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


StormLord

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Mira

 

Had the dolphin been important, Mira would've been understandably upset when the dolphin retreated. But as it stood, she didn't care if it had or not. So when the others of the group voiced their disapproval, Mira merely straightened her posture, sword arm dropping to her side as she brushed off some of the spit that the dolphin had thrown her way, "... Now that that's out of the way, Histoire contacted me before one of you began that little brawl. She said we're ahead of schedule, and that the teleporter to Brave would be ready soon" she informed as she turned to the group, acting as if nothing out of the ordinary had just occurred.

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"When I came across it, the dolphin was bashing at the fence of the park trying to get in. I wasn't about to let it get the first shot." As much as she wanted to give Iowa and Bridgett trouble for not assisting her, she had to admit wrongdoing this time. "But suppose I should've tried to get backup first. I hadn't expected to require the assistance of so many others just to injure it. I'm sorry."

 

Before she could hear the response of her colleagues, however, she did have someone else to talk to. Rushing up to Mira, Lyra stood in front of her. "Hey, before we get over to the next fight, the two of us need to talk. What you did earlier - charging into battle without a plan of any kind, without the support of your allies - is completely unacceptable! It wasn't you charging at the thing with a sword that took it out - it was Bridgett and Iowa's fire that did - and even with their assistance, 6D got swallowed up by that thing! What if it's you that gets taken out next because we weren't able to catch up with you? We were brought here as a team for a reason - we can't take these things out just by ourselves, and neither can you! The sooner you realize that, the better. Do you understand?"

 

Lyra honestly wasn't sure how Mira would respond. Would she acknowledge? Pay lip service? Pretend to listen? Attack her with her sword? At any rate, she at least needed to make sure she tried to get Mira to understand the need for teamwork.

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Mira

 

For a brief moment, Mira simply stared at Lyra, the only indication that she even heard her being that Mira had turned to look at her. However, after that brief moment, the knight tilted her head ever so slightly, "Seriously? Save your concern for someone who actually needs it. I acknowledge the fact that the two's help made taking down Trick a far easier endeavor than expected, but I am more than capable of taking care of myself. Besides, we did our job without casualties. It's a waste of breath to worry about something non-important" Mira responded bluntly. Though it was true that they had been brought as a team, and it was also true that having someone watch your back was better than having no one at all, Mira had always been used to operating on her own. There was no reason to change what didn't need to change.

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Lyra was about to press the issue further - maybe asking whether the swordswoman's own survival was non-important, or mentioning the fact that 6D hadn't quite recovered from being swallowed, or even bringing up the fact that nobody had the ability to predict what they would be going up against next - but the contractor stopped herself.

 

Why was she doing this?

 

Putting aside the fact that Mira was quite the fighter - so her confidence was likely at least somewhat deserved - Lyra had no reason to press further beyond some sense of guilt for her own past. Besides, Mira was hardly the same as the people Lyra had failed. The contractor and swordswoman had no connection, and Mira certainly wasn't as kind as they were. Realizing that... things suddenly became a whole lot simpler.

 

So Mira thinks she's capable of keeping herself safe? Nothing bad happened this time, so she doesn't need anyone else's help? Working with the rest of the team isn't important?

 

That can be put to the test.

 

If it turns out she's right, and she doesn't need the assistance... that's just fine. And if it turns out that she's wrong? Well, Lyra wouldn't exactly rush to Mira's aid. Call it a learning experience.

 

Lyra had done worse things to better people in the past.

 

"Fine, then. Any change in the status of Brave?"

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Mira

 

"I had asked, but got no response" Mira replied without skipping a beat, "I would assume that it means that Brave's status hasn't changed. You can ask her again once she inevitably makes another call." It was somewhat refreshing to have resolved the matter quickly, in Mira's eyes, especially as she got it enough from Perlita. Now she could just wait until the teleporter was prepared, instead of wasting her time having to verify her actions.

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As if by fickle fate Mira's phone rang at that exact moment, with Histoire asking for the party to return to the park entrance for another teleport.  As you walk back one of the police officers motions to try and stop you with a wad of paperwork in hand, but Square waves him off, offering to deal with it while you continue on.

The remote teleport takes quite a bit longer than the previous one, with each party member being taken one-by-one. 

 

As you each come to on the other side you notice a drastic change of scenery.  You find yourselves in an urban area, probably a kind of industrial park judging by the warehouses and smokestacks on nearby buildings.  The air here, while generally more polluted than before, also carries a thick stench of burning machines and plastics.  Behind you is a fenced water way, and ahead the rubble remains of a factory or warehouse, beyond it is a cloud of dust and smoke engulfing another building, and presumably Brave somewhere in there.

 

A little closer in the rubble though you see two girls, a short one with long red hair, orange corp top, shorts, and blue scarf, and a taller one with short hair of the same shade and a blue crop top and shorts.  You can see them engaging several robots and seeming to win the fight before the rubble shifts and many many more robots appear to the fight, effectively surrounding them.

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Lyra'd smelled burned machinery and plastic before - when she'd been able to afford a grenade launcher to take out armored foes - but never so intensely as what she was smelling now. Once again, she was thankful for her helmet - because it meant nobody could see her grimace in disgust.

 

As she approached the rubble and spotted the two girls, she frowned. Those were probably Brave's mooks they were fighting off while Lyra'd been trying to take out... whatever it was she was fighting not too long ago. At any rate, it looked like she was about to get into another fight - and this time, she wouldn't blame Mira or anyone else for charging in.

