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[IC]TotMG:V2 - Hyperdimension: Return of the Four Felons


StormLord

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Mira

 

... Fantastic, no response from the other line. The only sounds she could've heard as the call hung up was the busy sounds of the evac team and gunfire and shrieks of some kind of animal ahead of her.  Although she didn't see it immediately, it didn't take long for Mira to see what was causing the ruckus as she stepped around the corner... A floating plaid dolphin of sorts, fighting Lyra, Perlita, and Atton. She had only been gone for a few minutes at most and yet here they were, picking yet another fight. If they didn't have time to kill, she would've been annoyed by this fact, despite her own love of fighting. As it stood though... She had time to kill. 

 

As quickly as she had retrieved it, the phone vanished as Mira picked up her pace, drawing her sword in preparation for battle. She'd ask her questions later, but for now, a dolphin needed to die.

 

Mira attacks the Plaid Dolphin, if given the chance, with Black Heart, dealing 6d8+Strength(11) damage, gaining one charge of Greed. In addition, she uses the Helmet of Judge to cast Libra, revealing the Dolphin's HP and a small blurb of information (if possible). She also enters the battle against the Plaid Dolphin with 4/8 Magra, and will gain an extra bit of magra in three turns. 

 

Noticable effects right now:

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.

(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, and gives a +1 Damage Reduction against all physical attacks, but lowers initiative by 4-Strength (to a minimum of 0).

 

Loadout

Spoiler

HP: 90

Strength: 11

Con: 12

Dex: 0

Syn: 12

 

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.


Full Moon Arts
Mira’s personal style, the Full Moon style, specializes in using Magra for extra powerful attacks for varying situations. Specifically, this perk gives Mira access to the action “Shattered Moon: Eclipse”.

 

Growing Power

While Mira's prototype generator is flawed and not as powerful and others, it is still something that is growing in efficiency. Mira gains +1 SYN every level.

 

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.

 

Actions: (9/9)

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 (10 Weight): Mira’s personal sword, a rather long, one handed blade made out of black metal. Deals 6d8+Strength damage.
- Level 1: Deals 3d8+Strength damage to a single target.
- Level 2: Damage increased by 1d8
-Level 3: Damage increased by 1d8

- (Craft) Level 4: Damage increased by 1d8. Bonus towards Magra infusion on this weapon.

- (Craft) Level 5: Aura of Greed: Once per round when Mira lands a weapon attack Black Heart gains one charge.  Mira gains +1 Syn  and -1 global DR for every two charges Black Heart possesses.  Black Heart looses all charges at the end of each encounter.

 

(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, and gives a +1 Damage Reduction against all physical 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

- (Craft) Level 5: Damage Reduction +1 against all types of physical attacks.

 

(Equipment) Helmet of the Judge: 

- Level 3: Once per combat as a free action Libra one target revealing their HP and a small blurb of information if able.

- (Craft) Level 4: Can be used twice in an encounter, but costs 1 Magra to use the second time.

 

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

 

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

 

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

 

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

Blur: 1/3 Attacks

Fiasco: 1/4 Dodges

Point-Blank Throw: Ready!

Taunt: Ready!

Damaged Item Teleporter: Ready!

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

Damaged Rechargeable Emergency Shield: Ready!

 

Spoiler

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

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

 

Stats:           

            Constitution: 4

            Dexterity: 10

            Intelligence: 8

            Strength: 8

            Synergy: 0

 

Perks:

 

Adrenaline Dodging -

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

 

Blur -

 

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

 

Fiasco -

 

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

 

Learn From One’s Betters -

 

Lyra receives a bonus of her INT to any crafting rolls for creating items that are similar to ones she's seen before. This includes tricks.

 

(Flaw) Always Someone Better -

 

All forms of support Lyra receives are halved.

 

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

 

 

Defend

 

Active

Halves damage once all other damage calculations are made. Does not have initiative, and does not reduce pure damage.

Level 0 -

Available unless Lyra is prevented from acting. Reduces damage by half once all other calculations are made.

 

Ex-Glitcher

 

Passive

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

Level 1 (Base) -

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

 

Counterattack

 

Passive

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

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

 

Point-Blank Throw

 

Active

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

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

Level 5 -

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

 

Taunt

 

Active

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

Taunt’s effects now last for an additional turn.

 

Equipment:

 

 

Wrench -

 

Inflicts 3d4 + STR damage.

    Weight of 6 (INIT Penalty of 6-STR)

Level 1 (Base) - Wrench

Inflicts 3d4+STR damage.

 

Damaged Item Teleporter -

 

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

    Level 1 - (Base) Damaged Item Teleporter

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

 

Safety-Bypassed Rechargeable Medium-Capacity Swapper -

 

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

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

Level 1 (Base) - Damaged Rechargeable Swapper

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

Level 2 - Medium-Capacity

The can be used three times per battle.

Level 3 - Safety Bypass

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

 

Damaged Rechargeable Emergency Shield -

 

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

Level 1 (Base) - Damaged Rechargeable Emergency Shield

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

 

Gun -

 

Inflicts 2d4+DEX damage.

    Weight of 2 (INIT Penalty of 2-STR)

Level 1 (Base) - Gun

Inflicts 2d4+DEX damage.

 

Tactical Gear -

 

Adds an additional action slot that equipment can take.

Level 1 (Base) - Tactical Gear

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

 

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"Agh!" Perlita, rather predictably, wasn't too happy about getting slammed by a semi-amorphous wall of water that actually really hurt, but after a couple of moments of gasping and pained spluttering, she was back on it -- and this time, she didn't just call her Persona out for a bit of near-useless offense, but rather to fulfill the role that she figured she was really needed for. Drawing in a deep breath, Perlita thrust a fist into the sky and shouted "Crawford! We're going to use a Media!" That fist came down in a jerking motion, and this time as many before it, her glitzy Persona showed up to wreathe everybody in pink, healing light... even the people in the half-track.

 

Perlita uses Media on... actually everyone, herself, Lyra, Atton, and the half-track, healing all of these people for SYN(12) HP, and then healing herself for an additional SYN(12)HP!

Spoiler

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.

 

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.

 

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.

 

Symbol of Lumabella: A holy item in the shape of a stylized bow in a beam of sunlight. While Perlita may be both Catholic and fairly religious, her background as a Persona-user means she isn't squeamish about other religion and mythology. Can be activated as a free action once per battle to cause the user's ally-targeting actions to remove a single debuff from allies for the round. If said action already removes debuffs, it will instead heal them by user SYN/2.

 

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6D, noticing that combat had begun, shook some last bits of slime off of herself - damage or no, she'd be heading in to protect the others. 

 

Join the battle!

 

Combat Preparation! Apply Deflection buff and Retaliation Protocol buff. 

 

Free Action: Confrontation Protocol on the dolphin. Free action: Pod deals 2d4 damage to the dolphin.

 

Action: Induce Rage on the dolphin.

 

Lightning Speed Count: 1

 

Spoiler

Level: 5

 

 

HP: 85

 

Init: +9

 

Stats: 30/30

 

Constitution: 11

Dexterity: 9

Intelligence: 2

Strength: 8

Synergy: 0

 

Perks:

 

Self-Repair Systems:

As a Defense-Type android, 6D will be taking some hits even if she manages to deflect the worst of it. As such, she has built-in self repair systems to do this. 6D heals 10% hp each round.

 

Lightning Speed:

 

Even as a defense focused android, YorHa units such as 6D are fast by nature, and mobility is a major part of combat doctrine. Every third turn, 6D may take an additional action.

 

Combat Preparation:

 

If one thing leads to more casualties than anything else, it is going into combat unprepared; 6D is not unprepared. At the beginning of combat, 6D may apply two buffs to herself before taking action.

 

Confrontation Protocol:

 

As long as a Defense-type android stands, they will stand between the enemy and their allies. Grants the action Confrontation Protocol.

 

Flaws:

 

Glory To Mankind: 6D cannot attack or debuff human foes. She can still defend herself and others against their attacks, but not directly harm them.

 

Voracious Greed: If there is an enemy at 50% or lower HP, any actions that 6D takes that do not involve dealing damage to that enemy inflicts\ [Level] damage on herself. If there are multiple enemies at 50% HP or lower, it only needs to hit one to qualify. 

 

Actions: (19/19 AP)

 

Deflection Protocol (Active, Level 3): 6D uses her speed (and use of generally large weapons) to deflect attacks - the force can still cause some minor damage, but it is generally mitigated.

