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


StormLord

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Gabriel casts Red Wall on Lyra.
Red Wall: Gabriel protects an ally by applying the power of Oppenheimer's resistances to an ally. A targeted ally takes 60% less damage from attacks. If the attack is nuclear or fire-based, increase the damage resistance to 80%.



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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Bridgett Activates Einherjar mode 

Then use Valkyrie Breaker on High Bit Custom No. 4637, 4638, 4639, and 4640 using 4 cartridges to ignore the turn of charge dealing 2.5[wd](3d4)+1d12+25% to them.

 

Einherjar mode and Valkyrie Breaker

Spoiler

Einherjar Mode: An experimental mode that grants Bridgett's spells more power as she releases its restraints, but due to its experimental nature it causes extreme strain on her body. It can be activated and deactivated as a free action. each level increase is also a free action on a separate turn after initial activation. Each level carries the effect of the previous levels with it. initial Activation cost 20% of Bridgett's max hp and cost another 20% at the end of each turn after. The cost increase with each level increase. 
 
Level 1: Increase damage dealt by her attacks by 25%. Costs 20% of max Hp each turn after activation.
Level 2: Increase damage dealt by her attacks by a further 25% (additive). Hp Cost increased to 25% of Max Hp each turn.
Level 3: Dice rolls on all spells are maximized. Hp cost increased to 30% of Max hp each turn. Deactivation at this level causes Bridgett to lose her next turn.

 

Valkyrie Breaker: A wide area bombardment spell that deals 2.5[WD] damage to 4 targets. Requires 1 turn of charge before firing. Each turn passed adds 1d12 to the total roll. has a cooldown of 3 turns. Can use 4 cartridges to ignore the turn of charge.
-Level 1: deals 2[WD] damage to 4 targets. Requires 1 turn of charge before firing. Each turn passed adds 1d8 to the total roll. has a cooldown of 3 turns. Can use 4 cartridges to ignore the turn of charge.
-Level 2: dice from turns passed upgrade to d12's
-level 3: upgrade damage from 2[WD] to 2.5[WD]

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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Atton musters up the troops with a good old prayer for their continued success and good health, before pointing out the obvious, that Perlita and Bridgett's efforts for healing the troops and clearing the mass would be very appreciated.

 

Atton uses Battle Plans on Perlita and Bridgett to reduce a chosen action's cooldown by 1 round and increase a chosen stat by his Level for two rounds!.

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Two of the A2-i project fragile looking disk-like shields and move to intercept for the two remaining Item Jammer Pods.


The other two move the slam into and Crush Bridgett and Gabriel, dealing 10 and 12 damage respectively.  They each suffer a 30% damage penalty on their next attack.

 

Atton helps Bridgett and Perlita hatch a genius and foolproof plan.  Probably.
 

Bridgett sends a wave of energy crashing over the horde of High Bit Customs, dealing 22 damage to each of her targets.

 

Iowa revs again and pulls into the perfect flank, the robots practically presenting armor weak-spots to her.

 

Two of the SDHCs begin charging their heavy weapons, aiming at Gabriel and Iowa.
Four more indiscriminately bomb the area(5,3,7,3), hitting Perlita, Bridgett, Gabriel, and Bridgett again.  6D intercepts for Perlita, taking 8 damage and Exposing the SDHC, Bridgett takes 4 and 12 damage, while Gabriel takes 18.

The two charged SDHCs release great flashing arcs of lightning on Perlita and Mira.

6D intercepts again! Taking another 13 damage for Perlita, 6D is Stunned by the overload.

Mira meanwhile sends the bolt of lightning grounding through her armor and blade before charging ahead and slamming through hex-shields into the SDHC that attacked her and dealing 30 damage, 19 having been absorbed by the shields.

 

Just barely ducking behind 6D as a bolt of lightning paralyzes her friend temporarily, Perlita calls out to heal Lyra restoring 9 HP and removing two status ailments.

 

Lyra tried her best to breathe and stay calm, what ended up happening was a little closer to “Cough up half a lung and bleed from the eyes”.  She recovers 10 HP as the fresh air starts to clot some of the bleeding.