 

After all, she intended to do just that. Gripping her wrench tightly, Lyra began sprinting towards the crowd of bots. If they all decided to close in, the two might not last very long. Lyra at least had the advantage of armor and quick reflexes - it was time to put them to use.

 

"OI, YOU METAL FUCKERS! GET YOUR SENSORS LOCKED ON THIS BUNCH! OR ARE YOU JUST GOING TO PILE ON TOP OF THE TWO YOUNG LADIES YOU'VE SURROUNDED LIKE THE WASTES OF SCRAP METAL YOU LOT ARE?"

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Mira

 

Though the park before had signs of combat, the sight that had greeted Mira once she teleported was something she was far more familiar with than Trick. The sound of gunfire, sight of ruined buildings, and the smell of burning metal. That was oddly comforting to the knight, as it was familiar. Judging from what she could tell of this world so far, it was obvious to her that the two women fighting the swarm of machines were 'allies' of sorts, and the machines were enemies. Of course that was all she had managed to process before Lyra began sprinting towards the enemy, screaming at the top of her lungs to get their attention.

 

If she really cared, she could've pointed out a bit of irony in Lyra's action. But she didn't pay any attention to the fact beyond that it happened, instead choosing to wordlessly make her way towards the mass of robots, a swirl of dark Magra cloaking her armor, left over from her battle with the dolphin. Once again, she'd at least get a bit of steam out before taking on Brave himself.

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Iowa rolls her eyes at Mira's bravado, but doesn't speak up.  It's not like Iowa is in command here, or even at all responsible for polishing the new boot smell out.  Even if a lot of her allies here could definitely do with some boot.  She never thought she'd miss military discipline so much.  But at least they felt bad about attacking the dolphin unprovoked, so she feels like she can keep her peace.

 

Instead, she focuses on getting herself ready for the next battle, and the teleport.

 

More scandalously clad, tactically incompetent locals being menaced by something out of a Wells novel.  With a sigh, Iowa orders her gun crews to start traversing her turrets into the proper location.  Considering high explosive's performance against the last mob of enemies, this shouldn't be too bad until something heavier shows up.

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 With Lyra's screaming and Mira's approach several of the robots seem to take notice, causing a significant amount of the swarm to shift its focus on the new much larger group of challengers and leaving the two girls a much more manageable amount to deal with.

Getting a bit closer to have a better look you see four distinct kinds of robots, floating sphere shaped robots with grey or purple bands and blue antennas, along with floating blue or teal robots with rings of spikes and a point-down cone for their main body.

 

As the robot army approaches to meet the party the purple spheres hang to the back, sending out pulses of energy that do something which interferes with your loose equipment.

[3, 2, 5, 8] Bridgett, Lyra, 6D, and Iowa become Item Jammed for one round, preventing the activation of items, consumables, and tricks.  Passive items like armor still function, and weapons affected are simply reduced to 1d4+[stat] and lose other bonus effects.

 

BMG:

Spoiler

 

 

Init:

Spoiler

15 A2-i(teal cone)

14 Atton

11 Bridgett

10 Lyra

10 SDHC(blue cone)

9 Perlita

9 6D

9 Gabriel

4 Punch

3 High Bit Custom(grey sphere)

1 Iowa

0 Mira

-0 Item Jammer Pod(purple sphere)



Status:

Spoiler

Atton: 93/93,

-Half Track: 52/52,

Bridgett: 65/65,

Lyra: 65/65,

Perlita: 70/70,

6D: 85/85,

Gabriel: 75/75,

Punch: 55/55,

Iowa: 126/126,

Mira: 90/90,

 

A2-1 No. 150: Healthy,

A2-1 No. 151: Healthy,

A2-1 No. 152: Healthy,

A2-1 No. 153: Healthy,

 

SDHC No. 218: Healthy,

SDHC No. 219: Healthy,

SDHC No. 220: Healthy,

SDHC No. 221: Healthy,

SDHC No. 222: Healthy,

SDHC No. 223: Healthy,

SDHC No. 224: Healthy,

SDHC No. 225: Healthy,

 

High Bit Custom No. 4637: Healthy,

High Bit Custom No. 4638: Healthy,

High Bit Custom No. 4639: Healthy,

High Bit Custom No. 4640: Healthy,

High Bit Custom No. 4641: Healthy,

High Bit Custom No. 4642: Healthy,

High Bit Custom No. 4643: Healthy,

High Bit Custom No. 4644: Healthy,

High Bit Custom No. 4645: Healthy,

High Bit Custom No. 4646: Healthy,

High Bit Custom No. 4647: Healthy,

High Bit Custom No. 4648: Healthy,

High Bit Custom No. 4649: Healthy,

High Bit Custom No. 4650: Healthy,

 

Item Jammer Pod No. 27: Healthy,

Item Jammer Pod No. 28: Healthy,

Item Jammer Pod No. 29: Healthy,

Item Jammer Pod No. 30: Healthy,

Spoiler

latest?cb=20190625032144

350?cb=20190705114525

 

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Lyra frowned, pulling out her Swapper and confirming her suspicions. Whatever those pulses were, they were disabling her items - and likely the items of her colleagues.

 

Looked like she had she had some priority targets to deal with.

 

Approaching the crowd of Item Jammers, Lyra began her usual shouting. Hopefully her armor hadn't been disabled, or this fight might be more than a little painful.

