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


StormLord

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"That would run counter to our objectives, I'm afraid," Saejik stares at the mound with no small amount of trepidation, though he keeps most of his feelings off his face, "I don't suppose you've decided to do the reasonable thing and discuss the terms of your surrender and how we're going to shut down this... thing you've created?"

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Lyra said nothing, simply moving to CFW's side and wondering how well negotiation would go. If CFW Magic had gone this far, she'd probably already made up her mind.

 

She turned her gaze to the pile of junk. Something about it... didn't seem quite right, but she wasn't sure what. Maybe there was something inside of it? Lyra made sure to grip her wrench more securely. If things went the way she thought they might, she'd need it soon enough.

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A rumbling can be heard in the distance, from the direction the party walked into the clearing.

"What a waste.  To miss such a momentous unmaking all because you'd rather die by my hand."

The rumbling grows louder as Magic twists her scythe in her hand, letting light glint off the blade.
"I hope you don't mind, I invited some friends to the show.  Hahahaha...."

As Magic's deep laughter slowly dies off a small tidal wave of monsters pours around the corner, threatening its way into the clearing.  She lifts up her off hand and slowly beckons the party to draw closer.
Uni whips around as the monsters arrive, leveling her weapon and preparing to start firing.
"Damnit!  They've got us surrounded."

She glances to the side gesturing to a few others, the Twins, the Falcoms, and Square. 

"I think we can hold them off, but the main group needs to take care of Magic before she does anything too drastic!"

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"Of course she has an army," Saejik sighs, "And of course she doesn't want to do things the peaceful way.  Well, I have a few ways to possibly even the odds here, but not while this shield is up.  Rather inconsiderate of the enemy to have it.  Very inconvenient."

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Lyra frowned, trying to shake off the feeling of inner dread the whole situation was giving her. And trying to ready herself for what she was about to say. At the very least, it might distract Magic while the others got into position...

 

She just hoped this wouldn't result in a repeat of last time...

 

"What an amazing

fucking

dumbass!

You got ears on you like a snake, and the planning skills of a tapeworm! Did you really think the universe would just sit back and let you destroy it? In case you haven't got it through that thick skull of yours, we're here after putting all of your previous criminal colleagues in the dirt! You're the only one left! And that means your only options are to give up this harebrained scheme, or get your skull turned concave by yours truly! And since you just spat on the first choice, that narrows down things a whole hell of a lot!"

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As Lyra finishes her statement she can practically feel the arrogant judgement as Magic rolls her eyes.
"Perhaps you don't understand the concept of a distraction?"
There's a rumble from above as the barrier shakes, and then shatters.  A beam of light descends from directly above the mound, causing the earth to quake.  Patches of new junk is brought to the surface of the clearing as the shaking comes to an end.
"Hahaha.  My colleagues were weak because they were disposable.  But with this Avatar, this Deity of Greed and Consumption.  I'll be able to take my revenge on the brats that ruined my plans and the one who failed me most!"

The mound begins to shift and rise up as Magic loses herself in ominous laughter.  Translucent images appear over several of the patches in the clearing, before large pieces of debris and junk fly from the mound and start to assemble themselves into structures.

 

Saejik gets an all-clear from his communicator, the barrier is down and they have clear line-of-sight to his position.

 

 

Init:

Spoiler

16 CFW Magic

14 Bridgett

13 CFW Magic

11 6D

11 Gabriel

10 CFW Magic

9 Perlita

9 Saejik

8 Lyra

7 CFW Magic

4 Punch

0 Mira

0 Deity of Greed

 

Status:

Spoiler

Allies:

Bridgett: 84/84,

-24/24,
6D: 102/102,

Gabriel: 90/90,

Perlita: 96/96,
Saejik: 17/17,

-Trooper 1: 17/17,

-Trooper 2: 17/17,

-Trooper 3: 17/17,

-Trooper 4: 17/17,

Lyra: 78/78,

Punch: 55/55,
Mira: 90/90,

 

Environment:

Metal Patch B: Can be interacted for resources!

Crystal Patch B: Can be interacted for resources!

Shrubs Patch: Can be interacted for resources!

 

Enemies:

CFW Magic: Healthy,

Deity of Greed: Healthy, Inactive,

Power Plant: Healthy, Under Construction(1), Occupying Crystal Patch A,

Factory: Healthy, Under Construction(1), Occupying Metal Patch A,

 

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Lyra nearly rushed at Magic right then, but stopped when the structures appeared. Something told her that they were going to be the key to bringing forth the 'Deity of Greed and Consumption' that Magic had gone on about. And that meant they had to go down.

 

Luckily, as an ex-Glitcher, Lyra knew a little about breaking things.