-Base: Applies buff [Deflection x3] to self. For the next three attacks against 6D, roll minimum damage. Three turn cooldown, cannot stack on itself.

-Level 2: Applies buff [Deflection x4] to self. For the next four attacks against 6D, roll minimum damage. Three turn cooldown, cannot stack on itself.

-Level 3: Applies buff [Deflection x4] to self. For the next four attacks against 6D, roll minimum damage. Two turn cooldown, cannot stack on itself.

 

Retaliation Protocol (Active, Level 2): While on the defense, 6D leaves the enemy open to further attack - either from herself, or from allies.

-Base: Applies buff [Retaliation] to self. For two turns, when an enemy attacks 6D, they will receive the [Exposed] debuff until hit, causing attacks against them to do 10% more damage . 3 turn cooldown.

-Level 2: Applies buff [Retaliation] to self. For two turns, when an enemy attacks 6D, they will receive the [Exposed] debuff until hit, causing attacks against them to do 15% more damage. 3 turn cooldown.

 

Interception Protocol (Active, Level 2): 6D prioritizes an ally to protect, intercepting strikes targetting them.

-Base: Choose an ally, and take the next attack targeting them. Two turn cooldown.

-Level 2: Choose an ally, and take the next two attacks targetting them. Two turn cooldown.

 

Stunning Strike (Active, Level 2): A crushing blow leaves the enemy stunned.

-Base: Deals damage of equipped weapon as well as stunning the enemy for one turn. Cooldown 3 turns.

-Level 2: Deals damage of equipped weapon as well as stunning the enemy for one turn. Cooldown 2 turns.

 

Induce Rage (Active, Level 1): A program from 6D’s Pod that sends the enemy into a blind rage. They lose the mental faculty to do anything but their most basic attacks.

-Base: Induce the [Rage] status effect on the target, forcing them to do basic attacks for two turns. Three turn cooldown.

 

Confrontation Protocol (Perk Backed Active, Level 5): As a free action, force an enemy to target you with at least one attack each turn 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.

 

 

Equipment:

YorHa Uniform (Trick, 3 tokens)

Armor in the shape of a beautiful black gothic dress, standard for YorHa units. Reduces damage from slashing and piercing weapons by two in exchange for 4-STR reduction in initiative.

-Base: 1 damage reduction, 5 weight.

-Craft Level 2: Reduce effective weight by 1.

-Craft Level 3: Increases damage reduction by 1.

 

Type-4O Blade (Equipment, 2 tokens)

A giant sword, bigger than 6D is tall. Reduces INIT by 8-STR (and cannot increase it.) Deals 3d8+STR damage.

Base: Weight 8, damage 2d8+STR.

Craft Level 2: Adds a d6 of damage, for total 3d8+STR.

 

Tactical Support Pod (Equipment, 2 tokens)

The floating robot hovering near 6D at all time, occasionally offering analysis of the tactical situation, and wielding a small machine gun.

Base: As a free action, deal 1d4 damage to 1 target.

Craft Level 2: As a free action, deal 2d4 damage to 1 target

 

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Loadout


Atton's Actions:
(Perk Backed) Never Give Up!: “Richard stands upon the highest platform he could find, and raises his silver sword in such a way that catches the light, golden wings appear and Richard appears to be wearing a golden horned helmet for just a few moments, this causes anyone watching to suddenly feel inspired”

Current: Heals 1d4+[Int]+[LVL] health to the entire group and removes one ailment, three round cooldown
Level 1: Heals [Int]+[LVL] health to the entire group, four round cooldown
Level 2: Healing increased to 1d4+[Int]+[LVL].
Level 3: This ability now has a three round cooldown.
Level 4: Now also removes one ailment from each ally.

Battle Plans: “Richard analyzes the current situation and formulates a cunning plan, one that is so cunning that it has recently managed to become the professor of cunning studies in Harvard”
Current: Boost the stat of choice of two targets by [LVL] for two rounds and reduces a cooldown of the targets’ choices by one, two round cooldown.
Level 1: Boost the stat of choice of one target by [LVL] for two rounds, two round cooldown.
Level 2: Increases the amount of targets by one
Level 3: Now also reduces a cooldown of the target’s choice by one.

Entrenchment: Atton orders some of his squad to quickly dig an entrenched position...complete with a bunch of sandbags to form a chest high wall.
Current: Create a trench large enough for two allies.
Level 1: An ally can choose to enter this trench as a free action, causing them to gain a 30% damage reduction against ranged attacks until they perform a non ranged action.
Level 2: The entrenchment is now large enough for two allies.
(Alternatively just a 30% damage reduction against ranged attacks that lasts until the target use a non ranged action.)
 
Forward March!: “Richard attempts to convince a friendly target that they can, and will move faster than they usually would by using a short speech”
Current: Increase the Init of two targets by [Int]/2.
Level 1: Increase the Init of one target by [Int]/2.
Level 2: Increase the number of affected targets by one.

That, is naught but a flesh wound: “Richard converses at length about how the friendly target can power through an injury that is affecting them”
Current: Restore 1d4+[Int] HP to one target and cure one ailment.
Level 1: Restore 1d4+[Int] HP to one target.
Level 2: Now also cures one ailment.
Level 3: Increase the number of affected targets by one.
 
Banner of the 10th Regiment: A rather minimalistic banner depicting a symbol of a golden winged white cross and the words ‘10th Regiment’ written in stark white placed on a dark blue background that is held aloft on a sturdy metal pole. The sight of the banner flying freely (and a constant stream of motivational sayings) motivates Atton and his crew to move and act even faster.
Current: +6 Init
Level 1: Boost Init by 3 points.
Level 2: Init boost improved to +6.
Level 3: A megaphone attached to the top of the banner grants Atton an additional +3 boost to initiative....if he spends a turn to activate it that is, as he decided to place the mouthpiece at the top of the banner for some inexplicable reason.

Symbol of Lumabella x1 - A holy item in the shape of a stylized bow in a beam of sunlight. Can be activated as a free action once per battle to cause the user's ally-targeting actions to remove a single debuff from allies for the round. If said action already removes debuffs, it will instead heal them by user SYN/2.

Half-Track's actions:
.50 Cal: Atton orders the squad’s gunner to man the M2 Browning and open fire on the enemy’s position.
Level 1: Deals 2d6+[Dex] damage to one target or 1d6+[Dex]/2 to three targets, only usable when equipped by the Half-track or Atton is in a stationary defensive position (Such as the one created by his Entrenchment action), one round cooldown.

Armor Plating:
Current: +5 DR vs Piercing, Slashing, & Bludgeoning damage.
Level 1: Reduce incoming Piercing, Slashing, and Bludgeoning damage by 3 points, reduce user’s Init by 7-[Str], only usable by vehicles.
Level 2: Increase damage reduction by one point.
Craft Level 3: Synthetic adamantium has been alloyed with the pot metal armor of the Half track, allowing it to absorb kinetic energy and convert it to heat. Increases damage reduction and initiative reduction by 1.

Combat Engineer: Specialist James Doherty is an almost constantly overworked Scottish man who prides himself in his ability to allow the squad’s M9 Half Track take a bigger load of punishment than it is used to without falling apart.
Current: 4 points of repair regen each round.
Level 1: Grants 3 repair healing to the user at the start of each round while equipped.
Level 2: +1 Regen each round.

Gunner: Private Jesus Kaltenbrunner is a textbook example of how not all Germans who fought in world war 2 were evil, or misled by patriotism and promises of racial superiority into fighting for the Axis forces, as some of them were Jewish, German expatriates, immigrants, or just decided that the Axis forces could go stuff themselves. Rather unfortunately he is also a terrible shot with any non fully automatic weapon...but he is improving somewhat.
Level 1: Increase damage dealt with ranged weapons by 3. 


Finding his resolve to be shaken by the plaid dolphin's surprisingly savage attack, Atton proceeds to calm himself down by singing a hymn to uplift his and Perlita's spirits.


Forward March! On Atton and Perlita to boost their initiative by Intelligence/2, use the Symbol of Lumebella as a free action to remove one debuff from each of them.

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Atton purges his ills as he stands and shouts to inspire Perlita, and himself a little.  Perlita is so inspired her clothes all dry out.

