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


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Get inside the AT-TE when it arrives (into the forward laser cannon position), guard and try not to die. 

 

Lightning Speed Count: 3! Extra action: Deflection Protocol

 

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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Captain Saejik climbs into the Driver's position of the AT-TE (lending it and everyone inside his initiative if they want it), and fires up his comlink once more.  "Enemy heavy asset in grid squares 28, 31, 127, 128, 350, and 351!  I want the area levelled now!  Get the bombers airborne!"

 

Captain Saejik designates initiative slots 0, 1, 2, 3, 4, and 5 for carpet bombing!  A squadron of TIE Punishers launches from the ISD Renown, bomb bays laden with devastating proton bombs.

 

"Allies, I require your assistance.  If at all possible, we need to slow Magic down!  I've called in an air strike, but she's moving too quickly to be caught in it.  It won't take much to bring her within range!"

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"Sorry, man! I only know one trick! But in my defense....it's a pretty useful trick."

Freila on CFW Magic, re-inflicting Sun Arcana and applying extra damage from 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.
 

Spoiler

Applicable Perks: 

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.

 

Flaw:

Reactor Cooldown: Gabriel takes x2 damage from ice and cold attacks.

 

Applicable Equipment:

Blue Bomber Jacket: 40% resistance to heat-based ailments, 20% resistance against radiation-based attacks.

 

 

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"Sorry i can't slow her down but i can try and stop her." Bridgett says as she stops charging and tries to bind Magic.

 

Bridgett uses Gleipnir on magic using 5 cartridges to extend it to 2 turns of stun

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 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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Perlita turned her head to see 6D's condition - rather thoroughly shredded, and in the midst of hobbling towards Saejik's AT-TE - and proceeded to very nearly jump out of her skin "¡Ay! That is NOT good! Please hold on, 6D, I don't want to let you get hurt like before again!" With an almost sloppy, quick wave of her hand, Perlita tossed away some of the Elder Coins that she'd recently gathered in order to get rid of the thing that she could feel clamping down on part of her soul, and then she began hauling ass in 6D's direction more or less as fast as she could, sprinting across the battlefield to get to the robot who had been taking quite a few hits for her. "Hold on hold on hold on hold on hold on Crawford!"yellow She violently jerked her hand through the air, and was rewarded by the appearance of her Persona, at which point Perlita made a hard throwing motion with her arm at 6D. "DIARAMA!!" And with that, she attempted to sent a swirling wave of pink magic winding around 6D...!

 

Perlita bids 18 Elder Coins to free up Media, and then casts Diarama on 6D, healing her for 7d4+SYN (14)+SYN (14) HP! If 6D has already eaten shit, she tosses this heal at Mira instead!

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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Magic continues to charge her attack.

 

Bridgett’s spell causes bands of glowing energy to wrap around Magic, binding her into place, breaking her concentration, and causing her spell to disperse.

Reality retaliates dealing 2 damage to Bridgett.

 

Magic grunts indignantly and glares at Bridgett in disgust as she struggles against the bindings.

 

6D prepares to limp into the vehicle.

Regen ticks.

Defend activates.

Deflection Protocol activates.

 

Sun Arcana ticks.

Gabriel fires another blast of fire for 61 damage and inflicts more Sun Arcana.

 

Magic twists and struggles as much against reality as her bindings before finally breaking free.
“Pathetic.  Now you’ll pay though.”

She eyes Bridgett with malicious intent.

 

Media is paid for.

Perlita uses Diarama, healing 6D for 47 HP.

 

The deafening sound of dropship engines can be heard, followed by a thunderous thud as the AT-TE lands in position.

Not long after Saejik climbs aboard a few faint points of light can be seen in the sky.

 

6D climbs into the Forward Gunner position.

 

Lyra manages to harvest 16 Elder Coins worth of herbs, as well as a bundle of healing herbs for herself.  As a free action she can use the Healing Herb to restore 2d6+10 HP to one target.

 

As Lyra offers up the 13 Elder Coins the loot box slowly drifts down to her and the lock on the front rapidly shifts between three bright glows: Gold, Silver, and Bronze.  Eventually it slows and almost stops on Gold before flicking to Bronze at the last second.  The box opens with a blinding bronze flash and disappears, leaving behind....an entire soccer team?  An entire tiny soccer team?

They seem unphased by the events going on around them, and their knee-height statures begin weaving between party members as they juggle about a half dozen balls between each other.  A small soccer goal appears on the side of the Deity of Greed, with an equally small robotic goalie.

 

Magic lunges at Bridgett, striking her with her scythe as it’s wreathed in crackling white energy.

Bridgett takes 13 damage and gets the Skill Seal condition, preventing her from using non-item actions with her next action.

 

Mira takes some drugs and gains the “Edgy” condition.

 

A long narrow tendril of scrap snaps out of the mound making up the Deity of Greed and snatches up all the Elder Coins paid by Lyra and Perlita.

 

The last few signs and bits of machinery that were silent finally flicker and whirr to life.  An oppressive shadow falls over the battlefield and an instinctive urge to run, run far and run fast, washes over everyone.

 

Eternal Crunch activates as the Deity of Greed Awakens!

On each character's turn, for each action they would otherwise take they instead take twice that many actions.

 

30 Elder Coins float up from the Deity and two tears in reality open up to release Hire Help.

From one comes a black cat-like creature with six legs and two long tentacles sprouting from its back.  It fades from vision within seconds of stepping through the portal.

The other portal releases a group of six soldiers wearing grey-green uniforms, gas masks, and a distinct red, black, and white armband.

