigyl (56/60 HP, +6 resist to bladed attacks)

 

"Roar, O' Rage of Mine!"

"La Grondement de la Haine!"

 

Jeanne d'Arc (98/900 HP) casts La Grondement de la Haine on Gilgamesh, dealing SYN[20]*3 damage for a total of [60].

Magna's Officer B (4/100 HP) uses Ignite on the Emiter, dealing [1d6 + SYN(10)] and inflicting Burn, dealing SYN[10] damage for 3 turns.

Magna's Lahmu Charger A (18/100 HP) uses Ram on the Emiter, dealing 1d6 + STR[6] damage, as well as staggering it.

 

Magna's perk, Undying Servitude is active! Every reanimation that perishes under her control increases her damage by 2% for the remainder of the battle! (Current boost: 10%)

Magna uses Reanimate the Dead (perk) to select a Human Officer from her Compendium of Lost Souls (perk) and revive it at 18 HP.

 

 Hide contents

The following information is determined after the above moves are taken:

Magna's Stats:        STR: 0 DEX: 0  INT: 12 CON: 6  SYN: 12

Jeanne d'Arc Stats: STR: 14 DEX: 14 INT: 4   CON: 2  SYN: 20

Undying Servitude (perk): For every reanimation that perishes in Magna’s service, increase damage dealt by Magna by 2% (up to a cap of 20%) for the remainder of the battle.
Current: 10% boost.

 

La Grondement de la Haine enters cooldown on turn 6, and will be available again on turn 9.

Link to comment
Share on other sites

”Ah, g-good! Guess that Media did it for now... Crawford!” 

 

Perlita casts Hama on the Emitter, dealing SYN (12) damage, with a 30% chance to deal 2*SYN (24) damage instead!

 

Perlita has a 20% damage resistance to darkness attacks, and a 40% chance to resist sleep ailments.

 

Spoiler

Level: 5
HP: 70
Init: 1d20+9

Stats:
Constitution: 8
Dexterity: 9
 Intelligence: 4
Strength: 2
Synergy: 12

Perks: MAG-Oriented: Perlita's Persona, Crawford, represents an aspect of her method of problem-solving in the way it is composed. Perlita has never quite thought in terms of physical force, and though she CAN be surprisingly ardent on things, usually it is an expression of her mind and soul through which she does so. Accordingly her Persona is magically strong.. +1 SYN per level.

Judgement Arcana: Perlita's Arcana is that of the Judgement Arcana -- representing a journey to self-awareness, becoming the person that she truly has the potential to be. As she goes along this journey, she will blossom not only as a human being, but as a member of the forces saving the multiverse, and skillset will reflect this. Specifically when Perlita rolls a trick, she can take the best of two rolls.

Altruism: Perlita is a genuinely selfless and dedicated person in many respects, for all the trouble that sometimes brings, and that means that she pours all of her heart and soul into her healing... and a Persona is, after all, a reflection of the heart and soul. Whenever Perlita uses a move that heals or removes an ailment, her target (with multiheals excepted) gains an addition [SYN] HP in addition to whatever they would have received.

 

Better to Give than to Get: For all of her insecurities, one thing Perlita is always sure of that it is her place in the world to do the right thing, for the sake of other people. Paradoxically, however, as this is one of the strongest metaphorical rocks she has to hold onto, Perlita gains strength from it, personally and to a degree even magically, as her healing restores her too. Whenever Perlita uses a move that heals or removes an ailment, she gains an addition [SYN] HP as well.


Flaw: Psi Weakness: Most every Persona has a weakness, and Crawford is no exception, being weak to attacks of the Psi element -- or attacks that are close enough, thanks to a crippling fear of judgement reflecting itself within her Persona. Perlita takes double damage from mental attacks.

 

Actions: 

Diarama (Level 6): With a flash of her glitzy Persona, Perlita casts one of her two direct healing spells, sending a burst of potent and focused healing energy to diffuse through someone’s being, which mostly just presents itself as a pink glow. Perlita heals 6d4+SYN health for a single target.
Level 2: Upgraded from 1d4+SYN to 2d4+SYN.
Level 3: Upgraded from 2d4+SYN to 3d4+SYN.
Level 4: Upgraded from 3d4+SYN to 4d4+SYN.
Level 5: Upgraded from 4d4+SYN to 5d4+SYN

Level 6: Upgraded from 5d4+SYN to 6d4+SYN

 
Media (Level 3) : Perlita casts her other direct healing spell, which is less potent and more taxing, but heals multiple of her allies. In a lot of ways it looks similar to her other healing spell, simply causing a fainter pink glow of healing energy to surround more people, but it requires a longer exposure of her Persona and is harder to channel — she’s splitting her efforts, after all. Perlita heals SYN damage for four targets. 1 turn cooldown.
Level 2: Upgraded from two targets to three targets.
Level 3: Upgraded from three targets to four targets.