 

Lyra attacks the Power Plant with Rush, attacking it twice for 1d8+4 damage each! If Lyra then attacks the Power Plant with a move other than Rush, she will add 1 damage die to that move!

 

Adrenaline: Ready!

Blur: 0/3 Attacks left!

Fiasco: Ready!

Concussion: Ready!

Taunt: Ready!

Swapper: 1/1 Charge left!

 

Loadout:

https://docs.google.com/document/d/1jUJNdZRBFSjJKpAIqAFU4L1_UXf1qcSLfgr7KRJtwsU/edit?usp=sharing

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Mira

 

For a while, Mira simply stared at the final CFW, red orbs clearly judging her as she took the time to speak with the Captain and Lyra. The arrival of the monsters over the hills of garbage merely got a tilt of the head from the Dark Knight, only to swiftly refocus on her target, watching the mound behind rise up and begin assembling itself into different structure. That seemed to be the "Deity of Greed" Magic commented on, but it was inconsequential to Mira. Her target was Magic, nothing more, nothing less.

 

"Deal with her 'deity'. I'll handle Magic."

 

Mira charges forth attacks CFW Magic with Black Heart, dealing 6d8+11 damage and gaining a stack of Greed. She also uses the Helmet of Judge to cast Libra on Magic, giving her a small bit of info on her if possible. Mira currently has 1 Magra and will gain 1 extra in two turns.

 

Loadout

Spoiler

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 2 Magra.

 

Rending Combination
Due to years of training and mastering of her own internal power, Mira both knows and is capable of using her talents in quick succession. Mira can use up to two separate Magra costing actions per turn.

 

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.
 

Stats:

Constitution: 12
Dexterity: 0
Intelligence: 0
Strength: 11
Synergy: 7+5 (12)

 

Action slots: 8/8

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 two 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.

 

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


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

 

(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 loses all charges at the end of each encounter.

 

(Equipment) Mira’s Armor: The armor of the “Dark One”, Mira. Rusted, old, and cracked, yet durable enough to continue protecting its user from harm. Gives +4 Damage Reduction against Piercing/slashing attacks, and gives a +1 Damage Reduction against all physical attacks, but lowers initiative by 4-Strength (to a minimum of 0).
- Level 1: +1 Damage Reduction against piercing/slashing attacks, but lowers Initiative by 4-Strength (to a minimum of 0)
- Level 2: Damage Reduction increased by +1
- Level 3: Damage Reduction increased by +1
- Level 4: Damage Reduction increased by +1
- (Craft) Level 5: Damage Reduction +1 against all types of physical attacks.

 

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

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

 

(1) STR Booster Z: Boosts one target's Str by 50% for two rounds, usable once only, doesn't require a loadout slot.

 

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"Got it.....Mira, right?"

Gabriel, for his part, was still a little confused about what was going on. This world, these people....made very little sense to him. What did make sense, however, was that Perlita (and probably everyone else) needed him to do his best, and that, he could almost certainly do, here or at home.
Freila on Deity of Greed inflicting Sun Arcana.

 

Freila: Utilising Oppenheimer, Gabriel blasts an opponent with the power of nuclear radiation, unleashing a miniature nuclear blast onto them. Gabriel does 6d6+SYN (14) damage to a single target.

Sun Arcana: Gabriel's Persona is of the Sun Arcana, the searing light that burns all who are revealed to it. Nuclear and fire attacks used by Gabriel inflict a burn on the opponent, dealing SYN/2 (7) piercing damage for three turns, each subsequent nuclear or fire attack adding an extra stack of burn. Enemies who resist radiation and fire cannot be affected by Sun Arcana's effect.

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.

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Combat Preparation Triggers! Apply Deflection Protocol and Retaliation Protocol.

 

Free Action: Confrontation Protocol on CFW Magic

 

Action: Induce Rage on CFW Magic.

 

Lightning Speed Count: 1 

 

 

Spoiler

Level: 6

HP: 81 (102) 

Init: +11

 

Stats: 34/34

Constitution: 12

Dexterity: 11

Intelligence: 2

Strength: 9

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.

 

Flaw:

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.

 

Wound: -20% MHP

 

 

Actions: (20/20 AP, 8/8 Action Slots)

 

Deflection Protocol (Active, Level 5): 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.

-Level 4: Applies buff [Deflection x5] to self. For the next five attacks against 6D, roll minimum damage. Two turn cooldown, cannot stack on itself.

-Level 5: Applies buff [Deflection x5] to self. For the next five attacks against 6D, roll minimum damage. Two turn cooldown, removes any existing stacks on use.

 

 

Retaliation Protocol (Active, Level 4): 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.

-Level 3: 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 20% more damage. 3 turn cooldown.

-Level 4: 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 20% more damage. 2 turn cooldown. 