 

 

Init:

Spoiler

16 CFW Magic

14 Bridgett

13 CFW Magic

11 6D

11 Gabriel

10 CFW Magic

9 Perlita

9 Saejik

8 Lyra

7 Fifa 112 Team

7 CFW Magic

4 Punch

3 SS Squadron

0 Mira

0 Deity of Greed

? Displacer Beast

 

Status:

Spoiler

Elder Coins:

Allies: 61,

Enemies: 13,

 

Allies:
Bridgett: 73/84, Sealed,
-20/24,
6D: 84/102, Deflection(x4), Defend,
Gabriel: 88/90, 20THP, +6 Dmg(2),
Perlita: 96/96,
Saejik: 17/17,
-Trooper 1: 17/17,
-Trooper 2: 17/17,
-Trooper 3: 17/17,
-Trooper 4: 17/17,
-AT-TE: 85/85, Driver(Saejik), F-Gunner(6D),
Lyra: 78/78,
Punch: 55/55, 20THP, +6 Dmg(2),
Mira: 58/90, 20THP, +6 Dmg(2), +6 Str(2),
 

Environment:

Metal Patch A: Can be interacted for resources!
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: Exhausted(1),

 

Enemies:
CFW Magic: 347/500, Fracture x0, Exposed x2, Sun Arcana(1, 3)
Deity of Greed: -35, Awakened, Sun Arcana(2),

Displacer Beast: Healthy, Cloaked,

SS Squadron: Healthy, Gas-Masked,

 

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Lyra had honestly lost track of what was going on. A soccer team, soldiers that looked like bad guys out of war films, the monument thing was awake now...

 

Whatever. Lyra couldn't think about that - focus on swinging.

 

And swing she did.

 

Lyra uses Rush on the SS Squadron! She deals 1d8+4 damage twice! Also, her next attack will have one damage die added! Then Lyra uses Fiasco and Crush for her second action! She deals 5d4+8 damage twice, reducing the SS Squadron's damage output by 5 points!

 

Adrenaline: Ready!

Blur: 2/3 Attacks left!

Fiasco: Ready!

Concussion: Ready!

Taunt: Ready!

Swapper: 1/1 Charge left!

 

https://docs.google.com/document/d/1LI_z-Bn5I48d837UGMKB7nYVC0mINoXoXFeK0vUtJQs/edit?usp=sharing

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"Yeah, the only thing she's paying for is your hospital bill when we're finished putting you in traction!"

Gabriel briefly pondered if it was a good idea to piss off their enemy like that. Or if that threat even sounded cool. 

 

Man, Perlita must be cringing hearing that.

Freila on CFW Magic....again, re-inflicting Sun Arcana and applying extra damage from 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.
 

Spoiler

Applicable Perks: 

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.

 

Flaw:

Reactor Cooldown: Gabriel takes x2 damage from ice and cold attacks.

 

Applicable Equipment:

Blue Bomber Jacket: 40% resistance to heat-based ailments, 20% resistance against radiation-based attacks.

 

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Mira

 

With the booster crushed and its energies flowing through her, Mira lifted her sword to her face, red eyes peering past the edges at the final CFW, a mass of dark fog flowing around and into her armor as she began focusing her Magra within, preparing one of the two techniques that she rarely used, "Full Moon..." Under a barely audible mutter, the fog that constantly surrounded Mira finally, fully retracted, hiding within the shell of dark steel that surrounded Mira's body, and pooling within her center; Her Generator. The red eyes that had been glaring at CFW Magic had also vanished, but even still, her gaze could likely still be felt within the black void beneath her helmet.

 

"RELEASE!"

 

And with that shout, the Black Knight erupted, the Magra pooled within releasing everything it had and more to fuel Mira forward. Yet, unlike her time with Brave however, the explosion was hardly lethal, more of a hard push against her surroundings. Instead, the Magra that had been put together was flowing both within and around Mira as she charged CFW Magic, her blade dragging along the ground as she closed in on her target...

 

Mira spends 18 of our hard earned Elder Coins and unlocks her Lunar Stance.

 

Mira spends all 8 of her Magra points to activate Full Moon: Restriction Release, granting her unlimited Magra for the next 4 turns. Once that has been activated, Mira will then use three extra actions: Lunar Stance, nullifying the next attack that hits her and countering with (6d8+3d6+23) damage; Half Moon: Crescent Slash on CFW Magic, dealing (6d8+4d6+23); and Cell Repair, healing herself for (7d6+13) health.

 

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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One of Saejik's stormtroopers runs up to Bridgett with a medic bag, and after scanning her and conferring briefly with the Captain on his helmet comlink, waves a paddle-like instrument over her, dissipating the staticky energy playing over her form.  "Don't let her get to you, keep firing!" The trooper nods at Bridgett, brushes a bit of dust and rubble off her shoulder, and hurries back towards the AT-TE.

 

Captain Saejik uses Battlefield Triage!  Bridgett is cleansed of being Sealed and another status condition if she gets one before this resolves!  She also receives 20 temporary HP for 3 rounds!

 

"I'm sending you the targeting information!"  In the AT-TE's cockpit, the Captain relays a new set of orders up to the ISD Renown, "Target designation CFW Magic!  Give me a turbolaser strike on her position!

 

The turbolaser bolt will deal 5d10 + 14 damage.

 

The Turbolaser strike is fired from the Renown's starboard heavy octuple-barbette turbolaser batteries and streaks towards the ground.  It will arrive in two rounds.

 

The TIE Punishers breach the atmosphere, bringing the faint, distant, and very distinctive screech of Imperial twin ion engines.  They will arrive in two rounds.

 

Loadout:

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

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