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


StormLord

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6D looked between the two directions people were going, not sure where to go - but her particular skills would be more of use against fewer, powerful enemies, and going after Trick seemed in line with that, so she went with Mira, Isobel, and Lyra.

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As Mira moves forward the officer standing in the path is out of the way and off to the sidelines before she even gets the words out of her mouth.

 

Square looks back and forth at what's going on before shrugging and jogging forward to keep up.

"I'm going to follow Her."

 

[43]

The officer raises an eyebrow as Punch announces "guard guy".  You hear a feint snicker that is quickly stifled coming from one of his colleagues in the background.  Never the less he listens to Punch's question and seems to answer it the best he can.

"Well after the initial attack he hasn't moved around much, just sort of sits in the middle of the park while his henchmen do the heavy lifting.  Good for us and you I guess since it means things don't get done very quickly.  If I'm remembering the news right last time he showed up he tried to kidnap the Goddess Candidates and hold them for ransom, didn't work out for him though."

 

 

Notes:

Spoiler

Map Link:

https://docs.google.com/spreadsheets/d/1Jo5LqlD5ImdDOBSDsX8Bw9HrzvEKD3SMkMAjFI9Zw5A/edit?usp=sharing


Movement:

Directly before your first action each round you may move from one named space to any other named space directly connected by a "Transition".  Transitions do not connect through thick borders(Which represent blockages and/or extreme elevation changes.).  You may only take actions that effect targets in the same space as yourself.

 

Lunchtime Snack:
Prevent CFW Trick from eating civilians and even his own men lest he grows too powerful to control!

Civilians in uncontested spaces can be forced to move(following normal rules) with an action if they aren't hidden, hidden Civilian must first be found with a separate action.  Civilians do not take any actions during the round.  CFW Trick may spend an action to eat any unnamed NPCs he is in the same square with.



Init:

Spoiler

14 Atton,

11 Bridgett,

10 Lyra,

10 CFW Trick,

9 Perlita,

9 6D,

9 Gabriel,

8 Square,

8 CFW Trick,

6 Evac Team(x2),

4 Punch,

4 Thugs(x2),

1 Iowa,

0 Mira,

0 CFW Trick,



Status:

Spoiler

CFW Trick: Very Hangry,

Thugs:

-A1: Healthy,

-A2: Healthy,

-A3: Healthy,

Thugs B:

-B1: Healthy,

-B2: Healthy,

-B3Healthy,

 

Evac Team A: Healthy,

Evac Team B: Healthy,

Square: 60/60,

 

Mira: 90/90,

6D: 85/85,

Bridgett: 65/65,

Atton: 93/93,

-Half Track: 52/52,

Perlita: 70/70,

Gabriel: 75/75,

Iowa: 126/126,

Punch: 55/55,

Lyra: 50/50,

 

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Mira, taking the shortest possible route to Trick, will proceed to head to the Colorful Blocks area.

 

Magra: 1/8

 

Loadout

Spoiler

HP: 90

 

Perks

Magra
Mira specializes in using an energy she creates inside of her called Magra, which she specifically uses for attacks. She always starts with at least 1 Magra unless specified otherwise, but can carry over Magra from a previous fight if it was higher than 1, and can have a maximum of 8 Magra. At the end of each turn, Mira gains 1 Magra.


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

 

Growing Power

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

 

Rending Combination
Due to years of training and mastering of her own internal power, Mira both knows and is capable of using her talents in quick succession. Mira can use up to two separate Magra costing actions per turn, although it costs twice as much Magra if she does so.

 

Unstable (Flaw)
Mira is the carrier of the prototype Magra generator, which can become unstable if met with other instances of magic. Any magic attack that connects with Mira deals 50% more damage.

 

Actions: (9/9)

Magra Generator: Mira’s heart is a generator, one that creates energy known as Magra, which is something Mira can use as an offensive tool. Every three turns, Mira gains 1 extra Magra.
- Level 1: Every four turns, Mira gains one extra Magra.
- Level 2: Decreased to one Magra every three turns.

 

 Cell Repair: Mira uses some of her Magra to accelerate her healing process than what is considered normal. Heals herself for 3d6+Syn outright, and can use one Magra to add 1d6 to the heal.
- Requires 1 Magra minimum
- Level 1: Mira heals herself for (1d6+SYN) health. She is capable of using more Magra for healing, which adds another 1d6 for each Magra used.
- Level 2: Healing increased by 1d6.
- Level 3: Healing increased by 1d6.

 

 Lunar Stance: Mira readies for an enemy’s attack, preparing to counter the second they try to strike her. Cancels the first attack made against her in the turn, and deals (Equipment Damage+2d6) damage to the attacker.
- Requires 2 Magra
- Level 1: If Mira is attacked during the round Lunar Stance is used, she automatically cancels any damage from a single enemy and attacks them for (Equipment Damage+1d6). If Mira is not attacked, she still uses the Magra for this action.
- Level 2: Damage increased by 1d6.

 

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


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


(Perk Backed) Shattered Moon: Eclipse: Focusing all of her currently generated Magra and then some, Mira punches the ground and forces all of her Magra into it, causing a massive explosion of darkness to erupt from her. With this action, she can deal either 8d8+Syn damage to 4 targets, or 14d8+Syn to a single target. However, after it is used, Mira is unable to generate Magra for the remainder of the battle.
- Requires 8 Magra
- Level 1: Mira deals (6d8+SYN) damage to up to 4 separate enemies. However, after this action is used, Mira is unable to regenerate Magra for the remainder of the battle, effectively becoming locked out of most of her actions.
- Level 2: Shattered Moon: Eclipse can now target one enemy, dealing 12d8+SYN damage to them with the same negatives as normal.
Level 3: Now deals 8d8+Syn damage to 4 seperate enemies, and 14d8+SYN to a single target.