 

 

Interception Protocol (Active, Level 3): 6D prioritizes an ally to protect, intercepting strikes targetting them.

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

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

-Level 3: Choose an ally, and take the next two attacks targetting them. This action goes first regardless of initiative order. 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 2): 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.

-Level 2: Induce the [Rage] status effect on the target, forcing them to do basic attacks for two turns. Two 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 d8 of damage, for total 3d8+STR.

 

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Bridgett use Gusisnautar on the Power Plant dealing 6 damage to it 5 times.

Spoiler

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 to remember 

Spoiler

HP: 84
Initiative: 8+{LVL}
 
Base Stats: 
Strength: 3
Dexterity: 8
Intelligence: 3
Constitution: 9
Synergy: 12

 

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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Stats
 

Spoiler

 

Level: 5

 

HP: 55

Init:

 

Stats:

Constitution:5

Dexterity:4

Intelligence:6

Strength: 12

Synergy:3

 

 

 

Perks
 

Spoiler

Fox Chimera Heart: This character has the innate ability to selectively copy Fox traits. When this character encounters any fox or fox-based creature, magical or otherwise, its powers and qualities are added to a list which this character can pull from. In order to take on these traits, they must permanently convert Craft tokens, into Fox Tokens.

Fox Tokens may be invested to realize these traits and powers as trick level abilities. These abilities cannot be upgraded by any means other then the spending of AP.

Fox tokens may be put into or removed from a fox trait at will, outside of encounters, during which Fox Tokens may only be moved around when selecting the initial load out. Some simple traits, like color, may be adapted without Fox Tokens

 ------------------------------- 

Doppelganger: This character has the innate ability to selectively copy the traits and forms of others through disguises. They may copy the abilities and form of an ally, or enemy. An enemy must be studied before it can be copied.

 

 An action may be spent to learn individual moves and traits in battle as a target uses them, or a captured live enemy, can be studied outside of battle to create a more complete copy. When a move or trait is learned via copying, it is added to a list this character may pull from.

 

In order to realize these traits This character must permanently convert AP into CP (Copy points) CP May be invested to realize the copied traits and moves as Action level Abilities. These copied actions cannot be upgraded by any means other than the spending of AP and exist at the original level of the copied action minus one (minimum one)

 

CP may be put into or removed from a copied trait at will, outside of encounters, during which CP may only be moved around when selecting the initial loadout. Perk backed actions cannot be copied, as they are to advanced and complex to copy unless the user is using it in the moment, instead they gain "Assist" actions. An assist action allows this character to join an ally in performing the associated perk backed action, granting a buff to that action. Some simple traits like color may be adapted without CP

--------------------------------------
 

MasterActor: This character may attempt to fool others in various displays of acting and trickery, through their powers and skill. This can include impersonating someone specific, taking on a more general role or disguise to blend in or get away with things they otherwise wouldn't, Or even assume the likeness of an inanimate object, to throw off pursuers.

      Subject to GM fiat, 50% boost to relevant checks and/or the ability to use them where you wouldn't normally be able to.

 

Actions

 

Spoiler

Color Strike: The user wraps their arm in colorful energy and visual effects, before attacking. Deals Str Damage and forces the target to make a perception check. If they fail, the damage taken is elemental and they take an associated status ailment chosen by the GM. The element is determined by the user

            

        Level 2: Damage is now STR+1d4, And the user may declare one physical damage type, in addition to the elemental damage. This does not trigger a second check, and is instead tied to the elemental check

 

Vortex Kick: The user jumps and spins in the air, before delivering a powerful kick to a target. The imparted kinetic and bodily energy then forces the target to spin rapidly. Deals STR+1d6 and Inflicts Dizzy for two rounds. This move has a three-round cooldown. Dizzy causes the afflicted target to have a 50% miss chance.

 

Phase: The user performs a combination of movements, and intent based manipulation of the energy in their body, which allows them to phase through matter. With this ability they may phase through matter up to a thickness roughly equivalent to the distance of one step.

        Level 2: Choose one target, for one round the first attack they make against the user is dodged

 

Charge up: The user excites the energy in their body in such a way their power is magnified. Each turn spent charging up increases Str by 3, and at the end of every turn that is not spent charging, the charged strength drops by 3.

 

Quick Change: The user has mastered the art of changing Clothes, Tactics, and Mannerisms in the blink of an eye, allowing them to perform Quickswaps. When used, the user may swap one action or equipment, out of their loadout, and bring in something else, as a free action. Three turn cooldown.

    

    Level 2: The user may perform a second Quickswap in addition to the first one, however, each simultaneous Quickswap increases the cooldown by one.