 

Perlita showers her allies in healing energy quickly mending their wounds, healing Atton and his halftrack 12 and herself 22.

 

The Dolphin inhales sharply and draws in power, slowly causing a dark cloud to coalesce and gain form.  After a moment it moves to rest over Atton and with a miniature crack of thunder lets out a torrential downpour.  Atton would be soaked if he wasn’t already.

Atton’s Halftrack crew takes 13 damage.

 

Lyra swiftly pulled out of her dodge and right into another attack, like some kind of deadly dance.  Her wrench connects for 22 damage with a plushie *pufft* tearing fabric and causing some stuffing to hang out, the Dolphin pulls back as if it was a deep bloody wound.

 

6D crashes onto the battlefield shields up and ready to fight.  She applies a cocktail of buff to herself and debuffs to the Dolphin.

Her support pod deals 4 damage.

 

The Dolphin lets out an ear-piercing scream and gains a red glow to its eyes.  A huge volume of water rushes through the battlefield swiftly impacting Atton for 23 damage and 6D for 13, while Lyra pulls out narrowly with a dodge.  6D is Soaked, the Dolphin is Exposed.

[15, 20]  Atton again is swept off his feet, after having just recovered from the last wave.

 

Mira’s attack slams into the Dolphin, catching it relatively off guard and dealing 38 damage as she leaves a long tear in the “skin” of the Dolphin.

Spoiler

Mira's Libra reveals that the Dolphin is classified as an "Aquatic" enemy, resistant to fire and wind damage while being weak to electric and ice damage.

 

As Atton sits on a piece of damp pavement he feels a soft static charge in the air before a flash of light and roll of thunder as a bolt of electricity arcs from the cloud drenching him into his body.  He takes 28 damage.

 

 

Init:

Spoiler

22 Atton

17 Perlita

12 Plaid Dolphin

10 Lyra

9 6D

6 Plaid Dolphin

0 Mira

-1 Cloud


 

Status:

Spoiler

Atton: 31/93, Soaked, Prone, 
-Half Track: 15/52, Poisoned for one round, Soaked,
Lyra: 50/50,
Perlita: 70/70,
6D: 72/85, Realitation(two rounds), Deflection(x3), Soaked,

Mira: 90/90,

 

Plaid Dolphin: 341/450, Rage(one action), Taunted(6D),
Cloud: 10/10

 

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Mira continues her offensive, hitting the Dolphin with Half Moon: Crescent Slash for 6d8+4d6+11 damage. She now has 1 Magra, and will gain an extra in two turns.

 

 

Noticable effects right now:

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.

(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, and gives a +1 Damage Reduction against all physical attacks, but lowers initiative by 4-Strength (to a minimum of 0).

Greed (1 stack): Gains +1 Syn and -1 DR for every two stacks of Greed.

 

Loadout

Spoiler

HP: 90

Strength: 11

Con: 12

Dex: 0

Syn: 12

 

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.


Full Moon Arts
Mira’s personal style, the Full Moon style, specializes in using Magra for extra powerful attacks for varying situations. Specifically, this perk gives Mira access to the action “Shattered Moon: Eclipse”.

 

Growing Power

While Mira's prototype generator is flawed and not as powerful and others, it is still something that is growing in efficiency. Mira gains +1 SYN every level.

 

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.

 

Actions: (9/9)

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 (10 Weight): Mira’s personal sword, a rather long, one handed blade made out of black metal. Deals 6d8+Strength damage.
- Level 1: Deals 3d8+Strength damage to a single target.
- Level 2: Damage increased by 1d8
-Level 3: Damage increased by 1d8

- (Craft) Level 4: Damage increased by 1d8. Bonus towards Magra infusion on this weapon.

- (Craft) Level 5: Aura of Greed: Once per round when Mira lands a weapon attack Black Heart gains one charge.  Mira gains +1 Syn  and -1 global DR for every two charges Black Heart possesses.  Black Heart looses all charges at the end of each encounter.

 

(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, and gives a +1 Damage Reduction against all physical 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

- (Craft) Level 5: Damage Reduction +1 against all types of physical attacks.

 

(Equipment) Helmet of the Judge: 

- Level 3: Once per combat as a free action Libra one target revealing their HP and a small blurb of information if able.

- (Craft) Level 4: Can be used twice in an encounter, but costs 1 Magra to use the second time.

 

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This fight was a tough one, and even if it didn't have the same terrifying scale as the fight with that awful creature Trick did, Perlita was realizing that the limited manpower they had was beginning to seriously work against them -- with fewer people to get aimed at, the people they did have were getting absolutely hammered at a rate that Perlita was already becoming extremely hard-pressed to keep at. This wasn't something that exactly helped to keep her calm, and already she was sweating, her eyes darting around. "I-- I can't get everyone like this! Someone needs to protect Lyra and the men in Atton's truck, I can't get to them right now!! CRAWFORD!" With that final shout, Perlita brought forth her glitzy Persona, and almost violently pointed in the direction of Atton, who was promptly engulfed in the pink mist of her more powerful healing spell -- laced with a swirl of sunlight as she activated the Symbol of Lumabella she carried for the first time to have further effect on Atton.

 

Perlita drops a Diarama on Atton with the Symbol of Lumabella activated, healing for 6d4+SYN (12)+SYN (12) HP from perk and removing the Soaked debuff from him! 

Spoiler

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.

 

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.

 

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.

 

Symbol of Lumabella: A holy item in the shape of a stylized bow in a beam of sunlight. While Perlita may be both Catholic and fairly religious, her background as a Persona-user means she isn't squeamish about other religion and mythology. Can be activated as a free action once per battle to cause the user's ally-targeting actions to remove a single debuff from allies for the round. If said action already removes debuffs, it will instead heal them by user SYN/2.

 

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

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

 

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

 

Lyra rushed up to the creature...

 

Breathed in...

 

And screamed.

 

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

 

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

Blur: 0/3 Attacks

Fiasco: 2/4 Dodges

Point-Blank Throw: Ready!

Taunt: Ready!

Damaged Item Teleporter: Ready!

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

Damaged Rechargeable Emergency Shield: Ready!

 

Spoiler

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

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

 

Stats:           

            Constitution: 4

            Dexterity: 10

            Intelligence: 8

            Strength: 8

            Synergy: 0

 

Perks:

 

Adrenaline -

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

 

Blur -

 

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

 

Fiasco -

 

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

 

Copycat -

 

Lyra receives a bonus of her INT to any crafting rolls for creating items that are similar to ones she's seen before. This includes tricks.

 

(Flaw) Proud -

 

All forms of support Lyra receives are halved.

 

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

 

 

Defend

 

Active

Halves damage once all other damage calculations are made. Does not have initiative, and does not reduce pure damage.

Level 0 -

Available unless Lyra is prevented from acting. Reduces damage by half once all other calculations are made.

 

Ex-Glitcher

 

Passive

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

Level 1 (Base) -

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

 

Counterattack

 

Passive

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

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

 

Point-Blank Throw

 

Active

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

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

Level 5 -

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

 

Taunt

 

Active

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

Taunt’s effects now last for an additional turn.

 

Equipment:

 

 

Wrench -

 

Inflicts 3d4 + STR damage.

    Weight of 6 (INIT Penalty of 6-STR)

Level 1 (Base) - Wrench

Inflicts 3d4+STR damage.

 

Damaged Item Teleporter -

 

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

    Level 1 - (Base) Damaged Item Teleporter

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

 

Safety-Bypassed Rechargeable Medium-Capacity Swapper -

 

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

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

Level 1 (Base) - Damaged Rechargeable Swapper

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

Level 2 - Medium-Capacity

The can be used three times per battle.

Level 3 - Safety Bypass

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

 

Damaged Rechargeable Emergency Shield -

 

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

Level 1 (Base) - Damaged Rechargeable Emergency Shield

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

 

Gun -

 

Inflicts 2d4+DEX damage.

    Weight of 2 (INIT Penalty of 2-STR)

Level 1 (Base) - Gun

Inflicts 2d4+DEX damage.

 

Tactical Gear -

 

Adds an additional action slot that equipment can take.

Level 1 (Base) - Tactical Gear

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

 

Improvised Rifle -

 

Deals 3d6+[Int] damage to one target with a 5% chance to deal no damage and a 5% chance to deal triple damage(1 or 20 on a d20).

 

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6D was annoyed to get soaked again so quickly, but at least this one wasn't trying to sap her as much as the monster before had. 