 

6D’s systems start catching up with the power overload, allowing her to recover from her stun.

 

Gabriel creates a wall to protect Lyra.

Sun Arcana burns.

 

Most of the High Bit Customs retain their positions protecting or boosting.

The High Bit Customs working with the SDHCs all shift, focusing on protecting and boosting the two charging SDHCs.

The two previously repairing bits move to boost two of the A2-Is.

 

The Item Jammer Pods activate emergency thrusters and prepare to fling themselves out of harm’s way, at least once.

Lyra’s body is wracked with pain as the poison runs its course, she takes 16 and 17 damage, slowly slipping beneath the veil of consciousness.

 

The Jammers pulse, causing Bridgett and Perlita’s gear to lock up.

 

Init:

Spoiler

21 Iowa

15 A2-i

14 Atton

11 Bridgett

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: 39/65(12/24), +7 Syn(1),

Lyra: 0/65, Unconscious,

Perlita: 70/70, +7 Syn(2),

6D: 57/85, Deflection(x1), Retaliation(2), Stun Recovery,

Gabriel: 32/75,

Punch: 43/55,

Iowa: 103/126,

Mira: 72/90,

 

A2-1 No. 150: Wounded, Defensive Support(x1),

 

A2-1 No. 151: Healthy, Defensive Support(x1),

A2-1 No. 152: Healthy, Defensive Support(x1), Power Support(x1),

A2-1 No. 153: Healthy, Defensive Support(x1), Power Support(x1),

 

SDHC No. 218: Healthy, Charging, Defensive Support(x2), Power Support(x3), Exposed,

SDHC No. 219: Healthy, Charging, Defensive Support(x2), Power Support(x3),

SDHC No. 220: Healthy, Exposed,

SDHC No. 221: Healthy,

SDHC No. 222: Healthy,

SDHC No. 223: Healthy,

SDHC No. 224: Healthy, Exposed,

SDHC No. 225: Lightly Wounded,

 

High Bit Custom No. 4637: Wounded,

 

High Bit Custom No. 4638: Wounded,

High Bit Custom No. 4639: Wounded,

High Bit Custom No. 4640: Wounded,

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: Wounded, Sun Arcana(2),

 

Item Jammer Pod No. 27: Dead,

Item Jammer Pod No. 28: Scratched, Sun Arcana(2), Defensive Support(x2),

Item Jammer Pod No. 29: Dead,

Item Jammer Pod No. 30: Lightly Wounded, Sun Arcana(2), Defensive Support(x2),

 

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Iowa grimaces at seeing Lyra go down, but she's only taken scratch damage so far herself, her main battery is loaded, and she's finally in position.  Iowa fires her main battery guns at SDHC Number 220, dealing 5d12 + 10 damage as a high explosive shell slams directly into the drone.  Her other shells go wide, but with this many targets she can hardly miss.  All other enemies with less initiative than Iowa take half the damage the initial target did.  All enemies damaged by Iowa's main battery receive the debuff Concussion for 2 rounds, reducing their attack damage by Iowa's strength (10).  Concussion does not stack with itself.  Iowa's 12 inch guns go on cooldown for 4 rounds, and she starts loading more high explosive shells.

 

Loadout:

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

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In the heat of battle, Mira barely registered one of her allies go down. It was odd, considering the size and power of those they had fought before and what they were fighting now, but she didn't pay much mind to it. It didn't matter to her after all, and all that mattered was the robots ahead. So, she held her sword in front of her, dark energy swirling around her being once more as she prepared for the next attack against her.

 

Mira uses Lunar Stance again, 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 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 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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Perlita cringed hard, three times in quick succession. The first time was as 6D took multiple hits for her in short succession, struck repeatedly and overloaded by a bolt of lightning -- though at least 6D did appear to be recovering from that fairly rapidly. The second time, and the most extreme, was when despite Perlita's best and desperate efforts, Lyra ultimately fell to the poison that had ravaged her organs and driven the blood from her body. "No! ¡Mierda!" A full on panic attack, however, was this time averted by the abrupt realization that she DID have something which could help with even something this severe, the Life Shard she had received upon coming here... which then led to the third cringe from Perlita, as she realized that she could have used this on 6D! She just didn't have time to stay and feel guilty about it, though, because Lyra needed help fast. Summoning up the magical shard with a motion of her hand, Perlita sprinted up and applied it to Lyra with a grim but focused expression.