 

Roaring White Dragon’s Hidden Gem: The user unleashes a powerful special technique. Creating a large explosive orb of icy energy, and launching it at a target, before following up powerful strike of spectral claws.

Deals 4d6+strength Ice damage. If double the damage Dealt would kill the target, the damage is doubled. Once per battle

 

Level 2: When a target is killed by this attack an icy shard is created, which strikes a random foe for 1d6+[Str/2]

 

Flowing Blue Rain: The user performs a series of movements, realigning and amplifying bodily energy. All Debuffs and status ailments are purged from the user. Including those that would restrict movements, or the ability to act.

 

Punch laughs, putting her hands on her hips for a moment before looking around at the battlefield
"Really? This is your master plan?"
Punch leaps into the air spinning like a tornado as she practically flies at the factory, building up kinetic energy, and a swirling flow of power inside and around her body.
"The weakness is all to obvious!"
Before her foot collides with the factory and imparts all that energy into it, swirling magic races through the structure, spreading over everything while the force of the kick lances through it.
 

Vortex kick on the Factory : Deals STR+1d6 and Inflicts Dizzy for two rounds. This move has a three-round cooldown. Dizzy causes the afflicted target to have a 50% miss chance.

Whatever that means in this case.

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Not for the first time and certainly not for the last, Perlita found herself in a disturbing environment and fighting a crazy megalomaniac. Viewing it from that suddenly distant lens, Perlita felt a part of herself suddenly begin to get very tired of the multiverse and its abundance of people who felt entitled to trying to kill her and everybody else that she was trying to protect. But... well... not tired enough of it to stop defending it, she guessed.

 

While everybody else strategized to deal with the deities and buildings and resources and crazy lady, Perlita set herself and prepared to fight, taking a deep breath and getting braced for combat. "...okay..." She let out a breath. "Let's do this, I guess. Um, let's see, nobody's hurt yet, and most people here are going for Magic, so I think I'll help out with..." Perlita descended into mumbling as she finished thinking it out, before her voice returned with more confidence. "I'll help you for a little bit, Bridgett!" She clapped, and swung her hand up through the air, gesturing violently as if grabbing something very much firmly. "Crawford!! Hama!" And a sphere of yellow light coalesced around the factory, rotating and rotating and--

 

Perlita uses Hama on the Factory, dealing 1d4+SYN (14) damage, with a 30% chance to deal double that amount of damage!

Spoiler

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 6): 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 3d4+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.

Level 6: Upgraded from 2d4+SYN to 3d4+SYN healing.

 

Me 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 up to two targets’ ailments, with one turn of cooldown for each target beyond the first.
Level 2: Upgraded from removing one ailment from the target to removing all ailments from them.
Level 3: Upgraded to applying to two targets — but for each target beyond the first, she incurs a turn of cooldown.

 

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 2: Deals 1d4+SYN light damage, but with a 30% *2 crit chance.

 

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

 

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.

 

 

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

 

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

 

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Spoiler

 

 

Magic dashes forward with a blur of speed blowing past Mira and swinging her scythe at Lyra who deftly dodges!
The cracks in reality around her strain and grow as she moves.

 

Bridgett peppers the Power Plant with a cluster of magical arrows, it takes 25 damage and detonates with a small mushroom cloud.

 

Magic prepares to use Gravity Slam.

 

6D reinforces herself!
6D does her best to irritate CFW Magic!


Gabriel launches nuclear hellfire at Magic, dealing 36 damage!
The cracks in reality around her splinter out as he attacks dealing 2 damage to Gabriel.

 

Magic shifts her focus to 6D, swiping at her this time and dealing 17 damage.

 

(7) Perlita uses Hama on the Factory dealing 12 damage.

 

Saejik calls in heavy armor and a twinkle appears in the sky.

 

As the Power Plant explodes Lyra turns her attention to the factory being erected, her wrench slams against the metal structure for 2, and 4 damage.

 

Magic keeps the pressure up on 6D swiping again for another 17 damage.

 

Punch spins into the Factory with her Vortex Kick dealing 5 damage to it.  The building cannot become dizzy.

 

Spoiler

CFW Magic: A tall curvy woman wielding a scythe.  She's known to be able to teleport short distances and use the powerful Apocalypse Nova spell in battle.  Some say she draws her power from the discontent and suffering of people the same way the Goddesses draw from hopes and prayers.

MHP: 400
Apocalypse Nova: A lethal fiery explosion that requires multiple actions spent charging.

Weakness: Unarmored

Mira’s attack catches Magic by surprise, her weapon slashing against Magic’s side for 44 damage.

The fracturing reality around Magic lashes out at Mira dealing 2 damage to her.

Gravity Slam triggers!  She turns sharply and drives the back end of her scythe into Mira’s chest dealing 30 damage.  A rush of force sends Mira flying back.  She cannot target Magic with melee attacks on her next turn.
The fractures around Magic spread again.