 

"OI! YOU CHEAP METAL PIECES OF CRAP? YOU THINK YOU'RE SAFE, STANDING BEHIND YOUR COLLEAGUES? WELL THAT'S GONNA DO YOU A WHOLE LOTTA NOTHING WHEN WE CLOSE IN AND VOID YOUR WARRANTIES!"

 

Lyra Taunts Item Jammer Pods No. 28, 29, and 30, taunting them for three turns! If they choose to attack, they must target her!

 

Adrenaline Dodging: Ready!

Blur: 0/3 attacks left!

Fiasco: Ready!

Concussion: Ready!

Taunt: Ready!

Swapper: 1/1 Charges Left DISABLED: ITEM JAMMED

 

Spoiler

Level: 5

 

HP: 30+(5*7) = 65/65

Init: 10-0(For now) = 10

 

Stats: 10(Base)+20(4*Level 5)=30/30 Stat Caps: 5(Base)+7.5(1.5*Level 5)= 12

            Constitution: 7

            Dexterity: 8

            Intelligence: 7

            Strength: 8

            Synergy: 0

Perks: 2(Base)+1(Level 5)+1(Flaw) = 4/4

 

Adrenaline -

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

Note: The cooldown counter for this ability ticks at the end of the entire turn.

 

Blur -

After landing three attacks, Lyra can dodge one attack with a guaranteed chance of success. Note: Blur can recharge in the middle of a turn if Lyra performs an attack before an enemy attack hits her.

 

Fiasco -

Lyra can use the perk-backed action “Fiasco”, which hits multiple times.

 

Copycat -

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

 

(Flaw) Proud -

All forms of support (buffs, healing, status cures) Lyra received from others are halved. If the support cannot be halved (in the case of a debuff cure, for instance), the support has a 50% chance of failing and having no effect.

 

Actions: 18/18

Action Limit: 7/7 (Includes passive actions, but not perk-backed ones)

 

Defend

Active

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

Level 0 -

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

 

Fiasco -

Active (Perk-Backed)

Lyra performs a melee attack twice. Three turn cooldown. If Fiasco reduces an enemy to 0 HP or less, the cooldown is two turns instead of three.

    Level 1 (Base) -

Lyra chooses a melee attack to hit her enemy with. This attack hits twice. Three turn cooldown.

Level 2 -

If Fiasco reduces an enemy to 0 HP or less, the cooldown is two turns instead of three.

 

Breathe

Active

Lyra heals herself for 1d6+INT damage.

    Level 1 (Base) -

    Lyra heals herself for 1d6+INT damage.

    Level 2 -

    Lyra now heals herself for 2d6+INT damage.

 

Rush

Active

Lyra performs two attacks with her wrench, each one dealing 1d8+DEX/2 damage. If Lyra attacks the same target twice and then attacks them the next turn with a move other than Rush, that move has 1 damage die added.

NOTE: Buffs only apply to Lyra’s first attack.

NOTE: Lyra can target a different foe with each attack.

    Level 1 (Base) -

    Lyra attacks twice, hitting enemies for 1d6+DEX/2 damage each time.

    Level 2 -

    If Lyra attacks the same target twice and then attacks them the next turn with a move other than Rush, that move has 1 damage die added.

    Level 3 -

    Rush now deals 1d8+DEX/2 damage per attack.

 

Concussion

Active

Lyra swings her wrench at an enemy’s head, stunning them for one turn and dealing 1d6 damage. One turn cooldown.

    Level 1 (Base) -

    Lyra stuns an enemy for one turn. One turn cooldown.

    Level 2 -

    Concussion now deals 1d6 damage.

 

Crush

Lyra swings her wrench at full force, reducing their damage output by LVL/2 points for two turns and dealing 4d4+STR damage. The damage debuff stacks with itself.

    Level 1 (Base) -

    Lyra reduces an enemy’s damage output by LVL/2 points for two turns and deals 1d4+STR damage.

    Level 2 -

    Crush now deals 2d4+STR damage.

    Level 3 -

    Crush now deals 3d4+STR damage.

    Level 4 -

    Crush now deals 4d4+STR damage.

 

Taunt

Lyra shouts at up to three enemies to make herself seem like a bigger threat, forcing them to attack her for three turns.

Note: The target enemies must target Lyra if they attack, and she must be the sole target of all AoE attacks. Three turn cooldown.

    Level 1 (Base) -

    Lyra taunts an enemy, forcing them to attack her for three turns. Five turn cooldown.

    Level 2 -

    Taunt now has a four turn cooldown.

    Level 3 -

    Taunt now has a three turn cooldown.

    Level 4 -

    Lyra can now taunt up to two enemies.

    Level 5 -

    Lyra can now taunt up to three enemies.

    Level 6 - 

    Taunt now counts as one attack for the purposes of Blur.

   

 

Gear: 2(Base)+5(Level 5)+1(Character Rework)= 6/8

 

Experimental Reactive Armor-

+4 DR against physical attacks. Weight of 7. After being attacked once, +2 DR for the rest of the turn.

    Level 1 (Base) -

    +2 DR. Weight of 6.

    Level 2 -

    After being attacked once, +2 DR for the rest of the turn. +3 weight (Now 9).

Level 3 -

Weight reduced by 2 (Now 7).

Level 4 -

Weight reduced by 2 (Now 5).