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

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

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

 

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

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

 

(Equipment) Helmet of the Judge: 

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

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

 

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Lyra was about to follow Mira when she realized she had her swapper and that it still worked.

 

"Hey, Mira! Wait! I can just switch places with Trick and bring him right here, I think! One second!"

 

Lyra moves to the Transition between Games and Colorful Blocks, then insta-uses her Swapper to switch places with Trick!

 

Adrenaline Dodging: Ready!

Blur: 0/3 Attacks

Fiasco: 0/4 Dodges

 

Spoiler

 

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

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

 

Stats:           

            Constitution: 4

            Dexterity: 10

            Intelligence: 8

            Strength: 8

            Synergy: 0

 

Perks:

 

Adrenaline Dodging -

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

 

Blur -

 

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

 

Fiasco -

 

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

 

Learn From One’s Betters -

 

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

 

(Flaw) Always Someone Better -

 

All forms of support Lyra receives are halved.

 

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

 

 

Defend

 

Active

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

Level 0 -

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

 

Ex-Glitcher

 

Passive

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

Level 1 (Base) -

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

 

Counterattack

 

Passive

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

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

 

Point-Blank Throw

 

Active

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

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

Level 5 -

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

 

Taunt

 

Active

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

Taunt’s effects now last for an additional turn.

 

Equipment:

 

 

Wrench -

 

Inflicts 3d4 + STR damage.

    Weight of 6 (INIT Penalty of 6-STR)

Level 1 (Base) - Wrench

Inflicts 3d4+STR damage.

 

Damaged Item Teleporter -

 

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

    Level 1 - (Base) Damaged Item Teleporter

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

 

Safety-Bypassed Rechargeable Medium-Capacity Swapper -

 

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

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

Level 1 (Base) - Damaged Rechargeable Swapper

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

Level 2 - Medium-Capacity

The can be used three times per battle.

Level 3 - Safety Bypass

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

 

Damaged Rechargeable Emergency Shield -

 

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

Level 1 (Base) - Damaged Rechargeable Emergency Shield

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

 

Gun -

 

Inflicts 2d4+DEX damage.

    Weight of 2 (INIT Penalty of 2-STR)

Level 1 (Base) - Gun

Inflicts 2d4+DEX damage.

 

Tactical Gear -

 

Adds an additional action slot that equipment can take.

Level 1 (Base) - Tactical Gear

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

 

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"Umm...you should get to far away from everyone...." Bridgett trued to say as everyone started walking away "Or you can okay." she sighed "Guess I'll help out a little bit.." She said as she tapped Mornings Arrow on the ground. "Hurstwic." The device chimed as barriers appeared around Bridgett, 6D and Mira.

 

Bridgett uses Hurstwic on Herself, 6D and MIra. giveing 6 DR for 3 turns

and moves to Colorful blocks

Hurstwic

Spoiler

Hurstwic: 4 Turn Cooldown. Applies `Hurstwic` to the user and two other allies. Hurstwic grants +SYN/2 damage reduction and SYN/2 regen, these effects scale only with the user's base SYN stat. `Hurstwic` has a 3 Turn Duration.

Cartridge Effect: Raise damage reduction to = to Bridgett's SYN. Costs 3 cartridges.

Bridgett deploys a self-made barrier spell.

-Base: Applies `Hurstwic` to the user. `Hurstwic` grants +SYN/2 damage reduction, this effect scales only with the user's base SYN stat. `Hurstwic` has a 2 Turn Duration. 4 Turn Cooldown.

-Level 2: Increase Duration to 3 Turns. (2 -> 3)

-Level 3: Barrier may now be applied to an ally in addition to the user.

-Level 4: Reduce Cartridge Effect cost to 3 cartridges. (4 -> 3)

-Level 5: Hurstwic now grants SYN/2 regeneration, this effect scales only with the user's base SYN stat.

-Level 6: Increase the number of allies that may be targeted to 2. (1 -> 2)

 

Bridgett stuff to remember 

Spoiler

Base Stats: 
Strength: 3
Dexterity: 6
Intelligence: 3
Constitution: 7
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: 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: Adds the following Free Action: "Heal the user for the HP of the pool, and reduce the pool's HP to 0."

-Craft Upgrade (Reactor Purge): 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: Increase pool to 24 HP (20 -> 24)
 

 

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  • 3 weeks later...

"RRRRg.  Damn hotheads.  I miss working with professionals," Iowa groans, "We could really use a chain of command.  We're going to have to split up.  Since we've got a lot of heavy hitters going for Trick to keep him busy, the rest of us should probably go for the Splash Zone to support the evac team in combat.  Iowa heads toward the Splash Zone.  She starts the process of loading her 12 Inch Guns with HE.  Even if she can't get there in a timely fashion, she might be able to provide the rescue team with naval gunfire support.

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6D got ready - Trick was fast, but she was prepared. "Entering combat mode." she said, summoning her big sword to her hand.

 

Move to the same space Lyra's going.

 

Combat Preparation! Apply Deflection buff and Retaliation Protocol buff. 

 

Free Action: Confrontation Protocol on CFW trick. Free action: Pod deals 2d4 damage to Trick.

 

Action: Induce Rage on CFW Trick.

 

Lightning Speed Count: 1

 

 

Spoiler

 

Level: 5

 

 

HP: 85

 

Init: +9

 

Stats: 30/30

 

Constitution: 11

Dexterity: 9

Intelligence: 2

Strength: 8

Synergy: 0

 

Perks:

 

Self-Repair Systems:

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

 

Lightning Speed:

 

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

 

Combat Preparation:

 

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

 

Confrontation Protocol:

 

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

 

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.