The mound shifts and shakes, metal groans, signs flicker and shatter, a large disc protrudes from one side.  Fragments of neon signs slowly bind together to form a pair of huge jaws as more of the mound shifts upward.
Several large chunks of metal and tech are flung free and land with a thud near the party before pulling themselves together into a large rectangular box.  A glowing screen lights up on the front of the scrap vending machine to read off text as a cheery distorted jingle plays.
“Get Elder-Coins when you need’em and fast!  Today only flash sales:  We buy Souls!  We buy Gold!  We buy Life Essence!  We buy Random Junk!”

 

As the Factory finishes construction conveyor belts materialize between it and the vending machine.  The belts quickly start to fill with gears, mechanisms, and circuit boards being fed to the vending machine.  Ghostly images of coins etched with tentacles appear to float from the vending machine towards the mound before disappearing.

 

Spoiler

Otherworldly Pay-to-Play:  Either side may collect Elder Coins to use as a form of payment for various effects and interactables.

Elder Coins may be spent as a free action and may be obtained by trading HP on a 1-to-1 ratio for them.  Spending an action to harvest an available resource patch grants [Stat]*2 Elder Coins and may have other effects.  Other resources may also be sold for Elder Coins at various rates.

 

Init:

Spoiler

16 CFW Magic

14 Bridgett

13 CFW Magic

11 6D

11 Gabriel

10 CFW Magic

9 Perlita

9 Saejik

8 Lyra

7 CFW Magic

4 Punch

0 Mira

0 Deity of Greed

 

Status:

Spoiler

Elder Coins:
Allies: 0

Enemies: 24

 

Allies:
Bridgett: 84/84,
-24/24,
6D: 68/102, Deflection x3, Retaliation(2),
Gabriel: 88/90,
Perlita: 96/96,
Saejik: 17/17,
-Trooper 1: 17/17,
-Trooper 2: 17/17,
-Trooper 3: 17/17,
-Trooper 4: 17/17,
Lyra: 78/78,
Punch: 55/55,
Mira: 58/90,

 
Environment:
Metal Patch B: Can be interacted for resources!
Crystal Patch A: Can be interacted for resources!
Crystal Patch B: Can be interacted for resources!
Shrubs Patch: Can be interacted for resources!

 

Enemies:
CFW Magic: 322/400, Fracture x3, Taunted(6D, 2), Exposed x1, Sun Arcana(3),
Deity of Greed: Healthy, Charging,
Factory: -23, Occupying Metal Patch A,

 

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Mira

 

In a way, Mira was somewhat surprised to have been able to get so close to Magic in the first place, especially in a way that caught the scythe-wielder by surprise. Unfortunately for the Dark One, however, Magic was quick to respond, slamming the end of her scythe into Mira's torso and sending the latter flying, clawed gauntlets digging into the dirt and debris in order to bring herself to a stop. For a moment, Mira stayed in her position, still as a statue, before suddenly letting out an annoyed huff, standing back up and resuming her march towards her opponent, slashing at the nearby factory parts in an almost offhanded way.

 

 

Mira attacks the Factory with Black Heart, dealing another  6d8+11 slashing damage and gaining a second stack of greed, reducing her damage resistance by 1 but also gaining 1 Syn. Mira currently has 3 Magra, and will gain 1 extra in the next turn.

 

Loadout

Spoiler

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 2 Magra.

 

Rending Combination
Due to years of training and mastering of her own internal power, Mira both knows and is capable of using her talents in quick succession. Mira can use up to two separate Magra costing actions per turn.

 

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.
 

Stats:

Constitution: 12
Dexterity: 0
Intelligence: 0
Strength: 11
Synergy: 7+5 (12)

 

Action slots: 8/8

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 two 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.

 

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


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

 

(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 loses all charges at the end of each encounter.

 

(Equipment) Mira’s Armor: The armor of the “Dark One”, Mira. Rusted, old, and cracked, yet durable enough to continue protecting its user from harm. Gives +4 Damage Reduction against Piercing/slashing attacks, and gives a +1 Damage Reduction against all physical attacks, but lowers initiative by 4-Strength (to a minimum of 0).
- Level 1: +1 Damage Reduction against piercing/slashing attacks, but lowers Initiative by 4-Strength (to a minimum of 0)
- Level 2: Damage Reduction increased by +1
- Level 3: Damage Reduction increased by +1
- Level 4: Damage Reduction increased by +1
- (Craft) Level 5: Damage Reduction +1 against all types of physical attacks.

 

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

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

 

(1) STR Booster Z: Boosts one target's Str by 50% for two rounds, usable once only, doesn't require a loadout slot.