Level 5 -

Base DR increased by 1 (Now 3). Weight increased by 1 (Now 6).

Level 6 -

Base DR increased by 1 (Now 4). Weight increased by 1 (Now 7).

 

Swapper -

Once per battle, Lyra can either switch places with her target or prepare a Swapshot on her target. The latter will dodge the target’s attacks.

NOTE: This device works by destroying the user’s (and the target’s) body, and then recreating it in a different place.

    Level 1 (Base) -

    Once per battle, Lyra can use this device to switch places with her target. This causes all attacks that would hit her to hit her target, and vice versa. The target can still attack her even after switching places.

    Level 2 -

    Instead of immediately switching places with her target, Lyra can instead ready her Swapper for a Swapshot - when her enemy attacks, Lyra will then switch places with them immediately, dodging any attacks they launch. Attacks from other foes will not trigger Swapshot. Swapshot lasts for one turn, similar to Defend. If Lyra is not attacked by her target, the Swapper’s charge is not used.

 

Stash:

 

Lead Pipe -

Currently carrying 3.

Deals 1d4+STR damage to one target.

 

Handgun -

Currently carrying 4.

Deals 1d4+DEX damage to one target. 

 

Improvised Rifle -

This strange weapon fires a burst of rays that transform mid-flight into various improvised weapons.

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

 

Edited by AzyWng
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Perlita had cringed a bit upon being teleported in -- this place was honestly a bit of a disaster. Reminded her of Mexico City in a couple of ways, too, now that she thought about it, even though she'd only been there a couple of times. A disastrously ruined building, pollution in the air, that awful burning plastic smell... even if two out of three of those were almost certainly just the result of this "Brave" and the evidently robotic minions that he was using, it was still pretty unpleasant all in all. Of course... the entire massive huge swarm of robots that was coming towards them didn't honestly do a lot to boost her confidence for other reasons, and Perlita let out an "Eep!" quietly. She wished she had the stereotypical healer's staff, at the moment -- she could clutch it, that way. Still, though... if she just stood around and hung back it would turn out very badly for her and (remembering what had happened to 6D) probably everybody else too.

 

She let out a sigh, and then looked at the robots. In this moment right now, where all the combatants were coming together and nobody was hurt yet... Perlita was going to use a Hama, going to let out her best burst of light magic to do as much damage as she could manage. She figured, too, that she wasn't exactly going to be getting a lot of chances to sling these around willy-nilly: this was a lot of robots, and Perlita suspected that she was going to be kept busy healing from here on out. So... Perlita figured that she would do her best to make this one count -- she'd choose one of those purple orbs for a target, since they looked back-line and probably relatively fragile, and there were only four. "CRAWFORD, HAMA!" An orb of light coalesced around one of them, and glowed brighter and brighter as its magic went into play, to see if it would successfully go off and collapse down to hit the robot with a focused blast or not...

 

Perlita uses Hama on Item Jammer no. 27, dealing 1d4+SYN (12) damage with a 30% chance of doing twice that instead!

 

Spoiler

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

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

 

Passive Flaw:

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

Actions:
Diarama (Level 7): 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 7d4+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

Level 7: Upgraded from 6d4+SYN to 7d4+SYN

 

Media (Level 5): 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 1d4+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.

Level 4: Upgraded from SYN healing to 1d4+SYN healing.

Level 5: Upgraded from 1d4+SYN to 2d4+SYN healing.


Patra (Level 3): 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 (Level 2): 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 light damage, but with a 30% *2 crit chance.
Level 3: Deals 1d4+SYN light damage, but with a 30% *2 crit chance.

 

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 of resistance 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.


Effort Choker: A little black and white choker which embodies focus and pushing oneself hard, letting an occasional spell be strengthened but taking some serious effort in the process. Once a plot, Perlita can add [SYN] to a single target heal or attack, but at the cost of adding 2 turns of cooldown to it.

 

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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Iowa considers opening fire right away, but these jammers are interfering with her fire control.  How rude.  Instead, she uses Ahead Full to gain 10 initiative, and starts loading High Explosive Shells into her main battery.  2 turns to finish loading...

 

Loadout:

https://docs.google.com/document/d/1dyzBDTo5n3y4MdzfEDe8yK8zfUeNzXKhT1yfgbwem34/edit?usp=sharing

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"Warning foreign interference detected. All but basic systems disabled. Please proceed with caution My Lady."  Mornings Arrow chimed sounding a little bit hurt. "Okay please be careful. I'll try to remove the whats causing this." Bridgett said with a nod as she stopped and pointed morning arrow the robots and launched a volley of magic.

 

Bridgett uses Magic arrow on Item Pod #29 dealing 6 damage 5 times to it.

Magic Arrow

Spoiler

Magic Arrow:(current shots 5)A basic shooting spell shots 5 bolts of magic that deal 6 damage each with a cooldown of 2 turns. Shots can be separated to different targets. Can use 3 cartridges to change the type of damage dealt to Lightning damage
Base: 2 shots at 4 damage each cooldown of 2 turns
Level 2: + 1 shot 
Level 3: + 1 shot
Level 4: + 1 shot
level 5: increase damage from 4 to 6

Bridgett stuff 

Spoiler

Level: 5
HP: 65
Initiative: 6+{LVL}
 
Base Stats: 
Strength: 3
Dexterity: 6
Intelligence: 3
Constitution: 7
Synergy: 12

 

Mornings Arrow. Bridgett's Personal device. It sets the dice for actions that use dice to 3d4.  As a free action can use boost mode to increase damage done by 10% for each cartridge used for 3 turns with a cooldown of 5 turns. Can use up to 2 cartridges in this ability.