 

Actions: (19/19 AP)

 

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

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

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

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

 

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

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

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

 

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

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

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

 

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

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

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

 

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

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

 

Confrontation Protocol (Perk Backed Active, Level 5): As a free action, force an enemy to target you with at least one attack each turn for the next 2 turns.

-Base: Taunt a single enemy for 1 turn as a free action. 2 turn cooldown.

-Level 2: Increase duration by 1 turn.

-Level 3: Decrease cooldown by 1 turn.

-Level 4: Remove cooldown.

-Level 5: Taunting a new enemy no longer removes the old taunt.

 

 

Equipment:

YorHa Uniform (Trick, 3 tokens)

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

-Base: 1 damage reduction, 5 weight.

-Craft Level 2: Reduce effective weight by 1.

-Craft Level 3: Increases damage reduction by 1.

 

Type-4O Blade (Equipment, 2 tokens)

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

Base: Weight 8, damage 2d8+STR.

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

 

Tactical Support Pod (Equipment, 2 tokens)

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

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

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

 

 

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Perlita buried her face in her hands for a moment, making a thoroughly frustrated sound -- Mira's actions were going to get somebody hurt, and it wasn't impossible that it would be her. But, nonetheless, she had to keep going if she was going to stop Trick from killing any more people.

Perlita heads over to the Colorful Blocks area!

 

Spoiler

Diarama (Level 6): With a flash of her glitzy Persona, Perlita casts one of her two direct healing spells, sending a burst of potent and focused healing energy to diffuse through someone’s being, which mostly just presents itself as a pink glow. Perlita heals 6d4+SYN health for a single target.
Level 2: Upgraded from 1d4+SYN to 2d4+SYN.
Level 3: Upgraded from 2d4+SYN to 3d4+SYN.
Level 4: Upgraded from 3d4+SYN to 4d4+SYN.
Level 5: Upgraded from 4d4+SYN to 5d4+SYN

Level 6: Upgraded from 5d4+SYN to 6d4+SYN

 

Media (Level 3) : Perlita casts her other direct healing spell, which is less potent and more taxing, but heals multiple of her allies. In a lot of ways it looks similar to her other healing spell, simply causing a fainter pink glow of healing energy to surround more people, but it requires a longer exposure of her Persona and is harder to channel — she’s splitting her efforts, after all. Perlita heals SYN damage for four targets. 1 turn cooldown.
Level 2: Upgraded from two targets to three targets.
Level 3: Upgraded from three targets to four targets.

 

Patra (Level 2): Perlita summons Crawford and casts a spell which showers the target in bright sparkles of a turquoise color. These sparkles are the visual signs of a spell that can soothe burns, purge illnesses, and calm down unnaturally troubled minds... or maybe multiple at once.”  Perlita heals all of a target’s ailments.
Level 2: Upgraded from removing one ailment from the target to removing all ailments from them.
 

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

 

 

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

Level 2: Gain 20% chance of resistance to sleep ailments.

Level 3: Upgrade that to a 40% chance of resisting sleep ailments.

 

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Punch sighs and follows Lyra
When she gets there she once more begins to scream at the sky and charge up.

 

 

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.

 

Perks 

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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.


Stats

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Level: 5

 

HP: 55

Init:

 

Stats:

Constitution:5

Dexterity:4

Intelligence:6

Strength: 12

Synergy:3

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Stats at a Glance



Atton

HP: 93/93
Constitution: 9
Dexterity: 8
Intelligence: 15 (8+7)
Strength: 3
Synergy: 2

Perks:

M9 Half-track:
Atton enters combat with a Half-track that has HP equal to [Int*LVL]/2, it comes crewed as needed, and has half as many (rounded up) action slots as Atton.  The Half-track can be loaded with actions or equipment from Atton or his allies(where applicable). Atton may spend his turn acting or commanding the Half-track, if the Half-track doesn’t receive orders it automatically takes the “Defend” action.  
The Half-track shares the same Init as Atton, effects that modify its Init instead modify Atton’s. Actions and equipment being used by the Half-track are inaccessible until the end of combat if the Half-track is destroyed. The Half-track’s base stats are equal to Atton’s level across the board, plus any bonuses from equipment it might be using.  The Half-track reappears fully repaired any time the party would get a full HP restore.

The Endless pursuit of Perfection: +1 Int per level. 

Inspirational Speechwork: Richard is able to use the action “Never Give up!”

Proper Goddamn Food: The standard C and K Rations that Atton’s crew have had the displeasure of consuming for most of their military career are so fucking terrible, that the mere prospect of being able to survive long enough to return to base and eat a proper meal is enough to drive Atton and his crew to new heights. Atton's Level is considered 1.3x its normal value for the purpose of calculating everything but his AP and CT pools.

(Flaw) No Plan survives first contact with the enemy: Richard is unwilling (or more likely unable) to use any support actions in the first round of combat, this includes using his basic defense, or any action that does not involve attacking and the first support action used has an additional round of cooldown.

 Half-track:
HP: 52/52

Sats: 7
Actions: Gunner, Combat Engineer, Armor Plating, .50 cal.
5 DR vs Piercing, Slashing, & Bludgeoning damage.

Loadout



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

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

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

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

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

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

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

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

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

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


"That sounds like a good plan to me, the half track's bound to be better at picking up civilians than fighting Trick anyway," Atton said before he ordered his gunner to be at the ready, and drove off towards the splash zone.