 

Lightning Speed Count: 2

 

Free action: Tactical Support Pod attacks the cloud!

Action: Stunning strike on the dolphin!

 

Spoiler

 

Level: 5

 

 

HP: 85

 

Init: +9

 

Stats: 30/30

 

Constitution: 11

Dexterity: 9

Intelligence: 2

Strength: 8

Synergy: 0

 

Perks:

 

Self-Repair Systems:

As a Defense-Type android, 6D will be taking some hits even if she manages to deflect the worst of it. As such, she has built-in self repair systems to do this. 6D heals 10% hp each round.

 

Lightning Speed:

 

Even as a defense focused android, YorHa units such as 6D are fast by nature, and mobility is a major part of combat doctrine. Every third turn, 6D may take an additional action.

 

Combat Preparation:

 

If one thing leads to more casualties than anything else, it is going into combat unprepared; 6D is not unprepared. At the beginning of combat, 6D may apply two buffs to herself before taking action.

 

Confrontation Protocol:

 

As long as a Defense-type android stands, they will stand between the enemy and their allies. Grants the action Confrontation Protocol.

 

Flaws:

 

Glory To Mankind: 6D cannot attack or debuff human foes. She can still defend herself and others against their attacks, but not directly harm them.

 

Voracious Greed: If there is an enemy at 50% or lower HP, any actions that 6D takes that do not involve dealing damage to that enemy inflicts\ [Level] damage on herself. If there are multiple enemies at 50% HP or lower, it only needs to hit one to qualify. 

 

Actions: (19/19 AP)

 

Deflection Protocol (Active, Level 3): 6D uses her speed (and use of generally large weapons) to deflect attacks - the force can still cause some minor damage, but it is generally mitigated.

-Base: Applies buff [Deflection x3] to self. For the next three attacks against 6D, roll minimum damage. Three turn cooldown, cannot stack on itself.

-Level 2: Applies buff [Deflection x4] to self. For the next four attacks against 6D, roll minimum damage. Three turn cooldown, cannot stack on itself.

-Level 3: Applies buff [Deflection x4] to self. For the next four attacks against 6D, roll minimum damage. Two turn cooldown, cannot stack on itself.

 

Retaliation Protocol (Active, Level 2): While on the defense, 6D leaves the enemy open to further attack - either from herself, or from allies.

-Base: Applies buff [Retaliation] to self. For two turns, when an enemy attacks 6D, they will receive the [Exposed] debuff until hit, causing attacks against them to do 10% more damage . 3 turn cooldown.

-Level 2: Applies buff [Retaliation] to self. For two turns, when an enemy attacks 6D, they will receive the [Exposed] debuff until hit, causing attacks against them to do 15% more damage. 3 turn cooldown.

 

Interception Protocol (Active, Level 2): 6D prioritizes an ally to protect, intercepting strikes targeting them.

-Base: Choose an ally, and take the next attack targeting them. Two turn cooldown.

-Level 2: Choose an ally, and take the next two attacks targetting them. Two turn cooldown.

 

Stunning Strike (Active, Level 2): A crushing blow leaves the enemy stunned.

-Base: Deals damage of equipped weapon as well as stunning the enemy for one turn. Cooldown 3 turns.

-Level 2: Deals damage of equipped weapon as well as stunning the enemy for one turn. Cooldown 2 turns.

 

Induce Rage (Active, Level 1): A program from 6D’s Pod that sends the enemy into a blind rage. They lose the mental faculty to do anything but their most basic attacks.

-Base: Induce the [Rage] status effect on the target, forcing them to do basic attacks for two turns. Three turn cooldown.

 

Confrontation Protocol (Perk Backed Active, Level 5): As a free action, force an enemy to target you with at least one attack each turn 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.

 

 

Equipment:

YorHa Uniform (Trick, 3 tokens)

Armor in the shape of a beautiful black gothic dress, standard for YorHa units. Reduces damage from slashing and piercing weapons by two in exchange for 4-STR reduction in initiative.

-Base: 1 damage reduction, 5 weight.

-Craft Level 2: Reduce effective weight by 1.

-Craft Level 3: Increases damage reduction by 1.

 

Type-4O Blade (Equipment, 2 tokens)

A giant sword, bigger than 6D is tall. Reduces INIT by 8-STR (and cannot increase it.) Deals 3d8+STR damage.

Base: Weight 8, damage 2d8+STR.

Craft Level 2: Adds a d6 of damage, for total 3d8+STR.

 

Tactical Support Pod (Equipment, 2 tokens)

The floating robot hovering near 6D at all time, occasionally offering analysis of the tactical situation, and wielding a small machine gun.

Base: As a free action, deal 1d4 damage to 1 target.

Craft Level 2: As a free action, deal 2d4 damage to 1 target

 

 

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Loadout



Atton's Actions:
(Perk Backed) Never Give Up!: “Richard stands upon the highest platform he could find, and raises his silver sword in such a way that catches the light, golden wings appear and Richard appears to be wearing a golden horned helmet for just a few moments, this causes anyone watching to suddenly feel inspired”

Current: Heals 1d4+[Int]+[LVL] health to the entire group and removes one ailment, three round cooldown
Level 1: Heals [Int]+[LVL] health to the entire group, four round cooldown
Level 2: Healing increased to 1d4+[Int]+[LVL].
Level 3: This ability now has a three round cooldown.
Level 4: Now also removes one ailment from each ally.

Battle Plans: “Richard analyzes the current situation and formulates a cunning plan, one that is so cunning that it has recently managed to become the professor of cunning studies in Harvard”
Current: Boost the stat of choice of two targets by [LVL] for two rounds and reduces a cooldown of the targets’ choices by one, two round cooldown.
Level 1: Boost the stat of choice of one target by [LVL] for two rounds, two round cooldown.
Level 2: Increases the amount of targets by one
Level 3: Now also reduces a cooldown of the target’s choice by one.

Entrenchment: Atton orders some of his squad to quickly dig an entrenched position...complete with a bunch of sandbags to form a chest high wall.
Current: Create a trench large enough for two allies.
Level 1: An ally can choose to enter this trench as a free action, causing them to gain a 30% damage reduction against ranged attacks until they perform a non ranged action.
Level 2: The entrenchment is now large enough for two allies.
(Alternatively just a 30% damage reduction against ranged attacks that lasts until the target use a non ranged action.)
 
Forward March!: “Richard attempts to convince a friendly target that they can, and will move faster than they usually would by using a short speech”
Current: Increase the Init of two targets by [Int]/2.
Level 1: Increase the Init of one target by [Int]/2.
Level 2: Increase the number of affected targets by one.

That, is naught but a flesh wound: “Richard converses at length about how the friendly target can power through an injury that is affecting them”
Current: Restore 1d4+[Int] HP to one target and cure one ailment.
Level 1: Restore 1d4+[Int] HP to one target.
Level 2: Now also cures one ailment.
Level 3: Increase the number of affected targets by one.
 
Banner of the 10th Regiment: A rather minimalistic banner depicting a symbol of a golden winged white cross and the words ‘10th Regiment’ written in stark white placed on a dark blue background that is held aloft on a sturdy metal pole. The sight of the banner flying freely (and a constant stream of motivational sayings) motivates Atton and his crew to move and act even faster.
Current: +6 Init
Level 1: Boost Init by 3 points.
Level 2: Init boost improved to +6.
Level 3: A megaphone attached to the top of the banner grants Atton an additional +3 boost to initiative....if he spends a turn to activate it that is, as he decided to place the mouthpiece at the top of the banner for some inexplicable reason.

Symbol of Lumabella x1 - A holy item in the shape of a stylized bow in a beam of sunlight. Can be activated as a free action once per battle to cause the user's ally-targeting actions to remove a single debuff from allies for the round. If said action already removes debuffs, it will instead heal them by user SYN/2.

Half-Track's actions:
.50 Cal: Atton orders the squad’s gunner to man the M2 Browning and open fire on the enemy’s position.
Level 1: Deals 2d6+[Dex] damage to one target or 1d6+[Dex]/2 to three targets, only usable when equipped by the Half-track or Atton is in a stationary defensive position (Such as the one created by his Entrenchment action), one round cooldown.