-Base Level 1: Set Damage die for actions that use them to 1d4
-Craft level 2: Boost Mode: as a free action Increase Bridgett's damage by 10% for each cartridge used For 3 turns with a cooldown of 5 turns. Can only use a max of 2 cartridges when used.
-Craft level 3: increase the damage die by 1d4
-Craft level 4: Increase the damage die by 1d4
-Craft level 5:- Arcanadynamic Exchange: On the fourth round of combat Morning's Arrow increases its dice by one step until the end of the encounter, to a maximum of d12
 
Barrier Jacket: Grants a pool of 24 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish. Bridgett's barrier jacket, a light blue dress with silver gauntlets and boots. It has a short white coat over her shoulders that go to about the middle of her back.
Free Action: Heal the user for the HP of the pool, and reduce the pool's HP to 0. Bridgett reworks the wards of her Barrier Jacket, recovering her health.
Passive: Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes. Bridgett purges her Barrier Jacket, negating an incoming attack.
 
-Base Form Craft level 1: Grants a pool of 20 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish.
-Craft Upgrade 2: Adds the following Free Action: "Heal the user for the HP of the pool, and reduce the pool's HP to 0."
-Craft Upgrade 3: Adds the following Passive: "Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes."
-Craft Upgrade 4: Increase pool to 24 HP (20 -> 24)

 

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Mira

 

Well, plenty of the robots had taken notice to them. Mira was, in all honesty, not a huge fan of so many enemies at once, but it didn't matter. They'd be rendered scrap in a few minutes anyways. So, Mira picked up her pace, quickly going from a casual walk to a full run towards the army of machines, straight for the most dangerous looking of the robots.

 

Mira goes for A-21 No 150 with Black Heart, dealing 6d8+11 damage. She also carries over 5 Magra from the previous fight, and will gain 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).

 

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: (7/7)

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.

- Level 3: Decreased to one Magra every two turns. This frequency cannot be increased further.

 

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 up to eight Magra to add 1d6 to the heal each, or cleanse a debuff.
- 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.

- Level 4: Instead of adding an extra 1d6 by spending extra Magra, she can instead cleanse a debuff on herself for every Magra spent.

 

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+3d6) 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.

- Level 3: Damage increased by 1d6.
- Level 4: This action now has priority, activating before other (non-priority) actions.

 

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 (2[Weapon Dice]+Syn)x1.1 damage to 4 targets, or 4([Weapon Dice]+Syn)x1.1 to a single target, and targets are unable to dodge. However, after it is used, Mira is unable to generate Magra for the remainder of the battle. 
- Requires 8 Magra

- Level 1: Mira deals 2[W]+Syn damage to up to 4 separate enemies, or 4[W]+Syn to a single target. 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 cannot be dodged.

-Level 3: Final damage increased by +10%.


(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.

 

 

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"Wait up for me, Perlita! Now that I've gotten a breather......it's time for things to get a little hot in here."

Gabriel runs in from....wherever he'd been resting. The last fight had taken a bit out of him, between him hurling attacks at the enemy left and right and whatever the hell he'd been repeatedly licked with. It'd taken him a while to be bale to move without shuddering.

However, he was back now. And he was ready to rumble.
Gabriel casts Mafreila on the Item Jammers, inflicting Sun Arcana on all successfully hit enemies.
Mafreila: Gabriel blasts all enemies with a burst of nuclear energy, less taxing and powerful than its stronger counterpart. Deals SYN (12)+2d4 damage to all enemies, 2 turn cooldown.
Sun Arcana: Deals SYN/2 (6) piercing damage to enemies struck by Gabriel's skills for three turns. Each subsequent nuclear or fire attack inflicted by Gabriel on these enemies inflicts another stack of Sun Arcana.


Optimism: Even the worst kinds of situations can't bring a downer onto Gabriel's easygoing attitude. As the Persona is a reflection of the soul, Oppenheimer reflects Gabriel's unyielding optimism. Ailments have halved durations on Gabriel.
Blue Jacket grants 20% resistance to radiation ailments and 40% against heat-based ailments.

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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. 

[/color]

 

Realizing that the item jammers had pointedly failed to 'jam' the good old American M2 Browning mounted on their half track, Private Kaltenbrunner laughs darkly a little as he tries to tear one of the drones several dozen new ones.

 

.50 cal on Item Jammer no 27, dealing 2d6+Dex damage to them.

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Combat Preparation! Apply Deflection Protocol and Retaliation Protocol to self. 

 

Action: Interception Protocol on Perlita

 

Lightning Speed Count: 1

 

Automated Reboot Threshold: 4

 

 

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.

 

Automated Reboot (Trick): At the beginning of combat or when this action is equipped 6D chooses a threshold. When the total number of debuffs 6D is suffering from reaches this threshold this passive automatically purges all status buffs and debuffs and then stuns her. Two round cooldown

 

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.

 

Unequipped: 

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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Pink energy swirls around two of the A2-i robots and they fire on Bridgett and Iowa, inflicting the Virus! debuff for one round.
Virus removes duration based buffs and prevents the sufferer from gaining any for the duration.

 

The other A2-i robots spin their spike “belts” around and slam into Iowa and Mira, bludgeoning them for 12 and 8 damage respectively.