Head to Colorful Blocks since idt he can arrive at the Splash zone yet, Ready an action to use .50 Cal on Trick or the Thugs if they show up in this square.
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Spoiler

 

 

 

Atton puts his soldier’s on high alert and moves to the Colorful Blocks area.

 

Bridgett summons up another protective barrier and moves to the Colorful Blocks area.

 

Lyra moves to the Colorful Blocks and then activates her Swapper, disappearing in a pulse of energy.  She finds herself standing on a square plateau with roller-coaster track overhead and moving cars cycling through.

 

Several tense seconds later the rest of the party sees a pulse of energy and something large forces its way into the world where they stand.  The thing vaguely resembles a bear, colorful and monstrous in design. Wild eyes and huge teeth dominate it’s head, which already makes up a third of its mass.  The thing is sitting and cranes its neck to get a good look around, a massive tongue dripping drool out the side of its mouth.

 

“What was that!?” *shhhlpp* “Did one of you HAGS do that?  Have you come to try and beat me up like before?!”

 

Atton’s crew fires on CFW Trick, .50 glancing off his skin for 11 damage.

 

“Oowww!  I’ll make you pay for that!” *shhhlpp*

A tense chunk of muscle flies from Trick’s mouth and whips itself between Atton’s Half-track and Bridgett.  It deals 12 and 23 damage respectively.

 

Perlita and Gabriel move forward!

 

6D moves and applies a massive amount of buffs!

6D pokes the bear inflicting 0 damage, taunting it, and Raging it.

 

Square uses Focus and applies it to Mira, increasing her Syn by 12 for two rounds.

 

CFW Trick lashes out again dealing 4 damage to 6D and 29 damage to Perlita.

 

The Evac teams and Thugs fight, bringing each-other down 30 HP.

 

Punch moves to Colorful Blocks and screams.

 

Iowa moves to Colorful Blocks and loads big guns.

 

Mira slams into Trick for a blistering 39 damage!

 

CFW Trick whips his tongue around yet again dealing another 4 damage to 6D and 21 to Atton.

 

 

Init:

Spoiler

14 Atton,

11 Bridgett,

10 Lyra,

10 CFW Trick,

9 Perlita,

9 6D,

9 Gabriel,

8 Square,

8 CFW Trick,

6 Evac Team(x2),

4 Punch,

4 Thugs(x2),

1 Iowa,

0 Mira,

0 CFW Trick

 

Status:

Spoiler

CFW Trick: Scratched, Exposed(x1),

Thugs:

-A1: Wounded,

-A2: Wounded,

-A3: Wounded,

Thugs B:

-B1: Wounded,

-B2: Wounded,

-B3: Wounded,

 

Evac Team A: 30/60,

Evac Team B: 30/60,

Square: 60/60,

 

Mira: 90/90, 6 DR/all for three rounds, +12 Syn for two rounds,

6D: 77/85, 6 DR/all for three rounds, Deflection(x2), Retaliation for two rounds,

Bridgett: 46/65, 20/24, 6 DR/all for three rounds,

Atton: 72/93,

-Half Track: 52/52,

Perlita: 41/70,

Gabriel: 75/75,

Iowa: 126/126,

Punch: 55/55, +3 Str(x1),

Lyra: 50/50,

 

Square's stats:

Spoiler

Square:

 

Level 5

 

HP: 60

Init: 8

 

Con: 6

 

Str: 8

Syn: 12

Int: 0

Dex: 8

 

Heavy attack: Deals 5d6+[Str]+[Syn] damage, cooldown of one.

Light attack: Deals 3d6+[Str] damage with first strike.

 

 

Curaga: Restore 2d6+[Syn], remove one status ailment.

 


Focus: Increase the stat of choice of one ally by [Syn] for two rounds, two round cooldown.

Haste: Two allies gain first strike next round.

Double: One ally takes an extra action.

(Feel free to ask for Square to take one particular action over another.)

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Mira

 

"Marvelous, and you decide to tell me that now-" Mira began, barely turning her head to look at Lyra before the latter seemed to pop out of vision... And be replaced by a giant, bearlike monstrosity, the exact one they were looking for. Mira barely had enough time to let out a curse before she fully turned around, placing both hands on her sword as she charged forward. While her strike was akin to that of a stab, it was more close to a tackle that had a sword added onto it, as she first jammed her sword into Trick's side, before using her own momentum to push it further in. Not wasting a second to spare a word though, Mira then flipped her grip around, before attempting to yank the sword back out.

 

And as she went into battle, the helmet taken from Judge activates, scanning what could loosely be defined as an "old ally" for its new master.

 

Mira attacks Trick with Black Heart, dealing 6d8+11 damage, gaining a second charge on Black Heart to give her +1 Synergy, but -1 DR. She also uses the Helmet of Judge to cast Libra, showing her Trick’s HP and potential blurb of detail.

 

Loadout

Spoiler

HP: 90

 

Perks

Magra
Mira specializes in using an energy she creates inside of her called Magra, which she specifically uses for attacks. She always starts with at least 1 Magra unless specified otherwise, but can carry over Magra from a previous fight if it was higher than 1, and can have a maximum of 8 Magra. At the end of each turn, Mira gains 1 Magra.


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

 

Growing Power

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

 

Rending Combination
Due to years of training and mastering of her own internal power, Mira both knows and is capable of using her talents in quick succession. Mira can use up to two separate Magra costing actions per turn, although it costs twice as much Magra if she does so.

 

Unstable (Flaw)
Mira is the carrier of the prototype Magra generator, which can become unstable if met with other instances of magic. Any magic attack that connects with Mira deals 50% more damage.