 

Perlita uses Life Shard on Lyra, canceling her flaw, reviving her, healing her to 25% HP, and healing her for SYN (12) as well as herself for SYN (12) if removing Unconscious counts as removing a condition slash if the heal counts as using a heal for the purposes of her perks.

 

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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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. 

 

Atton uses naught but a flesh wound on Gabriel and Bridgett to heal them by 1d4+Int.

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Bridgett will deactivate Einherjar mode.
Bridgett will use Hurstwic using 3 cartridges to give her, 6D, and Gabriel giving them 12 DR and 6 Regen for three turns.

 

Hurstwic

Spoiler

Hurstwic: 4 Turn Cooldown. Applies `Hurstwic` to the user and two other allies. Hurstwic grants +SYN/2 damage reduction and SYN/2 regen, these effects scale only with the user's base SYN stat. `Hurstwic` has a 3 Turn Duration.
Cartridge Effect: Raise damage reduction to +SYN. Costs 3 cartridges.
Bridgett deploys a self-made barrier spell.
-Level 1: Applies `Hurstwic` to the user. `Hurstwic` grants +SYN/2 damage reduction, this effect scales only with the user's base SYN stat. `Hurstwic` has a 2 Turn Duration. 4 Turn Cooldown.
-Level 2: Increase Duration to 3 Turns. (2 -> 3)
-Level 3: Barrier may now be applied to an ally in addition to the user.
-Level 4: Reduce Cartridge Effect cost to 3 cartridges. (4 -> 3)
-Level 5: Hurstwic now grants SYN/2 regeneration, this effect scales only with the user's base SYN stat.
-Level 6: Increase the number of allies that may be targeted to 2. (1 -> 2)

Bridgett stuff to remember

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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Interception Protocol on Gabriel

 

 

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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Gabriel casts Freila on A2-1 150, inflicting Sun Arcana.
Freila: 6d6+SYN(12) damage on a single target.
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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Override:

Spoiler

 

 

The sounds of battle fade, pushed to the back of Iowa’s mind as a stormy silence fills the air.  Her main cannons turn to bare, before belching thunderous destruction that echoes across the tightly packed enemies.

The main SDHC takes 72 damage and shutters to a twisted and beat mass, but still a functional one.  All other targets take 36 or less damage(depending on defensive bonuses) with five High Bit Customs becoming inoperable.  All enemies become Concussed.

The shields around the charging SDHCs fail as their sources do.

 

Three of the A2-i robots get it on good advice that Mira is the person to beat to death today and all swarm over her.  She counters the first, and the other two hit her for 2 and 0 damage.

Her counter attack deals 38 damage.

 

The remaining A2-i twitches with critical damage before exploding in a flash of purple energy.  A mold-like substance grows over it pulling metal back into shape and staining it various shades of pink and purple.

A2-1 No. 150 has gone Viral!

 

Atton heals Gabriel for 18 HP and Bridgett for 16.

 

Bridgett summons up her defensive barriers around herself, Gabriel, and 6D.

 

Lyra twitches on the ground.

 

The two charging SDHCs release their lightning bolts.  Gabriel takes 0 damage, but still becomes stunned while Iowa takes 6 damage and becomes stunned.

 

Three fire on Bridgett for 0, 0, 0 damage and three on Perlita for 4, 3, and 2 damage.

 

With a shout the taller girl in blue drops down on an Item Jammer skewering it on her sword, the other girl makes a horizontal slash that takes out the other Jammer.

A quick glancing survey shows slashed and broken remains of the handful of robots that had stayed behind to fight the two girls.

 

Even as Perlita pulls out the Life Crystal and dashes over to Lyra it starts breaking up in her hand and glowing so brightly it almost hurt just to hold. What she ends up passing to Lyra is an overwhelming, blinding, light.