Armor Plating:
Current: +5 DR vs Piercing, Slashing, & Bludgeoning damage.
Level 1: Reduce incoming Piercing, Slashing, and Bludgeoning damage by 3 points, reduce user’s Init by 7-[Str], only usable by vehicles.
Level 2: Increase damage reduction by one point.
Craft Level 3: Synthetic adamantium has been alloyed with the pot metal armor of the Half track, allowing it to absorb kinetic energy and convert it to heat. Increases damage reduction and initiative reduction by 1.

Combat Engineer: Specialist James Doherty is an almost constantly overworked Scottish man who prides himself in his ability to allow the squad’s M9 Half Track take a bigger load of punishment than it is used to without falling apart.
Current: 4 points of repair regen each round.
Level 1: Grants 3 repair healing to the user at the start of each round while equipped.
Level 2: +1 Regen each round.

Gunner: Private Jesus Kaltenbrunner is a textbook example of how not all Germans who fought in world war 2 were evil, or misled by patriotism and promises of racial superiority into fighting for the Axis forces, as some of them were Jewish, German expatriates, immigrants, or just decided that the Axis forces could go stuff themselves. Rather unfortunately he is also a terrible shot with any non fully automatic weapon...but he is improving somewhat.
Level 1: Increase damage dealt with ranged weapons by 3. 

Bruised and battered as he and his men were, Atton still found the resolve to stand up to the storm and sing praises to the lord, reinvigorating him and hus men once more.

 

Naught but a flesh wound on Atton and the Half Track, healing 1d4+Int damage and removing Atton's prone status. Also the half track has 4 HP regen fyi.

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Spoiler

 

 

Atton kicks his men back into action, restoring 16 HP to them and himself and removing some statuses.

 

Perlita blasts Atton with healing energy restoring 37 HP and drying him out.

 

The Dolphin sends another wave crashing over 6D, Mira, and Lyra.  6D takes 15 damage, Lyra takes 24, and Mira takes 36 damage.
[18, 31, 12]  Lyra is swept off her feet and knocked prone by the wave.
The Dolphin gains a stack of *Exposed*.

 

Lyra unleashes a string of profanities the likes of which could make a sailor blush.
The Dolphin is Taunted and Distracted.

Lyra stands.

 

6D slams her sword into the Dolphin’s head, causing a large gash for 18 damage and stunning it.

The Support Pod deals 4 damage to the Cloud floating over Atton.

6D regens for 8 HP.

 

The Dolphin recovers from Stun.

 

Mira cuts the Dolphin again for 34 damage

 

The cloud soaks Atton once more with its downpour, and with another flash it strikes him with lightning for 14 damage.

 

 

Init:

Spoiler

22 Atton

17 Perlita

12 Plaid Dolphin

10 Lyra

9 6D

6 Plaid Dolphin

0 Mira

-1 Cloud


 

Status:

Spoiler

Atton: 70/93, Soaked,
-Half Track: 43/52, Soaked,
Lyra: 26/50, Soaked,
Perlita: 70/70,
6D: 65/85, Retalitation(one round), Deflection(x2), Soaked,
Mira: 54/90, Soaked,

 

Plaid Dolphin: 287/450, Taunted(Lyra), Distracted for three rounds,
Cloud: 4/10

 

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Dammit. Not fast enough to avoid the first hit... But with the creature distracted as it was, it probably wouldn't be able to hit her as hard the next time.

 

Probably... She'd been depending on that word more than she'd hoped as of late.

 

Lyra shook her head, trying to clear it of distractions - both from the pain and from the memories.

 

Right. Now that the dolphin was focusing on her, she could fall back on an old tactic. Anyone who'd used a Swapper would know about it. Lyra pulled out her device - jury-rigged as it was - and pointed it at the Dolphin.

 

When it was going to hit her with its second attack, she'd switch positions. If it decided to try to crush her, it'd find itself way out of position. If it tried to hit her with another wave, it would be the one being struck - and while Lyra knew it was probably immune to poison itself, it was still susceptible to physical force.

 

Lyra uses her Safety-Bypassed Rechargeable Medium-Capacity Swapper on the Plaid Dolphin! The two units will switch places - meaning that all attacks that were targeting one will instead hit the other!

 

Adrenaline Dodging: Cooling down. 2/3 turns left.

Blur: 0/3 Attacks

Fiasco: 2/4 Dodges

Point-Blank Throw: Ready!

Taunt: Cooling down. 0/3 turns left.

Damaged Item Teleporter: Ready!

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

Damaged Rechargeable Emergency Shield: Ready!

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Perlita began to calm down again, the panic that she had been managing to build up over the course of the battle fading away as the situation once again came under control -- sure there was some sort of weird cloud thing, now, but what mattered to Perlita was that the only person who seemed to be in a worrying state was the rather fragile Lyra, with Mira particularly wounded but, Perlita knew, more than tough enough to withstand further pressure. So Perlita figured that she could now afford to throw out another Media without worry of causing undue strain on her energy, especially since a full Diarama would be wasted and then she'd inevitably see more people put into trouble.

 

"Crawford!" Pink energy engulfed several members of the group.

 

Perlita uses Media on Atton, Lyra, 6D, and Mira, healing each for SYN (12) HP!

 

Spoiler

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.

 

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.

 

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.

 

Symbol of Lumabella: A holy item in the shape of a stylized bow in a beam of sunlight. While Perlita may be both Catholic and fairly religious, her background as a Persona-user means she isn't squeamish about other religion and mythology. Can be activated as a free action once per battle to cause the user's ally-targeting actions to remove a single debuff from allies for the round. If said action already removes debuffs, it will instead heal them by user SYN/2.

 

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Mira

 

Mira's initial reaction to the dolphin's attack was to stand her ground, weathering the attack head on, as she normally did. However, due to her proximity, that merely meant she would be taking the full force of the wave of water, and take it she did, nearly being swept off her feet as the wave crashed into her. On the bright side, it helped wash the blood and saliva from her earlier fights (including Trick). But on the other side, she was far less happy about this situation than she was before. Originally she was hoping for a way to pass the time, but of course, the dolphin had to be stubborn.

 

As soon as the water died down, Mira slammed her sword into the ground, channeling her Magra into the blade to create a thick black outline around the blade, before taking a step towards the dolphin. Then without a word she tore her sword from the ground, sending a mixture of debris and Magra into the dolphin. Though the sword itself didn't meet its mark, Mira still continued the motion, performing a small spin as she brought her sword over her head and back to the ground, preparing yet another strike...

 

Mira strikes the dolphin again for another 6d8+11 damage, gaining another stack of Greed. She currently has 2 Magra, and will gain an extra in one turn.

 

 

Noticable effects right now:

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.

(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, and gives a +1 Damage Reduction against all physical attacks, but lowers initiative by 4-Strength (to a minimum of 0).

Greed (1 stack): Gains +1 Syn and -1 DR for every two stacks of Greed.

 

Loadout

Spoiler

HP: 90

Strength: 11

Con: 12

Dex: 0

Syn: 12

 

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.


Full Moon Arts
Mira’s personal style, the Full Moon style, specializes in using Magra for extra powerful attacks for varying situations. Specifically, this perk gives Mira access to the action “Shattered Moon: Eclipse”.

 

Growing Power

While Mira's prototype generator is flawed and not as powerful and others, it is still something that is growing in efficiency. Mira gains +1 SYN every level.

 

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.

 

Actions: (9/9)

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 (10 Weight): Mira’s personal sword, a rather long, one handed blade made out of black metal. Deals 6d8+Strength damage.
- Level 1: Deals 3d8+Strength damage to a single target.
- Level 2: Damage increased by 1d8
-Level 3: Damage increased by 1d8

- (Craft) Level 4: Damage increased by 1d8. Bonus towards Magra infusion on this weapon.

- (Craft) Level 5: Aura of Greed: Once per round when Mira lands a weapon attack Black Heart gains one charge.  Mira gains +1 Syn  and -1 global DR for every two charges Black Heart possesses.  Black Heart looses all charges at the end of each encounter.

 

(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, and gives a +1 Damage Reduction against all physical 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

- (Craft) Level 5: Damage Reduction +1 against all types of physical attacks.

 

(Equipment) Helmet of the Judge: 

- Level 3: Once per combat as a free action Libra one target revealing their HP and a small blurb of information if able.

- (Craft) Level 4: Can be used twice in an encounter, but costs 1 Magra to use the second time.

 

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  • 2 weeks later...

Free action: Pod deals 2d4 damage to the dolphin thing

 

Action: 6D uses Interception protocol on Lyra.