 

Atton’s crew hails one of the Item Jammers with 16 damage.

 

Bridgett fires her own volley, dealing 36 damage to a different Item Jammer.

 

Lyra runs forward screaming and taunting Item Jammers No. 28, No. 29, and No. 30.

 

Four of the SDHCs begin lobbing bombs at 6D, Gabriel, Punch, and Iowa.
They deal 7, 13, 12, and 11 damage respectively.

 

Two more hold their actions.

 

And the final two each bring two spikes from behind down horizontal and begin charging. They’re aimed at Perlita and Mira.

 

Perlita blasts one of the Item Jammers with brilliant light, [fail]dealing 15 damage.

 

6D prepares to Intercept for Perlita.

 

Gabriel's fires catch all the Item Jammers and a stray High Bit for 16 damage, causing them to catch fire.  Item Jammers No. 27 and No. 29 explode into piles of scrap.

 

Six of the High Bits begin generating bluish hexagonal shield panels that they project around various allies, including the charging SDHCs and remaining Item Jammers.

 

Two High Bits pull out welders, saws, and other tools to begin automatic repairs on their most wounded allies.
They restore 14 and 11 HP to the remaining two Item Jammers.

 

Four of the remaining High Bits start beaming energy to the two SDHCs holding their actions, while the other two beam energy to the two charging SDHCs.

 

The two SDHCs holding actions activate!
They launch power-boosted bombs at Atton and Lyra, Atton takes 16 damage, and Lyra dodges 17.

 

Iowa brings her engines online and starts moving to a superior position.

 

Mira slams into and A2-i robot, and through its shield, for 31 damage.

 

Seeming to see Lyra as a major threat the Item Jammers move in and spray large quantities of purple mist at her, probably more than strictly necessary.
Lyra is Poisoned four times!  She takes 12, 14, 11, and 13 damage.
As the mist burns her skin, eyes, and lungs she is suddenly very thankful her allies brought down the other Item Jammer.

The Item Jammers pulse, jamming Atton and 6D this round.

 

Init:

Spoiler

15 A2-i

14 Atton

11 Bridgett

11 Iowa

10 Lyra

10 SDHC

9 Perlita

9 6D

9 Gabriel

4 Punch

3 High Bit Custom

0 Mira

-0 Item Jammer Pod

 

Status:

Spoiler

Atton: 77/93,
-Half Track: 52/52,
Bridgett: 65/65, Virus!,
Lyra: 15/65, Poisoned(x4/2),
Perlita: 70/70, Interception,
6D: 78/85, Deflection(x3), Retaliation(2),
Gabriel: 62/75,
Punch: 43/55,
Iowa: 103/126, Virus!,
Mira: 82/90,


A2-1 No. 150: Wounded, Defensive Support(x1),
A2-1 No. 151: Healthy, Defensive Support(x1),
A2-1 No. 152: Healthy, Defensive Support(x1),
A2-1 No. 153: Healthy, Defensive Support(x1),
 
SDHC No. 218: Healthy, Exposed,
SDHC No. 219: Healthy,
SDHC No. 220: Healthy,
SDHC No. 221: Healthy,
SDHC No. 222: Healthy, Power Support(x2),
SDHC No. 223: Healthy, Power Support(x2),
SDHC No. 224: Healthy, Charging, Defensive Support(x2), Power Support(x1),
SDHC No. 225: Healthy, Charging, Defensive Support(x2), Power Support(x1),
 

High Bit Custom No. 4637: Healthy,

High Bit Custom No. 4638: Healthy,

High Bit Custom No. 4639: Healthy,

High Bit Custom No. 4640: Healthy,

High Bit Custom No. 4641: Healthy,

High Bit Custom No. 4642: Healthy,

High Bit Custom No. 4643: Healthy,

High Bit Custom No. 4644: Healthy,

High Bit Custom No. 4645: Healthy,

High Bit Custom No. 4646: Healthy,

High Bit Custom No. 4647: Healthy,

High Bit Custom No. 4648: Healthy,

High Bit Custom No. 4649: Healthy,

High Bit Custom No. 4650: Lightly Wounded, Sun Arcana(3),
 
Item Jammer Pod No. 27: Dead,
Item Jammer Pod No. 28: Scratched, Sun Arcana(3), Defensive Support(x2),
Item Jammer Pod No. 29: Dead,
Item Jammer Pod No. 30: Lightly Wounded, Sun Arcana(3), Defensive Support(x2),

 

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Lyra had made a mistake.

 

She'd seen too many films - she was expecting tasers, machine guns...

 

But not poison sprayers. Maybe, if she was lucky, she was being sprayed with something meant for riot control - she'd seen that in films too, sometimes. That meant the gas would disperse in the open air and was less likely to kill her. If she wasn't... Well, for one thing, she might be choking on a war crime. Did this place have war crimes? In between the pain and the effects of whatever she'd inhaled taking their toll, it was hard for Lyra to keep things like that straight in her mind. Maybe she'd be able to shout something about that at her foes if she made it through this.

 

Didn't matter at the moment. At the moment, she needed to try to get herself out of the mist and into some fresh air before someone had to drag her out - leaving two people unable to contribute instead of one.

 

Lyra uses her turn to Breathe, healing herself for 2d6+7 HP! She also delays her turn until after Perlita's!

 

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

Blur: 1/3 attacks left!

Fiasco: Ready!