Lyra feels a soft warmness washing over her as she drifts back into consciousness, the blistering filling her throat and lungs slowly disappearing like they were never there.

Lyra returns to the battle with 16 HP.

Perlita restores 12 HP to herself. 

 

6D shifts, moving to protect Gabriel.

6D regenerates.

 

Gabriel sends a blast of fire at the transformed A2-i, dealing 19 damage and setting it ablaze.

Sun Arcana burns.

 

Four Bits defend the A2-i, two repair A2-i No. 150.

The remaining three move to defend the charging SDHC bots.

 

The Virus spreads to SDHC No. 220, purple and pink goop pulls metal framework back together.

 

As the echoes of Iowa’s attack fall off dust settles in the distance and with thunderous footsteps a large humanoid figure approaches.  You all see a mech or robot of some kind stepping out of the dust cloud, humanoid, largely blue and white with bits of red and a golden lion’s head on its chest along with what look like wings made from a fighter jet on its back and a flaming sword in its left hand.

Black artifacting tentacles stretch over a large bullet hole in the side of his head and down several places of damage on his torso.

 

 

 

 

Init: 

Spoiler

19 Iowa

17 CFW Brave

15 A2-i

14 Atton

11 Bridgett

10 Lyra

10 CFW Brave

10 SDHC

10 Falcom and Falcom

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: 55/65(12/24), Hurstwic(3),

Lyra: 16/65,

Perlita: 70/70,

6D: 66/85, Deflection(x1), Retaliation(1),  Hurstwic(3),

Gabriel: 50/75,  Hurstwic(3), Interception(x2),

Punch: 43/55,

Iowa: 97/126,

Mira: 70/90,

 

Falcom(older): 70/70

Falcom(younger): 65/65

 

 

All: Concussed(1)

 

CFW Brave: Healthy, Not Concussed,

 

 

Viral A2-1 No. 150: Healthy, Defensive Support(x2), Sun Arcana(3),

 

A2-i No. 151: Critical, Defensive Support(x2),

A2-i No. 152: Wounded, Defensive Support(x2),

A2-i No. 153: Wounded, Defensive Support(x2),

 

SDHC No. 218: Lightly Wounded,

SDHC No. 219: Lightly Wounded,

SDHC No. 220: Wounded, Viral!

SDHC No. 221: Wounded, Charging,  Defensive Support(x3),

SDHC No. 222: Wounded, Charging,  Defensive Support(x3),

SDHC No. 223: Wounded,

SDHC No. 224: Wounded,

SDHC No. 225: Badly Wounded,

 

High Bit Custom No. 4637-4640: Dead,

High Bit Custom No. 4641: Wounded, Def,

High Bit Custom No. 4642: Wounded, Def,

High Bit Custom No. 4643: Wounded, Def,

High Bit Custom No. 4644: Wounded, Def,

High Bit Custom No. 4645: Wounded, Rep,

High Bit Custom No. 4646: Wounded, Rep,

High Bit Custom No. 4647: Wounded, Def,

High Bit Custom No. 4648: Wounded, Def,

High Bit Custom No. 4649: Wounded, Def,

High Bit Custom No. 4650: Dead,

 

Item Jammer Pod No. 27-30: Dead,

 

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As Lyra lay collapsed on the ground, only vaguely aware of what was happening through the pain, she wondered what was wrong with her.

 

She'd confronted Mira for her recklessness earlier, and yet it was the contractor who'd charged in this time - and this time, she'd been punished for it. Everyone else seemed to be doing fine from the glimpses she'd caught, and now, not only had two people had to stop to help her, they hadn't even succeeded.

 

She just hoped they could do fine without her. Otherwise, she'd be dragging the team down even -

 

Her thoughts were interrupted by a strange sensation of warmth. The pain disappeared, and before she knew it, Lyra was on her feet again...

 

And looking up at the massive mech that had just approached.

 

Lyra knew she couldn't take on such a creature. Though the pain was gone, Lyra still felt weak. She'd need to rest up and heal before she even tried to approach that thing, and she needed to make sure her allies focused on the people who really mattered - never mind how Perlita had just put her back on her feet.