 

Lightning speed count: 3! Extra action.

 

6D does her basic guard. 

 

 

Spoiler

Level: 5

 

 

HP: 85

 

Init: +9

 

Stats: 30/30

 

Constitution: 11

Dexterity: 9

Intelligence: 2

Strength: 8

Synergy: 0

 

Perks:

 

Self-Repair Systems:

As a Defense-Type android, 6D will be taking some hits even if she manages to deflect the worst of it. As such, she has built-in self repair systems to do this. 6D heals 10% hp each round.

 

Lightning Speed:

 

Even as a defense focused android, YorHa units such as 6D are fast by nature, and mobility is a major part of combat doctrine. Every third turn, 6D may take an additional action.

 

Combat Preparation:

 

If one thing leads to more casualties than anything else, it is going into combat unprepared; 6D is not unprepared. At the beginning of combat, 6D may apply two buffs to herself before taking action.

 

Confrontation Protocol:

 

As long as a Defense-type android stands, they will stand between the enemy and their allies. Grants the action Confrontation Protocol.

 

Flaws:

 

Glory To Mankind: 6D cannot attack or debuff human foes. She can still defend herself and others against their attacks, but not directly harm them.

 

Voracious Greed: If there is an enemy at 50% or lower HP, any actions that 6D takes that do not involve dealing damage to that enemy inflicts\ [Level] damage on herself. If there are multiple enemies at 50% HP or lower, it only needs to hit one to qualify. 

 

Actions: (19/19 AP)

 

Deflection Protocol (Active, Level 3): 6D uses her speed (and use of generally large weapons) to deflect attacks - the force can still cause some minor damage, but it is generally mitigated.

-Base: Applies buff [Deflection x3] to self. For the next three attacks against 6D, roll minimum damage. Three turn cooldown, cannot stack on itself.

-Level 2: Applies buff [Deflection x4] to self. For the next four attacks against 6D, roll minimum damage. Three turn cooldown, cannot stack on itself.

-Level 3: Applies buff [Deflection x4] to self. For the next four attacks against 6D, roll minimum damage. Two turn cooldown, cannot stack on itself.

 

Retaliation Protocol (Active, Level 2): While on the defense, 6D leaves the enemy open to further attack - either from herself, or from allies.

-Base: Applies buff [Retaliation] to self. For two turns, when an enemy attacks 6D, they will receive the [Exposed] debuff until hit, causing attacks against them to do 10% more damage . 3 turn cooldown.

-Level 2: Applies buff [Retaliation] to self. For two turns, when an enemy attacks 6D, they will receive the [Exposed] debuff until hit, causing attacks against them to do 15% more damage. 3 turn cooldown.

 

Interception Protocol (Active, Level 2): 6D prioritizes an ally to protect, intercepting strikes targeting them.

-Base: Choose an ally, and take the next attack targeting them. Two turn cooldown.

-Level 2: Choose an ally, and take the next two attacks targetting them. Two turn cooldown.

 

Stunning Strike (Active, Level 2): A crushing blow leaves the enemy stunned.

-Base: Deals damage of equipped weapon as well as stunning the enemy for one turn. Cooldown 3 turns.

-Level 2: Deals damage of equipped weapon as well as stunning the enemy for one turn. Cooldown 2 turns.

 

Induce Rage (Active, Level 1): A program from 6D’s Pod that sends the enemy into a blind rage. They lose the mental faculty to do anything but their most basic attacks.

-Base: Induce the [Rage] status effect on the target, forcing them to do basic attacks for two turns. Three turn cooldown.

 

Confrontation Protocol (Perk Backed Active, Level 5): As a free action, force an enemy to target you with at least one attack each turn 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.

 

 

Equipment:

YorHa Uniform (Trick, 3 tokens)

Armor in the shape of a beautiful black gothic dress, standard for YorHa units. Reduces damage from slashing and piercing weapons by two in exchange for 4-STR reduction in initiative.

-Base: 1 damage reduction, 5 weight.

-Craft Level 2: Reduce effective weight by 1.

-Craft Level 3: Increases damage reduction by 1.

 

Type-4O Blade (Equipment, 2 tokens)

A giant sword, bigger than 6D is tall. Reduces INIT by 8-STR (and cannot increase it.) Deals 3d8+STR damage.

Base: Weight 8, damage 2d8+STR.

Craft Level 2: Adds a d6 of damage, for total 3d8+STR.

 

Tactical Support Pod (Equipment, 2 tokens)

The floating robot hovering near 6D at all time, occasionally offering analysis of the tactical situation, and wielding a small machine gun.

Base: As a free action, deal 1d4 damage to 1 target.

Craft Level 2: As a free action, deal 2d4 damage to 1 target

 

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Loadout

 

Atton's Actions:
(Perk Backed) Never Give Up!: “Richard stands upon the highest platform he could find, and raises his silver sword in such a way that catches the light, golden wings appear and Richard appears to be wearing a golden horned helmet for just a few moments, this causes anyone watching to suddenly feel inspired”

Current: Heals 1d4+[Int]+[LVL] health to the entire group and removes one ailment, three round cooldown
Level 1: Heals [Int]+[LVL] health to the entire group, four round cooldown
Level 2: Healing increased to 1d4+[Int]+[LVL].
Level 3: This ability now has a three round cooldown.
Level 4: Now also removes one ailment from each ally.

Battle Plans: “Richard analyzes the current situation and formulates a cunning plan, one that is so cunning that it has recently managed to become the professor of cunning studies in Harvard”
Current: Boost the stat of choice of two targets by [LVL] for two rounds and reduces a cooldown of the targets’ choices by one, two round cooldown.
Level 1: Boost the stat of choice of one target by [LVL] for two rounds, two round cooldown.
Level 2: Increases the amount of targets by one
Level 3: Now also reduces a cooldown of the target’s choice by one.

Entrenchment: Atton orders some of his squad to quickly dig an entrenched position...complete with a bunch of sandbags to form a chest high wall.
Current: Create a trench large enough for two allies.
Level 1: An ally can choose to enter this trench as a free action, causing them to gain a 30% damage reduction against ranged attacks until they perform a non ranged action.
Level 2: The entrenchment is now large enough for two allies.
(Alternatively just a 30% damage reduction against ranged attacks that lasts until the target use a non ranged action.)
 
Forward March!: “Richard attempts to convince a friendly target that they can, and will move faster than they usually would by using a short speech”
Current: Increase the Init of two targets by [Int]/2.
Level 1: Increase the Init of one target by [Int]/2.
Level 2: Increase the number of affected targets by one.

That, is naught but a flesh wound: “Richard converses at length about how the friendly target can power through an injury that is affecting them”
Current: Restore 1d4+[Int] HP to one target and cure one ailment.
Level 1: Restore 1d4+[Int] HP to one target.
Level 2: Now also cures one ailment.
Level 3: Increase the number of affected targets by one.
 
Banner of the 10th Regiment: A rather minimalistic banner depicting a symbol of a golden winged white cross and the words ‘10th Regiment’ written in stark white placed on a dark blue background that is held aloft on a sturdy metal pole. The sight of the banner flying freely (and a constant stream of motivational sayings) motivates Atton and his crew to move and act even faster.
Current: +6 Init
Level 1: Boost Init by 3 points.
Level 2: Init boost improved to +6.
Level 3: A megaphone attached to the top of the banner grants Atton an additional +3 boost to initiative....if he spends a turn to activate it that is, as he decided to place the mouthpiece at the top of the banner for some inexplicable reason.

Symbol of Lumabella x1 - A holy item in the shape of a stylized bow in a beam of sunlight. Can be activated as a free action once per battle to cause the user's ally-targeting actions to remove a single debuff from allies for the round. If said action already removes debuffs, it will instead heal them by user SYN/2.

Half-Track's actions:
.50 Cal: Atton orders the squad’s gunner to man the M2 Browning and open fire on the enemy’s position.
Level 1: Deals 2d6+[Dex] damage to one target or 1d6+[Dex]/2 to three targets, only usable when equipped by the Half-track or Atton is in a stationary defensive position (Such as the one created by his Entrenchment action), one round cooldown.