Concussion: Ready!

Taunt: Cooling down. 0/3 turns left...

Swapper: 1/1 Charges left.

 

Spoiler

Level: 5

 

HP: 30+(5*7) = 15/65

Init: 10-0(For now) = 10

 

Stats: 10(Base)+20(4*Level 5)=30/30 Stat Caps: 5(Base)+7.5(1.5*Level 5)= 12

            Constitution: 7

            Dexterity: 8

            Intelligence: 7

            Strength: 8

            Synergy: 0

Perks: 2(Base)+1(Level 5)+1(Flaw) = 4/4

 

Adrenaline -

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

Note: The cooldown counter for this ability ticks at the end of the entire turn.

 

Blur -

After landing three attacks, Lyra can dodge one attack with a guaranteed chance of success. Note: Blur can recharge in the middle of a turn if Lyra performs an attack before an enemy attack hits her.

 

Fiasco -

Lyra can use the perk-backed action “Fiasco”, which hits multiple times.

 

Copycat -

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

 

(Flaw) Proud -

All forms of support (buffs, healing, status cures) Lyra received from others are halved. If the support cannot be halved (in the case of a debuff cure, for instance), the support has a 50% chance of failing and having no effect.

 

Actions: 18/18

Action Limit: 7/7 (Includes passive actions, but not perk-backed ones)

 

Defend

Active

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

Level 0 -

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

 

Fiasco -

Active (Perk-Backed)

Lyra performs a melee attack twice. Three turn cooldown. If Fiasco reduces an enemy to 0 HP or less, the cooldown is two turns instead of three.

    Level 1 (Base) -

Lyra chooses a melee attack to hit her enemy with. This attack hits twice. Three turn cooldown.

Level 2 -

If Fiasco reduces an enemy to 0 HP or less, the cooldown is two turns instead of three.

 

Breathe

Active

Lyra heals herself for 1d6+INT damage.

    Level 1 (Base) -

    Lyra heals herself for 1d6+INT damage.

    Level 2 -

    Lyra now heals herself for 2d6+INT damage.

 

Rush

Active

Lyra performs two attacks with her wrench, each one dealing 1d8+DEX/2 damage. If Lyra attacks the same target twice and then attacks them the next turn with a move other than Rush, that move has 1 damage die added.

NOTE: Buffs only apply to Lyra’s first attack.

NOTE: Lyra can target a different foe with each attack.

    Level 1 (Base) -

    Lyra attacks twice, hitting enemies for 1d6+DEX/2 damage each time.

    Level 2 -

    If Lyra attacks the same target twice and then attacks them the next turn with a move other than Rush, that move has 1 damage die added.

    Level 3 -

    Rush now deals 1d8+DEX/2 damage per attack.

 

Concussion

Active

Lyra swings her wrench at an enemy’s head, stunning them for one turn and dealing 1d6 damage. One turn cooldown.

    Level 1 (Base) -

    Lyra stuns an enemy for one turn. One turn cooldown.

    Level 2 -

    Concussion now deals 1d6 damage.

 

Crush

Lyra swings her wrench at full force, reducing their damage output by LVL/2 points for two turns and dealing 4d4+STR damage. The damage debuff stacks with itself.

    Level 1 (Base) -

    Lyra reduces an enemy’s damage output by LVL/2 points for two turns and deals 1d4+STR damage.

    Level 2 -

    Crush now deals 2d4+STR damage.

    Level 3 -

    Crush now deals 3d4+STR damage.

    Level 4 -

    Crush now deals 4d4+STR damage.

 

Taunt

Lyra shouts at up to three enemies to make herself seem like a bigger threat, forcing them to attack her for three turns.

Note: The target enemies must target Lyra if they attack, and she must be the sole target of all AoE attacks. Three turn cooldown.

    Level 1 (Base) -

    Lyra taunts an enemy, forcing them to attack her for three turns. Five turn cooldown.

    Level 2 -

    Taunt now has a four turn cooldown.

    Level 3 -

    Taunt now has a three turn cooldown.

    Level 4 -

    Lyra can now taunt up to two enemies.

    Level 5 -

    Lyra can now taunt up to three enemies.

    Level 6 - 

    Taunt now counts as one attack for the purposes of Blur.

   

 

Gear: 2(Base)+5(Level 5)+1(Character Rework)= 6/8

 

Experimental Reactive Armor-

+4 DR against physical attacks. Weight of 7. After being attacked once, +2 DR for the rest of the turn.

    Level 1 (Base) -

    +2 DR. Weight of 6.

    Level 2 -

    After being attacked once, +2 DR for the rest of the turn. +3 weight (Now 9).

Level 3 -

Weight reduced by 2 (Now 7).

Level 4 -

Weight reduced by 2 (Now 5).

Level 5 -

Base DR increased by 1 (Now 3). Weight increased by 1 (Now 6).

Level 6 -

Base DR increased by 1 (Now 4). Weight increased by 1 (Now 7).

 

Swapper -

Once per battle, Lyra can either switch places with her target or prepare a Swapshot on her target. The latter will dodge the target’s attacks.

NOTE: This device works by destroying the user’s (and the target’s) body, and then recreating it in a different place.

    Level 1 (Base) -

    Once per battle, Lyra can use this device to switch places with her target. This causes all attacks that would hit her to hit her target, and vice versa. The target can still attack her even after switching places.