 

"Perlita, Gabriel, go take care of the others! I'm gonna rest up and be back with you when I'm ready!"

 

Lyra uses Breathe on her turn, healing herself for 2d6+7 points of damage!

 

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

Blur: 1/3 attacks left!

Fiasco: Ready!

Concussion: Ready!

Taunt: Cooling down. 2/3 turns left...

Swapper: 1/1 Charges left.

Spoiler

Level: 5

 

HP: 30+(5*7) = 16/65

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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Mira

 

Finally. It seemed Iowa's little stunt had brought the main event right to them. Which to Mira, was good, seeing as they no longer had to fight through a horde of worthless machines just to get to who they were meant to deal with. She barely paid any attention to the few drones that had opted to try and swarm her and break through her armor, only bothering to grab hold of one of the drone's fronts, metal bending ever so slightly in her grip before she slammed it into the ground, along with her stomping on the machine for good measure as she began her march towards Brave. Judging by his looks, he was no slouch in combat. Large and heavily armored... And bearing the same corruptible state that was present on the now deceased Judge. 

 

But to Mira, it didn't entirely matter. She could tell that they weren't as overwhelmingly powerful as Judge, and seeing as they obviously weren't the group's leader, she couldn't even consider him a hidden threat. His robotic backup was inconsequential, seeing as she'd simply do what she had always done. Break through with her brute force.

 

Mira charges CFW Brave and attacks with Black Heart, dealing 6d8+11 damage and gaining another stack of greed. She currently has 5 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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Lyra began talking to Perlita not long after Perlita (ignoring the lightning bolts coming her way, since they felt like little more than particularly painful static shocks right now) surged over to her and brought her back to consciousness -- but already, Perlita was starting to back off. "I know, I know, I've got to help take care of everyone in this fight!" Without saying much more, Perlita made a tugging gesture violently through the air, and with then a call of "Crawford!" she summoned her Persona once again. 

 

She reflected on just what she needed to do right now -- the battle looked to be reaching another stage, with that Iowa ship lady dealing a whole bunch of firepower to basically everything, and of course with the new mech thing coming out... that was Brave, she guessed. She didn't really see herself as doing any sort of cataclysmic damage, and most people on the battlefield were mostly fine, with Lyra the biggest exception but with Lyra actively recovering. So then she would try to top a lot of people off, as that was the sort of thing Media was good for. (Though she really did want to get her hands on Mediarama... it would make all of this a lot easier.)

 

Perlita uses Media, healing Lyra, Iowa, 6D, and Gabriel for 2d4+SYN (12) HP!

 

Active Cooldowns: Media (1 turn remaining)

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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"Thanks for the backup!"
Gabriel casts Mafreila on five of the High-Bit Customs, 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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Iowa fires her secondary guns at CFW Brave, dealing 4d4 hits of 5 damage each!  Should he be damaged by this attack, he will receive Concussion for 2 rounds, reducing his damage dealt by 10.  Iowa begins loading Armor Piercing shells...  Iowa loses 2 initiative...

 

Loadout:

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

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Seeing the tide of battle quickly turn against the enemy, Atton attempts to rally his troops for another big push, singling out Perlita and Iowa as the really big pushers.

 

Atton uses Forward March on Iowa and Perlita, increasing their initiative by his Inteligence/2.

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Bridgett will use Gleipnir on Viral A2-1 No 150. stunning it for one turn.

 

Gleipnir

Spoiler

Gleipnir: Bridgett's binding spells. Stuns the target for one turn with a cooldown of 1 turn. Can spend 5 cartridges to increase the cooldown by 4 and the duration by 1
Level 1: tuns the target for one turn with a cooldown of 1 turn. Can spend 5 cartridges to increase the cooldown by 3 and the duration by 1
Level 2: Reduce cartridge cooldown from 4 to 3

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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Thwack SDHC No. 225 to avoid getting hit by flaw

Lightning Speed: Basic defend.

Confrontation Protocol on CFW Brave

 

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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Iowa’s shots pepper the surface of Brave’s armor, leaving little pit marks everywhere.  A handful land in armor chinks and such though and she deals 10 damage.