 

Actions: (9/9)

Magra Generator: Mira’s heart is a generator, one that creates energy known as Magra, which is something Mira can use as an offensive tool. Every three turns, Mira gains 1 extra Magra.
- Level 1: Every four turns, Mira gains one extra Magra.
- Level 2: Decreased to one Magra every three turns.

 

 Cell Repair: Mira uses some of her Magra to accelerate her healing process than what is considered normal. Heals herself for 3d6+Syn outright, and can use one Magra to add 1d6 to the heal.
- Requires 1 Magra minimum
- Level 1: Mira heals herself for (1d6+SYN) health. She is capable of using more Magra for healing, which adds another 1d6 for each Magra used.
- Level 2: Healing increased by 1d6.
- Level 3: Healing increased by 1d6.

 

 Lunar Stance: Mira readies for an enemy’s attack, preparing to counter the second they try to strike her. Cancels the first attack made against her in the turn, and deals (Equipment Damage+2d6) damage to the attacker.
- Requires 2 Magra
- Level 1: If Mira is attacked during the round Lunar Stance is used, she automatically cancels any damage from a single enemy and attacks them for (Equipment Damage+1d6). If Mira is not attacked, she still uses the Magra for this action.
- Level 2: Damage increased by 1d6.

 

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


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


(Perk Backed) Shattered Moon: Eclipse: Focusing all of her currently generated Magra and then some, Mira punches the ground and forces all of her Magra into it, causing a massive explosion of darkness to erupt from her. With this action, she can deal either 8d8+Syn damage to 4 targets, or 14d8+Syn to a single target. However, after it is used, Mira is unable to generate Magra for the remainder of the battle.
- Requires 8 Magra
- Level 1: Mira deals (6d8+SYN) damage to up to 4 separate enemies. However, after this action is used, Mira is unable to regenerate Magra for the remainder of the battle, effectively becoming locked out of most of her actions.
- Level 2: Shattered Moon: Eclipse can now target one enemy, dealing 12d8+SYN damage to them with the same negatives as normal.
Level 3: Now deals 8d8+Syn damage to 4 seperate enemies, and 14d8+SYN to a single target.


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

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

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

 

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

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

 

(Equipment) Helmet of the Judge: 

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

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

 

 

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Lyra could hear fighting over to both the Northwest and Southeast, but from what she remembered of people's movements, there weren't any people heading over to assist the Evac Team at the Huge Tent. Knowing that, the choice was simple, even if she felt like a hypocrite for doing almost the exact same Mira had done not too long ago.

 

Once she actually met the thugs that were there, though, she'd have to figure out what she wanted to open the fight with. While she could just rush in and swing at one of the thugs, she figured that wouldn't grab their attention nearly as well as a taunt. With this in mind, she decided to use the same line she would have used on the next group of guards she met, had she not been interrupted.

 

"Your face was the last mistake you'll ever make!"

 

Not original, but succinct.

 

Lyra moves over to the Huge Tent and taunts one of the thugs!

 

As an Ex-Glitcher, Lyra is invigorated by the teleportation. Her INIT increases by (2+8/3) 4!

 

Adrenaline Dodging: Ready!

Blur: 0/3 Attacks

Fiasco: 0/4 Dodges

Point-Blank Throw: Ready!

Taunt: Ready!

Damaged Item Teleporter: Ready!

Safety-Bypassed Rechargeable Medium-Capacity Swapper: 0/3 Charges

Damaged Rechargeable Emergency Shield: Ready!

 

Lyra's Stats:

Spoiler

 

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

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

 

Stats:           

            Constitution: 4

            Dexterity: 10

            Intelligence: 8

            Strength: 8

            Synergy: 0

 

Perks:

 

Adrenaline Dodging -

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

 

Blur -

 

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

 

Fiasco -

 

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

 

Learn From One’s Betters -

 

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

 

(Flaw) Always Someone Better -

 

All forms of support Lyra receives are halved.

 

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

 

 

Defend

 

Active

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

Level 0 -

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

 

Ex-Glitcher

 

Passive

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

Level 1 (Base) -

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

 

Counterattack

 

Passive

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

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

 

Point-Blank Throw

 

Active

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

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

Level 5 -

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

 

Taunt

 

Active

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

Taunt’s effects now last for an additional turn.

 

Equipment:

 

 

Wrench -

 

Inflicts 3d4 + STR damage.

    Weight of 6 (INIT Penalty of 6-STR)

Level 1 (Base) - Wrench

Inflicts 3d4+STR damage.

 

Damaged Item Teleporter -

 

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

    Level 1 - (Base) Damaged Item Teleporter

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

 

Safety-Bypassed Rechargeable Medium-Capacity Swapper -

 

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

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

Level 1 (Base) - Damaged Rechargeable Swapper

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

Level 2 - Medium-Capacity

The can be used three times per battle.

Level 3 - Safety Bypass

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

 

Damaged Rechargeable Emergency Shield -

 

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

Level 1 (Base) - Damaged Rechargeable Emergency Shield

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

 

Gun -

 

Inflicts 2d4+DEX damage.

    Weight of 2 (INIT Penalty of 2-STR)

Level 1 (Base) - Gun

Inflicts 2d4+DEX damage.

 

Tactical Gear -

 

Adds an additional action slot that equipment can take.

Level 1 (Base) - Tactical Gear

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

 

 

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  • 2 weeks later...

Perlita had let out a little yelp when Lyra had suddenly disappeared to be replaced by Trick, who was rather intimidating up close, like this, and then she let out a much louder scream when his tongue slashed out for the second time with surprisingly blinding speed, bounced off of the android girl with a blow that was at most glancing, and then slammed into Perlita, hitting her solidly in the side of the head. She had been dealt a harsher blow than anybody else present and it had hurt. She stumbled backwards, a bruise beginning to form, and let out an "Aaaaaahhh, ow!" But that wasn't going to be enough to take her out of action, and with an apology of "Sorry, I'm going to focus on myself, for a moment..." and a cry of "Crawford!" the Latina girl used her Persona to give herself quite a hefty dose of healing.