 

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Lyra froze for a moment when the vending machine began advertising its services. Elder coins? That didn't sound good... but Lyra's wrench wasn't exactly making a whole lot of progress, and the thought of picking things up for money tempted her too much pass the opportunity by.

 

Lyra tries to harvest from Metal Patch B to sell for Elder Coins!

 

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

Blur: 2/3 Attacks left!

Fiasco: Ready!

Concussion: Ready!

Taunt: Ready!

Swapper: 1/1 Charge left!

 

Loadout:

https://docs.google.com/document/d/1jUJNdZRBFSjJKpAIqAFU4L1_UXf1qcSLfgr7KRJtwsU/edit?usp=sharing

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".....eh?"

This was new. Elder Coins or whatever were definitely not a thing he'd ever had to deal with back home. Fighting weird things with abnormally long tongues, yes. Fighting what apparently seemed like the manifestation of capitalism, not so much.
"....you guys wanna check that out? I, uh....don't have anything to pick them up with."

A pair of hatchets and the manifestation of Gabriel's psyche that apparently identified itself with the father of the nuclear bomb were, all told, not the best mining tools. He goes back to doing what he's best at.

Freila on Deity of Greed re-inflicting Sun Arcana and activating Beat of My Blood.

 

Freila: Utilising Oppenheimer, Gabriel blasts an opponent with the power of nuclear radiation, unleashing a miniature nuclear blast onto them. Gabriel does 6d6+SYN (14) damage to a single target.
 

Sun Arcana: Gabriel's Persona is of the Sun Arcana, the searing light that burns all who are revealed to it. Nuclear and fire attacks used by Gabriel inflict a burn on the opponent, dealing SYN/2 (7) piercing damage for three turns, each subsequent nuclear or fire attack adding an extra stack of burn. Enemies who resist radiation and fire cannot be affected by Sun Arcana's effect.

Beat of My Blood:  Any Frei-line skills (including his basic attacks) upon enemies with Burn, Shock or Frozen statuses (or any analogues) deals x1.3 damage. Sun Arcana's effects qualify as Burns for Beat of My Blood.

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.

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  • 2 weeks later...

"Come on, Mira, you can't let a hit like that bring you down.  Give 'em what for!" Captain Saejik shouts, "Gabriel, keep the pressure up, we need to get as much damage in as possible before she realizes she's focusing too much on offense.  Punch, good thinking going after the support structures.  Keep at it!"  He uses Lead From the Front, giving Gabriel, Mira, and Punch 20 temporary HP and +6 attack damage for 3 rounds!  Temporary HP is lost before normal HP, and replaced if a higher amount of temporary HP is applied.

Lead From the Front is on cooldown for 5 rounds.

The AT-TE will arrive next round!

 

Loadout

https://docs.google.com/document/d/1Y2p_ofBRFbFPFAFbpyB8TC1eEvUUjg84Pjvg_GpeejU/edit?usp=sharing

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Perlita spend a moment hemming and hawing, torn between providing some healing in a scenario that didn't really need it, and getting the party a supply of Elder Coins through a... risky but hopefully effective. Eventually, though, she opted for the latter, especially considering that the Star Wars empire guy (uh.... Captain Sae-something, oh no, she was absolutely going to be too awkward to ask later) seemed to be turning to tend to them. "Uh-- um-- I'm going to-- I'm going to get some of those Elder Coins! I think this should be enough for everybody for a little while, too, as long as this doesn't really horribly mess up!"

 

Perlita let out a slightly strangled noise of pain as she offered up a large amount of her very life force to the machine selling Elder Coins, but started taking deeper breaths not long after that. Then, having calmed herself sufficiently: "Okay, Crawford...! Diarama!" She promptly suffused herself with pink healing energy.

 

Perlita trades 60 HP for Elder Coins, and then immediately heals herself with Diarama, healing herself for an astounding 7d4+SYN (14)+SYN from Better to Give... (14)+SYN from Altruism (14), or 7d4+42 damage!

Spoiler

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 6): 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 3d4+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.

Level 6: Upgraded from 2d4+SYN to 3d4+SYN healing.

 

Me 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 up to two targets’ ailments, with one turn of cooldown for each target beyond the first.
Level 2: Upgraded from removing one ailment from the target to removing all ailments from them.
Level 3: Upgraded to applying to two targets — but for each target beyond the first, she incurs a turn of cooldown.

 

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 2: Deals 1d4+SYN light damage, but with a 30% *2 crit chance.

 

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

 

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.

 

 

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

 

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

 

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Stunning Strike on CFW Magic

 

Lightning Speed Count: 2

 

 

Spoiler

 

Level: 6

HP: 81 (102) 

Init: +11

 

Stats: 34/34

Constitution: 12

Dexterity: 11

Intelligence: 2

Strength: 9

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.