Armor Plating:
Current: +5 DR vs Piercing, Slashing, & Bludgeoning damage.
Level 1: Reduce incoming Piercing, Slashing, and Bludgeoning damage by 3 points, reduce user’s Init by 7-[Str], only usable by vehicles.
Level 2: Increase damage reduction by one point.
Craft Level 3: Synthetic adamantium has been alloyed with the pot metal armor of the Half track, allowing it to absorb kinetic energy and convert it to heat. Increases damage reduction and initiative reduction by 1.

Combat Engineer: Specialist James Doherty is an almost constantly overworked Scottish man who prides himself in his ability to allow the squad’s M9 Half Track take a bigger load of punishment than it is used to without falling apart.
Current: 4 points of repair regen each round.
Level 1: Grants 3 repair healing to the user at the start of each round while equipped.
Level 2: +1 Regen each round.

Gunner: Private Jesus Kaltenbrunner is a textbook example of how not all Germans who fought in world war 2 were evil, or misled by patriotism and promises of racial superiority into fighting for the Axis forces, as some of them were Jewish, German expatriates, immigrants, or just decided that the Axis forces could go stuff themselves. Rather unfortunately he is also a terrible shot with any non fully automatic weapon...but he is improving somewhat.
Level 1: Increase damage dealt with ranged weapons by 3. 
 

 

Realizing that the tide was finally turning against the dreaded flying Dolphin, Atton let out a loud speech about the glory of the lord and how he protects the faithful through the hands of his helpers, namely Perlita and Lyra!.

 

Atton uses Battle Plans on Lyra and Perlita, boosting a stat of their choice by his level, and reducing the cooldown of a chosen action by 1 round.

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Atton’s speeches reach Lyra and Perlita, boosting their abilities.(+7 Str/Syn respectively, -1 cooldown on an action of choice.)

 

Perlita floods the battlefield with a radiant light that restores as much as 19 HP to several party members.

 

A nova ice and freezing air rushes out from the Dolphin leaving patches of snow and icy concrete as it passes.  The wind engulfs Atton, Lyra, 6D, and Mira causing layers of snow and ice to condense on them, their soaking wet clothing and armor doubles the effect!
They’re each now frozen, suffering -80% damage on their next attack.

 

Theme Override:

Spoiler

 

Lyra manages to scrape enough ice off her swapper and hit the button to exchange her place with the Dolphin’s.

Despite the cold jamming her joins 6D dashes forward and slides into place to protect Lyra with a defensive stance, only to find herself staring eye-to-eye with Lyra and their enemy somewhere else…

6D’s drone blasts apart the ice covering itself and its master, a stray shot flying toward Lyra that she reflexively dodges(Adrenaline Dodging used).

 

The Dolphin immediately summons up another raincloud as it gives several confused glances to its new position.  The raincloud finds its way over to Perlita.

 

Mira breaks what ice she can to charge the Dolphin with another, admittedly weak, strike.  Only to see at the last second Lyra appear and the Dolphin vanish, far too late to change course.  Mira’s sword impacts with Lyra dealing 7 damage.

 

The two rainclouds flash with lightning dealing 22 and 24 damage to Atton and Perlita respectively.

 

Init:

Spoiler

22 Atton

17 Perlita

12 Plaid Dolphin

10 Lyra

9 6D

6 Plaid Dolphin

0 Mira

-1 Clouds

 

Status:

Spoiler

Atton: 67/93, Frozen, Soaked,

-Half Track: 43/52, Soaked,

Lyra: 31/50, +4 Str, Frozen,

Perlita: 46/70, +7 Syn, Soaked,

6D: 84/85, Deflection(x2), Blocking,

Mira: 73/90,

 

Plaid Dolphin: 323/450, Distracted for two rounds, Interception(x2),

Cloud: Damaged,

Cloud: Pristine,

 

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As she turned around to survey her handiwork (trying not to shiver too much), Lyra leaned back a little to dodge the bullet flying at her. Not much of an issue, she'd been shot at dozens of -

 

Her vision jolted suddenly as Lyra felt the familiar pain of a sword wound. She turned to look at her attacker and saw - Mira.

 

Lyra probably should've expected that from the person who had charged into battle barely an hour ago. At any rate, the wound didn't feel too deep, so Lyra decided she could shrug it off. Breaking free of the ice, the contractor rushed at the dolphin to perform her own attack, followed up by a throw of the wrench. Maybe her first attack wouldn't hit as hard, but even if she didn't believe Atton's words, she could feel them boosting her.

 

Lyra attacks the Plaid Dolphin with her Wrench, following up with a Point-Blank Throw! She will hit twice for 3D4+STR (-80%) + 2D4+STR damage!

 

Lyra is too proud to accept the help of others! The buff she received from Atton is halved!

 

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

Blur: 0/3 Attacks

Fiasco: 3/4 Dodges

Point-Blank Throw: Ready!

Taunt: Cooling down. 1/3 turns left.

Damaged Item Teleporter: Ready!

Safety-Bypassed Rechargeable Medium-Capacity Swapper: 2/3 Charges

Damaged Rechargeable Emergency Shield: Ready!

 

Spoiler

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

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

 

Stats:           

            Constitution: 4

            Dexterity: 10

            Intelligence: 8

            Strength: 8

            Synergy: 0

 

Perks:

 

Adrenaline Dodging -

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

 

Blur -

 

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

 

Fiasco -

 

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

 

Learn From One’s Betters -

 

Lyra receives a bonus of her INT to any crafting rolls for creating items that are similar to ones she's seen before. This includes tricks.

 

(Flaw) Always Someone Better -

 

All forms of support Lyra receives are halved.

 

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

 

 

Defend

 

Active

Halves damage once all other damage calculations are made. Does not have initiative, and does not reduce pure damage.

Level 0 -

Available unless Lyra is prevented from acting. Reduces damage by half once all other calculations are made.

 

Ex-Glitcher

 

Passive

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

Level 1 (Base) -

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

 

Counterattack

 

Passive

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

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

 

Point-Blank Throw

 

Active

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

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

Level 5 -

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

 

Taunt

 

Active

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

Taunt’s effects now last for an additional turn.

 

Equipment:

 

 

Wrench -

 

Inflicts 3d4 + STR damage.

    Weight of 6 (INIT Penalty of 6-STR)

Level 1 (Base) - Wrench

Inflicts 3d4+STR damage.

 

Damaged Item Teleporter -

 

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

    Level 1 - (Base) Damaged Item Teleporter

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

 

Safety-Bypassed Rechargeable Medium-Capacity Swapper -

 

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

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

Level 1 (Base) - Damaged Rechargeable Swapper

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

Level 2 - Medium-Capacity

The can be used three times per battle.

Level 3 - Safety Bypass

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

 

Damaged Rechargeable Emergency Shield -

 

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

Level 1 (Base) - Damaged Rechargeable Emergency Shield

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

 

Gun -

 

Inflicts 2d4+DEX damage.

    Weight of 2 (INIT Penalty of 2-STR)

Level 1 (Base) - Gun

Inflicts 2d4+DEX damage.

 

Tactical Gear -

 

Adds an additional action slot that equipment can take.

Level 1 (Base) - Tactical Gear

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

 

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Perlita shrieked as she abruptly ate a bolt of lightning; thanks to her Persona, she wasn't exactly on the verge of death, but getting hit by electricity was never fun no matter how many times it happened to her. "Ah!! Ow! I'm gonna get this thing off of meee! U-uh--" Or, well, she was going to try at any rate -- Hama was absolutely her most potent attack spell... when it worked. And, sure, she'd been pretty lucky with it, but there was really no guarantee that it would. "Cr-Crawford!!" She guessed she kinda just got to hope it worked! "Hama! On that, uh, cloud!" Maybe that last bit was unnecessary, but she was feeling pretty emphatic about this.

 

Perlita flings a Hama at the cloud on her, doing SYN (12) damage but with a 30% chance to do 2*SYN (24) damage instead!

 

Active Cooldowns: Media (Last Turn)

Spoiler

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.

 

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.

 

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.

 

Symbol of Lumabella: A holy item in the shape of a stylized bow in a beam of sunlight. While Perlita may be both Catholic and fairly religious, her background as a Persona-user means she isn't squeamish about other religion and mythology. Can be activated as a free action once per battle to cause the user's ally-targeting actions to remove a single debuff from allies for the round. If said action already removes debuffs, it will instead heal them by user SYN/2.