 

Perlita uses Diarama on herself, healing herself for 6d4+3*SYN (12) (SYN additional healing from Altruism, and SYN additional healing from Better to Give than Get)

Spoiler

 

Diarama (Level 6): With a flash of her glitzy Persona, Perlita casts one of her two direct healing spells, sending a burst of potent and focused healing energy to diffuse through someone’s being, which mostly just presents itself as a pink glow. Perlita heals 6d4+SYN health for a single target.
Level 2: Upgraded from 1d4+SYN to 2d4+SYN.
Level 3: Upgraded from 2d4+SYN to 3d4+SYN.
Level 4: Upgraded from 3d4+SYN to 4d4+SYN.
Level 5: Upgraded from 4d4+SYN to 5d4+SYN

Level 6: Upgraded from 5d4+SYN to 6d4+SYN

 

Media (Level 3) : Perlita casts her other direct healing spell, which is less potent and more taxing, but heals multiple of her allies. In a lot of ways it looks similar to her other healing spell, simply causing a fainter pink glow of healing energy to surround more people, but it requires a longer exposure of her Persona and is harder to channel — she’s splitting her efforts, after all. Perlita heals SYN damage for four targets. 1 turn cooldown.
Level 2: Upgraded from two targets to three targets.
Level 3: Upgraded from three targets to four targets.

 

Patra (Level 2): Perlita summons Crawford and casts a spell which showers the target in bright sparkles of a turquoise color. These sparkles are the visual signs of a spell that can soothe burns, purge illnesses, and calm down unnaturally troubled minds... or maybe multiple at once.”  Perlita heals all of a target’s ailments.
Level 2: Upgraded from removing one ailment from the target to removing all ailments from them.
 

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

 

 

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

Level 2: Gain 20% chance of resistance to sleep ailments.

Level 3: Upgrade that to a 40% chance of resisting sleep ailments.

 

 

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6D took a few glancing blows, although unfortunately was unable to stop Trick from hitting Perlita. She refocused on keeping the healer on her feet, as best she could...

 

Free Action: Pod deals 2d4 damage to Trick.

 

Action: Interception Protocol on Perlita

 

Lightning Speed Count: 2

 

 

Spoiler

 

Level: 5

 

 

HP: 85

 

Init: +9

 

Stats: 30/30

 

Constitution: 11

Dexterity: 9

Intelligence: 2

Strength: 8

Synergy: 0

 

Perks:

 

Self-Repair Systems:

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

 

Lightning Speed:

 

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

 

Combat Preparation:

 

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

 

Confrontation Protocol:

 

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

 

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.

 

Actions: (19/19 AP)

 

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

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

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

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

 

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

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

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

 

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

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

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

 

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

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

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

 

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

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

 

Confrontation Protocol (Perk Backed Active, Level 5): As a free action, force an enemy to target you with at least one attack each turn for the next 2 turns.

-Base: Taunt a single enemy for 1 turn as a free action. 2 turn cooldown.

-Level 2: Increase duration by 1 turn.

-Level 3: Decrease cooldown by 1 turn.

-Level 4: Remove cooldown.

-Level 5: Taunting a new enemy no longer removes the old taunt.

 

Equipment:

YorHa Uniform (Trick, 3 tokens)

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

-Base: 1 damage reduction, 5 weight.

-Craft Level 2: Reduce effective weight by 1.

-Craft Level 3: Increases damage reduction by 1.

 

Type-4O Blade (Equipment, 2 tokens)

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

Base: Weight 8, damage 2d8+STR.

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

 

Tactical Support Pod (Equipment, 2 tokens)

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

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

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

 

 

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Quickly gunning the accelerator, Richard's half track quickly careened around Trick's mass and rushed into the fray to confront the Thugs, and bolster the morale of the evac team.
Richard heads to Splash Zone, and uses That, is naught but a flesh wound to heal himself and the evac team there for 1d4+15 HP.

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Iowa uses Ahead Full, boosting her initiative by 10 (decays 2 per turn if initiative was not increased this round) to help her head for the embattled rescue team in the splash zone faster as she continues heading in that direction.  Her marines take the chance to spend a charge of motivation, sending 3d4 damage in rifle fire, empty cola bottles, and harsh language in Trick’s general direction as the battleship passes by him. She’s not sure how he got here, but the civilians still need help. 

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  Gabriel looks fairly concerned for Perlita, but this isn't the time to panic, not when there were other people around who were far worse hurt than her and there was something that needed bringing down. Besides, there's nothing he can realistically do to help her at this moment except help bring down the threat faster, as much as he'd like to start beating the crap out of the thing for even trying to touch Perlita. After all, she was his friend, and he wasn't about to let that go unavenged.

 

Luckily, one had a few options to bring down monsters when one's powers involved nuclear hellfire.
"Hey! No tongue yet! You haven't even got the niceness to buy us dinner first, man!"

Classy.

Freila on Trick, 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 5d6+SYN (12) 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 (6) 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.

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Deciding that it would be best to get rid of Trick as fast as possible...totally not because she she disgusted by them totally not. 

 

Bridgett Activates Einherjar mode level one and fires Magic Arrow at  Trick Dealing 4+25% damage 5 times.

 

EInherjar Mode and Magic Arrow

Spoiler

Einherjar Mode: A 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. 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.