    Level 2 -

    Instead of immediately switching places with her target, Lyra can instead ready her Swapper for a Swapshot - when her enemy attacks, Lyra will then switch places with them immediately, dodging any attacks they launch. Attacks from other foes will not trigger Swapshot. Swapshot lasts for one turn, similar to Defend. If Lyra is not attacked by her target, the Swapper’s charge is not used.

 

Stash:

 

Lead Pipe -

Currently carrying 3.

Deals 1d4+STR damage to one target.

 

Handgun -

Currently carrying 4.

Deals 1d4+DEX damage to one target. 

 

Improvised Rifle -

This strange weapon fires a burst of rays that transform mid-flight into various improvised weapons.

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

 

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As a frankly terrifying amount of firepower came pouring out from the robot horde that they were facing, Perlita's fists clenched together, and her face set. If there was a very scary amount of weapons being fired at them... all that meant was that Perlita had her work cut out for her, and that she would need to do it! She was so often trembling these days, sitting there scared... Perlita couldn't say what had triggered it, but all of a sudden she felt an incredible wave of frustration over her own cowardice. Oh, well. She supposed that the only way to solve this was to stop standing there paralyzed and thinking to herself, and to do something. "Lyra! Be careful for a moment, I'm going to help you out!" She raised her arm into the sky and made a violent tugging motion downwards. "CRAWFORD! PATRA!" With that shout and that motion, Perlita's Persona appeared once more, and with a flair-filled twirl of her cape, Lyra would find that her biological situation was MUCH less vicious.

 

Perlita uses Patra on Lyra, curing all of her conditions... and also healing her for SYN (12) HP in the process! Perlita also gains SYN (12) HP, in case she happens to have taken damage between now and her action.

 

Spoiler

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

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

 

Passive Flaw:

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

Actions:
Diarama (Level 7): 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 7d4+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

Level 7: Upgraded from 6d4+SYN to 7d4+SYN

 

Media (Level 5): 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 1d4+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.

Level 4: Upgraded from SYN healing to 1d4+SYN healing.

Level 5: Upgraded from 1d4+SYN to 2d4+SYN healing.


Patra (Level 3): 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 (Level 2): 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 light damage, but with a 30% *2 crit chance.
Level 3: Deals 1d4+SYN light damage, but with a 30% *2 crit chance.

 

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 of resistance 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.


Effort Choker: A little black and white choker which embodies focus and pushing oneself hard, letting an occasional spell be strengthened but taking some serious effort in the process. Once a plot, Perlita can add [SYN] to a single target heal or attack, but at the cost of adding 2 turns of cooldown to it.

 

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

 

As soon as she saw one of the A2-i robots charging her, Mira skidded to a halt, holding her arm out in front of her in order to stop the spiked belts from tearing into her torso armor. As it stood, the spinning spikes merely screeched as they spun into the armor on Mira's hand, before the spikes, and robot, came to a stop. Unfortunately, it didn't stop for long as Mira's sword slammed into the top of the robot, smashing it into the ground with a significant gash in its hull, even though it had a shield to block a portion of the strike. 

 

Before taking it upon herself to finish the robot, Mira instinctively glanced to the side, taking in the fact that one of the robots were already aiming a spike in her direction. It was refreshing for something to be clearly trying to take her out, but unfortunately for it, it was predictable. Immediately, Mira lifted her sword, holding it parallel to her head as she prepared for the machine's attack, dark shadows swirling around her arms and into her sword.

 

 

Mira uses Lunar Stance for two Magra, canceling the first attack made against her this turn (with priority), and dealing 6d8+3d6+11 damage to the attacker. She currently has four Magra, and will gain extra Magra 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 charge

 

Black Heart bonus

(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.

 

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: (7/7)

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.

- Level 3: Decreased to one Magra every two turns. This frequency cannot be increased further.

 

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 up to eight Magra to add 1d6 to the heal each, or cleanse a debuff.
- 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.

- Level 4: Instead of adding an extra 1d6 by spending extra Magra, she can instead cleanse a debuff on herself for every Magra spent.

 

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+3d6) 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.

- Level 3: Damage increased by 1d6.
- Level 4: This action now has priority, activating before other (non-priority) actions.

 

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 (2[Weapon Dice]+Syn)x1.1 damage to 4 targets, or 4([Weapon Dice]+Syn)x1.1 to a single target, and targets are unable to dodge. However, after it is used, Mira is unable to generate Magra for the remainder of the battle. 
- Requires 8 Magra

- Level 1: Mira deals 2[W]+Syn damage to up to 4 separate enemies, or 4[W]+Syn to a single target. 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 cannot be dodged.

-Level 3: Final damage increased by +10%.


(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.

 

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  • 2 weeks later...

Iowa is not yet in the correct position to hit the maximum number of enemies with her main battery guns, so she uses Ahead Full again to gain 10 more initiative! 1 turn to finish loading...

 

Loadout:

https://docs.google.com/document/d/1dyzBDTo5n3y4MdzfEDe8yK8zfUeNzXKhT1yfgbwem34/edit?usp=sharing

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Stunning Strike on SDHC No. 225

 

Lightning Speed Count: 2

 

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.

 

Automated Reboot (Trick): At the beginning of combat or when this action is equipped 6D chooses a threshold. When the total number of debuffs 6D is suffering from reaches this threshold this passive automatically purges all status buffs and debuffs and then stuns her. Two round cooldown

 

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.

 

Unequipped: 

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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