Patra (Level 2): Perlita summons Crawford and casts a spell which showers the target in bright sparkles of a turquoise color. These sparkles are the visual signs of a spell that can soothe burns, purge illnesses, and calm down unnaturally troubled minds... or maybe multiple at once.”  Perlita heals all of a target’s ailments.
Level 2: Upgraded from removing one ailment from the target to removing all ailments from them.

 

Hama: Perlita summons Crawford and performs a more esoteric attack. She envelops the opponent in a glaring sphere of light containing words inscripted upon the inside, which remains for a couple of seconds, at which point the ability’s unreliable magic kicks in, either doing a great amount or not much at all. Does SYN damage, but with a 30% *2 crit chance.
 

Through the Bonds of Camaraderie (Trick): As a member of a specific group of people in Roswell with Personas, Perlita shares a unique bond with them, and pulls on ephemeral threads representing these bonds visible only to Persona-users to invoke Crawford. Turns out she can send something across this thread, too. Perlita can choose to have “once per plot” beneficial items affect Gabriel instead of herself.

 

Dark Jacket [Level 3]: A jacket that looks dark as night, and in fact is just short of being painfully dark to look at — a scant few steps from vantablack, in other words. It’s Perlita’s most potent possession, bringing out her Persona’s darkness resistance and resisting sleep magic. 20% resistance to darkness attacks, and a 40% chance orresistance to specifically sleep ailments.

Level 2: Gain 20% chance of resistance to sleep ailments.

Level 3: Upgrade that to a 40% chance of resisting sleep ailments.

 

Circulation Sash: A light blue colored sash that is worn under Perlita’s dress and as such isn’t really visible. It keeps Perlita’s circulation and movement clear and uninhibited, but only insomuch as preventing a severe shock every one in a while, after which it takes a while to realign itself. Once per plot, can be used to break a stun on Perlita.

 

Link to comment
Share on other sites

 

Empi lends another hand by granting Hiroki +14% damage dealt.

 

Gabriel blasts the Emitter for 30 damage, his attack combined with the heat from Hiroki’s attack finish boiling off the remaining slime.

Taimat burns.

 

The Charger hits Perlita dealing 10 damage and disabling Media for her next action.

 

[9] With a brilliant flash of light Perlita scours the Emitter, burning it into oblivion with 24 damage.

 

The first BBQed Lahmu kneeled down in front of the largest of them before quickly being devoured like its predecessor.

The second BBQed Lahmu starts ripping and tearing at Gabriel for 10 damage.

[25 vs 3] Gabriel is helpless as he quickly becomes fully restrained by the creatures slimy, thick, and painfully barbed tentacles.  He starts to experience true horror as he realizes that what happens next is reliant on how fast his teammates come to his aid.

 

The Giant Lahmu angrily glares at the Charger as it stands once more.

 

Jeanne D’Arc unleashes her charged attack dealing 66 damage and blowing off a chunk of flesh as large as a man.

As the Emitter is gone Magna’s Officer retargets the Giant Lahmu dealing 13 damage to it and setting it on fire.

The Charger attacks the Giant Lahmu as well dealing 10 damage, staggering it, and blowing off its newly grown strange limb.

 

Magna herself summons another Officer.

 

Enma attacks Tiamat for 16 damage and boosts her more lively sister’s next attack.

The Wraiths attack for 7 total damage.

Kino gets Tiamat ready for the grave starting with her nasty case of “living”, Kino deals 24 damage and heals herself and Enma by 4.

 

Mira raises her weapon above the giant staggered monster before bringing it down in one brutal strike.

Her blade cracked through the shell and tore through flesh as it plowed its way down into the ground ending the creature’s thrashes.

 

Hiroki releases a wave of plasma on what’s left of the monsters dealing 14 damage to each before turning her heavy weapon on the monster currently holding Gabriel hostage.

She roasts it alive for 37 damage causing its tentacles to rapidly curl back and release her somewhat shaken ally.

 

 

Init:

Spoiler

Empi: 18

Gabriel:  9

Lahmu Charger: 8

Perlita: 6

Magna:  0

Kino and Enma:  0

Mira:  0

Hiroki:  -4

 

Status:

Spoiler

Perlita: 59/70,

Empi: 55/55 HP,

Gabriel: 51/75 HP,

Hiroki: 76/90 HP, Taunt(Grand BBQ, 3 turns remain),

Mira: Healthy,

Magna: 56/60,

-Jeanne d’Arc: 98/900,

-Officer A: 4/36,

-Officer B: 18/36,

-Lahmu Charger: 

Kino: 88/90 HP

-Enma: 60/60 HP

 

Gilgamesh: Alive,

Lahmu Charger B: Alive,

 

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...