 

Magic Arrow:(current shots 5)A basic shooting spell shots 5 bolts of magic that deal 4 damage each with a cooldown of 2 turns. Shots can be separated into different targets. Can use 3 cartridges to change the type of damage dealt into 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

 Bridgett stuff to remember

Spoiler

Base Stats: 
Strength: 3
Dexterity: 6
Intelligence: 3
Constitution: 7
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: 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: Adds the following Free Action: "Heal the user for the HP of the pool, and reduce the pool's HP to 0."

-Craft Upgrade (Reactor Purge): 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: Increase pool to 24 HP (20 -> 24)

 

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Punch continues to scream as she continues to charge up.

 

 

  Hide contents

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.

 

Perks 

  Hide contents

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.


Stats

  Hide contents

 

Level: 5

 

HP: 55

Init:

 

Stats:

Constitution:5

Dexterity:4

Intelligence:6

Strength: 12

Synergy:3

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Spoiler

 

 

Lyra’s Taunt works well, drawing the ire of almost every thug in the tent as she reveals her flanked position.

 

Atton moves towards the civilians blasting holy healing magic the whole way.  He restores 19 HP to himself and as much to the Evac team.

 

Bridgett gets the pain-train moving with 9 self inflicted damage and 10 damage on Trick, magical bolts shattering one after another on his stomach.

 

“Hmmm….”

Trick retracts his tongue and smacks his lips a few times before quickly using it to smear disgusting amounts of saliva on Mira, 6D, and Gabriel.  Mira and Gabriel feel tense and stiff as their muscles lock up and it becomes difficult to move, 6D feels servos and circuits starting to freeze as well.

Mira takes 1 damage, 6D 0, and Gabriel 8.
They each suffer -5 Con.

 

Perlita restores an amazing 48 HP to herself.

 

6D’s pod tickles Trick for 0 damage as she positions herself in front of Perlita.

 

Gabriel blasts Trick for a decent 26 damage and inflicts a burn effect.

 

Square hits Trick hard, dealing 29 damage.

 

Trick spreads the “love” with another round of slobbering, this time he hits Punch, 6D(who steps in for Perlita), and Bridgett.The effect this time is slightly different, thoughts slow and power wanes as the saliva seems to drain away energy.

Punch takes 7 damage, 6D and Bridgett 0.

They each suffer -4 Con.

 

The Northwestern Evac team practically massacres the distracted thugs with gunfire

The other Evac team also fires on the thugs, with similar effectiveness.

 

A nearby Thug tries to give her a bit of headache, but misses when she dodges out of the way(Adrenaline Dodge used).

The other Thugs deal 15 damage to the Splash Zone Evac team.

 

Punch screams some more, through the slobber no less.

 

Iowa’s sailors deal 3 damage with their assorted debris as she passes by.

Iowa gains 10 Init.

 

Mira slams into Trick's side, making a large cut that deals 29 damage and gaining a Greed charge.

Spoiler

CFW Trick(corrupted):

A large yellow "bear" like entity with massive jaws and a disproportionately large tongue. 

He is a high level associate with the now defunct "Criminals of the Free World" and "Arfoire Syndicate for International Crime".

Has and unhealthy obsession with/attraction to children.

Trick seems to be containing a large power-source and when he is defeated or it grows out of hand his body will fail, releasing this unknown entity.

 

Trick smacks his lips again refreshing his tongue and hits Pelita, 6D, and Square with it.

They each gain the Virus debuff for one round, making them unable to gain any new buffs(previously applied buffs are fine).

 

 

Init:

Spoiler

14 Lyra,

14 Atton,

11 Bridgett,

11 Iowa,

10 CFW Trick,

9 Perlita,

9 6D,

9 Gabriel,

8 Square,

8 CFW Trick,

6 Evac Team(x2),

4 Punch,

4 Thugs(x2),

0 Mira,

0 CFW Trick

 

Status:

Spoiler

CFW Trick: 256/400, +27 Con, Sun Arcana(three rounds), Exposed(x1),

Thugs:

-A1: Death’s Door,

-A2: Death’s Door,

-A3: Death’s Door,

Thugs B:

-B1: Death’s Door,

-B2: Death’s Door,

-B3: Death’s Door,

 

Evac Team A: 30/60,

Evac Team B: 34/60,

Square: 60/60, Virus,

 

Mira: 89/90, 6 DR/all for two rounds, +12 Syn for one round, -5 to Con, 2 Greed,

6D: 85/85, 6 DR/all for two rounds, Retaliation for one round, -9 to Con, Virus,

Bridgett: 43/65, 15/24, 6 DR/all for two rounds, -4 to Con,

Atton: 72/93,

-Half Track: 52/52,

Perlita: 41/70, Interception(x1), Virus,

Gabriel: 67/75, -5 to Con,

Iowa: 126/126,

Punch: 55/55, +3 Str(x2), -4 to Con,

Lyra: 50/50,

 

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Simple enough. One, two, three steps away and the thug's swing was a miss. Her foes were all in poor shape - it wouldn't take much more to bring them down for good - and if her words had indeed distracted them, they wouldn't be able to deal as much damage as they otherwise would. This wouldn't be too hard with the Evac team's support.

 

One, two, three steps, and swing.

 

Lyra attacks one of the non-taunted thugs with her Wrench! Since she just dodged an attack, she gets to Counterattack and will deal 4d4 + 8 + 3 damage! This attack will also count as two attacks for the purposes of triggering Blur!

 

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

Blur: 0/3 Attacks

Fiasco: 1/4 Dodges

Point-Blank Throw: Ready!

Taunt: Cooling down. 0/3 turns left.

Damaged Item Teleporter: Ready!