 

A voice cracks out from the great robotic figure, it’s masculine and at least somewhat modulated though that’s about all you can tell.

“Leave while you still can.”

Brave hefts his flaming blade with a grunt slamming it into a nearby building and causing a rain of rubble that hits Atton, Bridget, Lyra, and Perlita.  They take 8 damage each, with exception of Bridgett who takes no damage.

 

The Viral A2-i hums as something inside it charges, before it unleashes an arc of electricity that jumps to Iowa, Bridgett, and Perlita.  Iowa takes 2 damage, Bridgett takes 0, and Perlita takes 0.

Another wounded A2-i explodes in a cloud of Virus spores.

The other two still resort to attacking Mira, hitting for 8 and 14 damage.

 

Atton boosts the Init of Iowa and Perlita!

 

Perlita heals Lyra, Iowa, 6D, and Gabriel for 18 each.

 

Bridgett’s bindings whip around the Viral A2-i stunning it.

Hurstwic regen ticks.

 

Lyra breathes and regains another 13 HP.

 

One of the tentacles wrapping around Brave moves outward, glitching, artifacting, and eventually exploding sending bits of twisted corrupt material everywhere.

Aura of Greed I : All damage is increased by 25%.

All of the SDHCs attack, peppering Mira, Iowa, and the Falcoms with explosives.

They take 11, 2, 2, 5 damage respectively.

 

The older of the two girls slashes at High Bit Customs No. 4641 and No. 4642 dealing 30 and 31 damage, reducing them both to scraps.

 

The younger girl pulls out what looks like a prescription bottle and tosses it towards Gabriel.

“Drink that.”

The label reads “TEC Z”.
Gabriel gains +6 Syn for two rounds.

 

6D slams her sword into the SDHC, dealing 19 damage as she cracks several important looking metal plates.

 

Drinking the barely-masked-by-fake-grape medical liquid Gabriel sends a blast of nuclear hellfire over the battlefield, dealing 27 damage to five High Bit Customs, turning each into a puddle of red-hot metal.

Sun Arcana ticks.

 

The two remaining High Bit Customs continue their mission of projecting energy shields.

 

Mira’s slashes deal 38 damage to Brave, gouging a decent trench in his robotic armor(?).

 

SDHC No. 222 & No. 224 become Viral!

 

 

Init:

Spoiler

24 Iowa

17 CFW Brave

16 Perlita

15 A2-i

14 Atton

11 Bridgett

10 Lyra

10 CFW Brave

10 SDHC

10 Falcom and Falcom

9 6D

9 Gabriel

4 Punch

3 High Bit Custom

0 Mira


Status:

Spoiler

Atton: 69/93,

-Half Track: 52/52,

Bridgett: 61/65(12/24), Hurstwic(2),

Lyra: 39/65,

Perlita: 62/70,

6D: 85/85, Deflection(x1), Retaliation(1),  Hurstwic(2), Defend,

Gabriel: 74/75,  Hurstwic(2), Interception(x2), +6 Syn(1),

Punch: 43/55,

Iowa: 111/126,

Mira: 69/90,

 

Falcom(older): 68/70

Falcom(younger): 60/65

 

CFW Brave: Scratched, Taunt(6D, x2),

 

Viral A2-i No. 150: Lightly Wounded, Defensive Support(x1), Sun Arcana(2),

Viral A2-i No. 151: Healthy, Defensive Support(x1),

 

A2-i No. 152: Wounded,

A2-i No. 153: Wounded,

 

SDHC No. 218: Lightly Wounded,

SDHC No. 219: Lightly Wounded,

SDHC No. 220: Wounded, Viral!

SDHC No. 221: Wounded, Defensive Support(x1),

SDHC No. 222: Healthy, Viral!, Defensive Support(x1),

SDHC No. 223: Wounded,

SDHC No. 224: Healthy, Viral!,

SDHC No. 225: Badly Wounded,

 

High Bit Custom No. 4637-4647: Dead,

High Bit Custom No. 4648: Wounded, Def,

High Bit Custom No. 4649: Wounded, Def,

High Bit Custom No. 4650: Dead,

 

Item Jammer Pod No. 27-30: Dead,

 

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"Well Guess the Big Boss is here time to get a bit serious.." Bridgett said under her breath a bit smiling. "But first lets do some clean up. Gusisnautar." She said launching a wave of magical projectiles at some of the enemies.