 

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Mira

 

While Mira herself was a warrior who could shrug off the effects of cold water and ice, her armor suddenly became a bit of a liability, the joints freezing over to prevent her from actually swinging her sword correctly. For a brief moment at least before the ice systematically broke apart as Mira's strike closed in on the dolphin... Only to find itself smashing into the side of Lyra instead, the other woman suddenly appearing where the dolphin had been an instant before.

 

"What the-" Mira started as she drew her sword back. It wasn't much of a strike admittedly, due to both the ice and Mira managing to pull back just enough to weaken the blow, but it was a heavy hit nonetheless. Though, she'd deal with the fact later, since Lyra still seemed perfectly capable of fighting. So, gripping her sword tighter, Mira turned and ran after Lyra towards the confused dolphin for another strike. Without the ice slower her down, she didn't have any doubt that she'd be able to hit it properly this time... As long as something didn't suddenly switch places with it again.

 

Mira goes after the Dolphin again to attack with Black Heart, dealing another 6d8+11 damage and gaining one more stack of Greed. She also gains two Magra this turn (for a total of 4), and will gain an extra one in three turns.

 

Noticable effects right now:

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.

(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, and gives a +1 Damage Reduction against all physical attacks, but lowers initiative by 4-Strength (to a minimum of 0).

Greed (2 stacks): Gains +1 Syn and -1 DR for every two stacks of Greed.

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Free action: Confrontation Protocol on the dolphin

Free action: Pod deals 2d4 damage to the dolphin

 

Action: Induce Rage on Dolphin

 

Lightning Speed count: 1

 

Spoiler

Level: 5

 

 

HP: 85

 

Init: +9

 

Stats: 30/30

 

Constitution: 11

Dexterity: 9

Intelligence: 2

Strength: 8

Synergy: 0

 

Perks:

 

Self-Repair Systems:

As a Defense-Type android, 6D will be taking some hits even if she manages to deflect the worst of it. As such, she has built-in self repair systems to do this. 6D heals 10% hp each round.

 

Lightning Speed:

 

Even as a defense focused android, YorHa units such as 6D are fast by nature, and mobility is a major part of combat doctrine. Every third turn, 6D may take an additional action.

 

Combat Preparation:

 

If one thing leads to more casualties than anything else, it is going into combat unprepared; 6D is not unprepared. At the beginning of combat, 6D may apply two buffs to herself before taking action.

 

Confrontation Protocol:

 

As long as a Defense-type android stands, they will stand between the enemy and their allies. Grants the action Confrontation Protocol.

 

Flaws:

 

Glory To Mankind: 6D cannot attack or debuff human foes. She can still defend herself and others against their attacks, but not directly harm them.

 

Voracious Greed: If there is an enemy at 50% or lower HP, any actions that 6D takes that do not involve dealing damage to that enemy inflicts\ [Level] damage on herself. If there are multiple enemies at 50% HP or lower, it only needs to hit one to qualify. 

 

Actions: (19/19 AP)

 

Deflection Protocol (Active, Level 3): 6D uses her speed (and use of generally large weapons) to deflect attacks - the force can still cause some minor damage, but it is generally mitigated.

-Base: Applies buff [Deflection x3] to self. For the next three attacks against 6D, roll minimum damage. Three turn cooldown, cannot stack on itself.

-Level 2: Applies buff [Deflection x4] to self. For the next four attacks against 6D, roll minimum damage. Three turn cooldown, cannot stack on itself.

-Level 3: Applies buff [Deflection x4] to self. For the next four attacks against 6D, roll minimum damage. Two turn cooldown, cannot stack on itself.

 

Retaliation Protocol (Active, Level 2): While on the defense, 6D leaves the enemy open to further attack - either from herself, or from allies.

-Base: Applies buff [Retaliation] to self. For two turns, when an enemy attacks 6D, they will receive the [Exposed] debuff until hit, causing attacks against them to do 10% more damage . 3 turn cooldown.

-Level 2: Applies buff [Retaliation] to self. For two turns, when an enemy attacks 6D, they will receive the [Exposed] debuff until hit, causing attacks against them to do 15% more damage. 3 turn cooldown.

 

Interception Protocol (Active, Level 2): 6D prioritizes an ally to protect, intercepting strikes targeting them.

-Base: Choose an ally, and take the next attack targeting them. Two turn cooldown.

-Level 2: Choose an ally, and take the next two attacks targetting them. Two turn cooldown.

 

Stunning Strike (Active, Level 2): A crushing blow leaves the enemy stunned.

-Base: Deals damage of equipped weapon as well as stunning the enemy for one turn. Cooldown 3 turns.

-Level 2: Deals damage of equipped weapon as well as stunning the enemy for one turn. Cooldown 2 turns.

 

Induce Rage (Active, Level 1): A program from 6D’s Pod that sends the enemy into a blind rage. They lose the mental faculty to do anything but their most basic attacks.

-Base: Induce the [Rage] status effect on the target, forcing them to do basic attacks for two turns. Three turn cooldown.

 

Confrontation Protocol (Perk Backed Active, Level 5): As a free action, force an enemy to target you with at least one attack each turn 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.

 

 

Equipment:

YorHa Uniform (Trick, 3 tokens)

Armor in the shape of a beautiful black gothic dress, standard for YorHa units. Reduces damage from slashing and piercing weapons by two in exchange for 4-STR reduction in initiative.

-Base: 1 damage reduction, 5 weight.

-Craft Level 2: Reduce effective weight by 1.

-Craft Level 3: Increases damage reduction by 1.

 

Type-4O Blade (Equipment, 2 tokens)

A giant sword, bigger than 6D is tall. Reduces INIT by 8-STR (and cannot increase it.) Deals 3d8+STR damage.

Base: Weight 8, damage 2d8+STR.

Craft Level 2: Adds a d6 of damage, for total 3d8+STR.

 

Tactical Support Pod (Equipment, 2 tokens)

The floating robot hovering near 6D at all time, occasionally offering analysis of the tactical situation, and wielding a small machine gun.

Base: As a free action, deal 1d4 damage to 1 target.

Craft Level 2: As a free action, deal 2d4 damage to 1 target

 

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Perlita’s blast of magic deals 19 damage, easily dispersing the cloud above her.

 

The Dolphin spews more poisonous spit at Mira and Lyra, dealing 16 and 12 damage respectively.

 

Lyra marches through the ice and cold, only to find herself moving towards 6D's Interception in the confusion.  Her first attack deals 1 damage, while her instinctive follow up deals 7 damage.

 

6D whips around to her actual enemy, forcing a confrontation and doing her best to generally piss it off.

Her drone fires on it for 2 damage.

 

The Dolphin rears back and summons up another wave, it crashes into 6D, Perlita, Mira, and Atton dealing 17 damage to each.

 

Mira strikes again, dealing another 32 damage and tearing a segment of plaid cloth loose.

 

After taking that final strike the Dolphin decides to cut its losses, flapping its wings and tail to propel it upward and forward.  It banked tightly and started drifting back toward the woods, letting out a final fearsome squeeeeeeak!

 

Loot:

Spoiler

Piece of Plaid Cloth: A red, pink, and white plaid cloth torn from a giant flying Plaid Dolphin.  Excellent for clothing.

 

Remake Plan - Allows any user to combine [Pink Stuff], [Silver], and [Forgotten Scrap] with one crafting toke to create:

"Lovely Pink: More pen than wand, this weapon is covered in flower decals.  Channels powerful magic."

Usable once only.

 

Final Status:

Spoiler

Atton: 50/93, Frozen, Soaked,

-Half Track: 43/52, Soaked,

Lyra: 19/50, +4 Str, Poisoned for two rounds, Soaked,

Perlita: 29/70, +7 Syn, Soaked,

6D: 58/85,

Mira: 40/90, Poisoned for two rounds, Soaked,

 

 

Plaid Dolphin:  253/450, Taunted, Rage, Distracted for one round,

Cloud: 6/10

 

As the Dolphin runs away several of you might notice Square sitting on a nearby ledge, shoes off and weapon sitting beside her.

"Ha! I see why they sent you lot.  Kill a horrible monster tha...that I can't really even comprehend still, and before the body is even cold you pick a fight with the local wildlife!"

She shakes her head, smiling.

"Absolute madmen."

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Bridgett just sat at the side and watched the fight unfold it was interesting to say the least.  "Umm...I don't know any dolphins that live in woods the ones I have read about all live in water...and don't fly." She said as she walked over finally recovering from the her use of Einherjar Mode. 

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