 

Flaw:

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.

 

Wound: -20% MHP

 

 

Actions: (20/20 AP, 8/8 Action Slots)

 

Deflection Protocol (Active, Level 5): 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.

-Level 4: Applies buff [Deflection x5] to self. For the next five attacks against 6D, roll minimum damage. Two turn cooldown, cannot stack on itself.

-Level 5: Applies buff [Deflection x5] to self. For the next five attacks against 6D, roll minimum damage. Two turn cooldown, removes any existing stacks on use.

 

 

Retaliation Protocol (Active, Level 4): 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.

-Level 3: 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 20% more damage. 3 turn cooldown.

-Level 4: 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 20% more damage. 2 turn cooldown. 

 

 

Interception Protocol (Active, Level 3): 6D prioritizes an ally to protect, intercepting strikes targetting them.

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

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

-Level 3: Choose an ally, and take the next two attacks targetting them. This action goes first regardless of initiative order. 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 2): 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.

-Level 2: Induce the [Rage] status effect on the target, forcing them to do basic attacks for two turns. Two 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 d8 of damage, for total 3d8+STR.

 

 

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Bridgett charges Mythril Buster.

 

Bridgett stuff to remember 

Spoiler

HP: 84
Initiative: 8+{LVL}
 
Base Stats: 
Strength: 3
Dexterity: 8
Intelligence: 3
Constitution: 9
Synergy: 12

 

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)

 

perks:

Flight Bridgett can use magic to fly. Grants her a 20% dodge chance against attacks and a [LVL] bonus to initiative.
 
Cartridge System Bridgett has the Cartridge system installed in Mornings Arrow. Gives her Cartridges she can spend to activate the special effect on actions. She has Cartridges equal to 3*level for each fight.
 
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.

 

Actions: 
 
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
 
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)
 
 
Valkyrie Breaker: A wide area bombardment spell that deals 2.5[WD]+(syn) 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]
-Level 4: add +syn to damage 
 
Mythril Buster: A high powered single target spell that deals 5[WD]+syn damage with one turn of charge and deals syn/2 damage to the target for 3 turns after then have been hit.With a Cooldown of 4 turns. Can use 4 cartridges to have it ignore targets damage reduction.
Level 1: Deal 5[WD]+syn damage to one target with one turn of charge. Cooldown of 5 turns. Can use 4 cartridges to have it ignore targets damage reduction.
Level 2: Reduce cooldown from 5 to 4
Level 3: deals syn/2 damage to target for 3 turns after they been hit.

 

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


Ginnungagap: AOE. Cannot be used until the 3rd round of combat. Has a two-round charge during that time Bridgett's initiative is set to 0 and loses the Benefits from her items and Flight perk. target 6 enemies deal instant death to mooks. Well, other enemies take ([2WD]+Syn)*3 damage unless they make a save Vs Bridgetts syn if they succeed they then take half damage. Cartridge effect: Spend 6 Cartridges to increase the save DC by 3.

 

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  • 2 weeks later...

Music:

Spoiler

 

 

Magic slashes at 6D for another 15 damage.

 

Energy in the air ripples around Bridgett as she begins charging an attack.

 

Magic prepares Gravity Slam.

 

6D lunges at Magic attempting to stun the corrupted Divinity, but she’s too quick!

Divine Grace triggers as Magic dodges the attack!

The fissures in reality eat at 6D’s being dealing 4 damage.

Gravity Slam triggers and Magic hooks her scythe around 6D and sends her flying in the opposite direction as Mira.  6D takes 21 damage and can’t attack Magic in melee with her next action.

6D Regenerates.

 

Gabriel blasts the Deity of Greed with nuclear fire, dealing 28 damage and inflicting Sun Arcana.

Sun Arcana ticks, Magic takes 7 damage.

 

Magic swipes at 6D again, dealing another 15 damage.

 

Perlita pays the Piper earning 60 Elder Coins for the party...whatever they’re good for…
Then she heals herself, restoring 61 HP!

 

Saejik gives a potent pep-talk granting bonus damage and THP to Gabriel, Mira, and Punch!

 

Lyra manages to scrape up enough scrap metal to sell for 16 Elder Coins.  A few of the bits of metal look like old discarded bits of armor too, so she grabs a couple granting her and her allies a 10% damage reduction for a round!


A dim orange light casts itself around Magic as she takes a step back, charging something.

 

Mira’s attack obliterates the factory without issue.

 

The mound shifts again, loudspeakers slowly moving to key places on the outer edge before blaring out with the voice of an annoyingly enthusiastic announcer.

“L-l-l-ladies and Gentlemen!  Prepare yourself for the GAME OF THE DECADE.”