 

Mornings' Arrows Arcanadynamic Exchange is now active Raising Bridgett's WD to D6s from D4s. Bridgett activates Eniherjar mode at level one. Then uses Gusisnautar (Magic arrow with new name lol) shooting 3 at SDHC No. 220 and two at SDHC No. 225 dealing 6+25%(Einherjar mode) damage for each shot.

 

Einherjar mode and Gusisnautar 

Spoiler

Einherjar Mode: An experimental mode that grants Bridgett's spells more power as she releases its restraints, but due to its experimental nature it causes extreme strain on her body. It can be activated and deactivated as a free action. each level increase is also a free action on a separate turn after initial activation. Each level carries the effect of the previous levels with it. initial Activation cost 20% of Bridgett's max hp and cost another 20% at the end of each turn after. The cost increase with each level increase. 
 
Level 1: Increase damage dealt by her attacks by 25%. Costs 20% of max Hp each turn after activation.
Level 2: Increase damage dealt by her attacks by a further 25% (additive). Hp Cost increased to 25% of Max Hp each turn.
Level 3: Dice rolls on all spells are maximized. Hp cost increased to 30% of Max hp each turn. Deactivation at this level causes Bridgett to lose her next turn.

 

Gusisnautar:(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 hit 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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Lyra gave herself a brief self-diagnosis before she proceeded.

 

She still felt a little groggy from all the poison - she'd have to thank Perlita later, not to mention ask how she even did what she did - but her heart pumped strong. For the entire fight she'd done nothing besides yell at a few bots and get poisoned - she needed to at least score a few hits.

 

After all, that was all she was good for.

 

Rushing in towards the distracted robotic figure, Lyra performed a quick combo of strikes with her wrench. Maybe they wouldn't do much against Brave's armor, but that wasn't the point - the point was to prepare him for her next move.

 

Lyra attacks CFW Brave with Rush, attacking him twice for 1d8+4 damage each! If Lyra then attacks CFW Brave with a different move next turn, she will add 1 damage die to that move!

 

Adrenaline Dodging: Ready!

Blur: 1/3 attacks left!

Fiasco: Ready!

Concussion: Ready!

Taunt: Ready!

Swapper: 1/1 Charges left.

 

Spoiler

Level: 5

 

HP: 30+(5*7) = 39/65

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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The state that Perlita often found herself in in battle was an odd one, full of conflicting thoughts and emotions. Anxiety ruled in battle, much as she found it always did in her life, but it was buttressed by a backing of flow, at least when things weren't looking so dire that she didn't know who would be coming out of the fight -- something which swung back and forth quickly. In one moment, everything would more or less be okay, and she would be focused, solemn, full attention on the task at hand. Then, the next, the fight would hang on a knife's edge and so would she, panic causing her to look around constantly, throw herself bodily at whatever she had to do and shout and shake. Then, the next, it would be okay. With the virus on the machines, the arrival of the corrupted mecha figure, and the magic in the air, Perlita could feel the anxiety pushing at the back of her mind, distracting... but right now, not distracting enough to matter, considering that she even had the mental power to reflect on all this. "Crawford!" Her actions right now were mostly calm and controlled, a tug of her fingers, a point of her other arm, and magical energy swirling around Lyra.

 

Perlita uses Diarama on Lyra, healing her for 7d4+SYN (12) HP!

 

Active Cooldowns:

Media (0 turns remaining)

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 uses Lead Like Roosevelt!  She gains Bull Moose status!  The next time an ally who moves after her is downed, Iowa will body-block the attack, putting this action on cooldown for 3 rounds and losing her Bull Moose status.  While this action is cooling down, whoever it protected receives +5 to damage dealt.  Iowa will have reloaded her main battery with AP in 2 rounds...  Iowa loses 2 initiative...

 

Loadout:

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

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