A foul energy permeates the air around the mound, clinging to everyone as the voice of the announcer distorts into something more sinister and monstrous.

“ŅȬƜ Ἁὐ⍶ɪɭᾷƃḻē ғöӷ öňɫў á Şḿᾃḽḹ Ҏѓɨⅽë.”

 

Launch Day DLC activates!

Bridgett’s Valkyrie Breaker action becomes locked!

Gabriel’s Mafrelia action becomes locked!

Perlita’s Media action becomes locked!

Saejik’s Combat Medic action becomes locked!

Lyra’s Rush action becomes locked!

Mira’s Lunar Stance action becomes locked!
Each individual locked action may be unlocked for a payment of [18] Elder Coins(simply declare they are spent and the action is unlocked).

 

A strange box floats out of the Deity of Greed into the air above the battlefield, something glows a bright golden light from within.

A Loot-Crate is up for auction!

The Deity of Greed bids 12 Elder Coins on it, anyone else can counter its offer with a better one and win the crate for their team!

 

 

Init:

Spoiler

16 CFW Magic

14 Bridgett

13 CFW Magic

11 6D

11 Gabriel

10 CFW Magic

9 Perlita

9 Saejik

8 Lyra

7 CFW Magic

4 Punch

0 Mira

0 Deity of Greed

 

Status:

Spoiler

Elder Coins:

Allies: 76,

Enemies: 12,

 

Allies:

Global: -10% damage received.

Bridgett: 84/84,

-24/24,

6D: 27/102, Retaliation(1),

Gabriel: 88/90, 20THP, +6 Dmg(3),

Perlita: 96/96,

Saejik: 17/17,

-Trooper 1: 17/17,

-Trooper 2: 17/17,

-Trooper 3: 17/17,

-Trooper 4: 17/17,

Lyra: 78/78,

Punch: 55/55, 20THP, +6 Dmg(3),

Mira: 58/90, 20THP, +6 Dmg(3),

 

Environment:

Metal Patch A: Can be interacted for resources!

Metal Patch B: Exhausted(1),

Crystal Patch A: Can be interacted for resources!

Crystal Patch B: Can be interacted for resources!

Shrubs Patch: Can be interacted for resources!

 

Enemies:

CFW Magic: 315/400, Fracture x2, Taunted(6D, 1), Exposed x3, Sun Arcana(2)

Deity of Greed: -28, Inactive, Sun Arcana(3),

 

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Lyra wasn't sure what the hell was going on, but she knew that scavenging the metal pile had proven helpful, and she doubted her wrench could do much of use to Magic - so she decided to continue searching for resources - this time going over the shrubs.

 

Lyra tries to harvest from the Shrubs Patch to sell for Elder Coins! She also bids 13 Elder Coins on the Loot-Crate!

 

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

Blur: 2/3 Attacks left!

Fiasco: Ready!

Concussion: Ready!

Taunt: Ready!

Swapper: 1/1 Charge left!

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Mira

 

Completely tuning out the existence of the so called "Diety of Greed", Mira continued her march back to CFW Magic, taking out the one STR Booster she had taken... Only to crush it within her hand, allowing its energy to pour into her.

 

Mira uses her STR Booster Z, boosting her STR by 50% (5.5). Currently she has two stacks of Greed, giving her +1 Syn and reducing her DR by 1, along with 6 Magra. Mira will also gain an extra bit of Magra from her passive in two turns.

 

Spoiler

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 2 Magra.

 

Rending Combination
Due to years of training and mastering of her own internal power, Mira both knows and is capable of using her talents in quick succession. Mira can use up to two separate Magra costing actions per turn.

 

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.
 

Stats:

Constitution: 12
Dexterity: 0
Intelligence: 0
Strength: 11
Synergy: 7+5 (12)

 

Action slots: 8/8

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 two 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.

 

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


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

 

(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 loses all charges at the end of each encounter.

 

(Equipment) Mira’s Armor: The armor of the “Dark One”, Mira. Rusted, old, and cracked, yet durable enough to continue protecting its user from harm. Gives +4 Damage Reduction against Piercing/slashing attacks, and gives a +1 Damage Reduction against all physical attacks, but lowers initiative by 4-Strength (to a minimum of 0).
- Level 1: +1 Damage Reduction against piercing/slashing attacks, but lowers Initiative by 4-Strength (to a minimum of 0)
- Level 2: Damage Reduction increased by +1
- Level 3: Damage Reduction increased by +1
- Level 4: Damage Reduction increased by +1
- (Craft) Level 5: Damage Reduction +1 against all types of physical attacks.

 

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

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

 

(1) STR Booster Z: Boosts one target's Str by 50% for two rounds, usable once only, doesn't require a loadout slot.

 

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