Safety-Bypassed Rechargeable Medium-Capacity Swapper: 0/3 Charges

Damaged Rechargeable Emergency Shield: Ready!

 

Spoiler

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

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

 

Stats:           

            Constitution: 4

            Dexterity: 10

            Intelligence: 8

            Strength: 8

            Synergy: 0

 

Perks:

 

Adrenaline Dodging -

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

 

Blur -

 

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

 

Fiasco -

 

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

 

Learn From One’s Betters -

 

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

 

(Flaw) Always Someone Better -

 

All forms of support Lyra receives are halved.

 

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

 

 

Defend

 

Active

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

Level 0 -

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

 

Ex-Glitcher

 

Passive

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

Level 1 (Base) -

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

 

Counterattack

 

Passive

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

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

 

Point-Blank Throw

 

Active

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

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

Level 5 -

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

 

Taunt

 

Active

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

Taunt’s effects now last for an additional turn.

 

Equipment:

 

 

Wrench -

 

Inflicts 3d4 + STR damage.

    Weight of 6 (INIT Penalty of 6-STR)

Level 1 (Base) - Wrench

Inflicts 3d4+STR damage.

 

Damaged Item Teleporter -

 

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

    Level 1 - (Base) Damaged Item Teleporter

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

 

Safety-Bypassed Rechargeable Medium-Capacity Swapper -

 

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

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

Level 1 (Base) - Damaged Rechargeable Swapper

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

Level 2 - Medium-Capacity

The can be used three times per battle.

Level 3 - Safety Bypass

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

 

Damaged Rechargeable Emergency Shield -

 

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

Level 1 (Base) - Damaged Rechargeable Emergency Shield

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

 

Gun -

 

Inflicts 2d4+DEX damage.

    Weight of 2 (INIT Penalty of 2-STR)

Level 1 (Base) - Gun

Inflicts 2d4+DEX damage.

 

Tactical Gear -

 

Adds an additional action slot that equipment can take.

Level 1 (Base) - Tactical Gear

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

 

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Mira

 

Okay, now this was disgusting, for too many reasons than Mira could list. Outside of that, there wasn't much that could be said for Mira outside of merely shoving her sword into Trick's side again, aside from the blurb her helmet had given her. Specifically the bit about a power source housed in his body, and an entity being released when Trick was defeated, or if it simply got out of hand. Mysterious.

 

It wasn't worth her time to shout it out though. Trick was going to die anyways, and she might as well kill the threat before it ruined her armor further... And froze her completely, considering she felt her body stiffen a considerable amount once she was hit by the saliva. Well, whatever, she could handle a bit of gunk, and being slowed down wasn't a detractor for her anyways.

 

She didn't give it a second thought at that point, mostly because she was already in the middle of another swing at Trick.

 

Mira attacks Trick with, surprise surprise, Black Heart again, dealing 6d8+11 damage. In addition to this, she gains two Magra this turn from her Magra Generator and Magra perk, and gains one more Greed stack (Currently giving +1 Syn, -1 DR).

Magra: 4/8

 

Loadout

Spoiler

HP: 90

 

Perks

Magra
Mira specializes in using an energy she creates inside of her called Magra, which she specifically uses for attacks. She always starts with at least 1 Magra unless specified otherwise, but can carry over Magra from a previous fight if it was higher than 1, and can have a maximum of 8 Magra. At the end of each turn, Mira gains 1 Magra.


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

 

Growing Power

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

 

Rending Combination
Due to years of training and mastering of her own internal power, Mira both knows and is capable of using her talents in quick succession. Mira can use up to two separate Magra costing actions per turn, although it costs twice as much Magra if she does so.

 

Unstable (Flaw)
Mira is the carrier of the prototype Magra generator, which can become unstable if met with other instances of magic. Any magic attack that connects with Mira deals 50% more damage.

 

Actions: (9/9)

Magra Generator: Mira’s heart is a generator, one that creates energy known as Magra, which is something Mira can use as an offensive tool. Every three turns, Mira gains 1 extra Magra.
- Level 1: Every four turns, Mira gains one extra Magra.
- Level 2: Decreased to one Magra every three turns.

 

 Cell Repair: Mira uses some of her Magra to accelerate her healing process than what is considered normal. Heals herself for 3d6+Syn outright, and can use one Magra to add 1d6 to the heal.
- Requires 1 Magra minimum
- Level 1: Mira heals herself for (1d6+SYN) health. She is capable of using more Magra for healing, which adds another 1d6 for each Magra used.
- Level 2: Healing increased by 1d6.
- Level 3: Healing increased by 1d6.

 

 Lunar Stance: Mira readies for an enemy’s attack, preparing to counter the second they try to strike her. Cancels the first attack made against her in the turn, and deals (Equipment Damage+2d6) damage to the attacker.
- Requires 2 Magra
- Level 1: If Mira is attacked during the round Lunar Stance is used, she automatically cancels any damage from a single enemy and attacks them for (Equipment Damage+1d6). If Mira is not attacked, she still uses the Magra for this action.
- Level 2: Damage increased by 1d6.

 

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


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


(Perk Backed) Shattered Moon: Eclipse: Focusing all of her currently generated Magra and then some, Mira punches the ground and forces all of her Magra into it, causing a massive explosion of darkness to erupt from her. With this action, she can deal either 8d8+Syn damage to 4 targets, or 14d8+Syn to a single target. However, after it is used, Mira is unable to generate Magra for the remainder of the battle.
- Requires 8 Magra
- Level 1: Mira deals (6d8+SYN) damage to up to 4 separate enemies. However, after this action is used, Mira is unable to regenerate Magra for the remainder of the battle, effectively becoming locked out of most of her actions.
- Level 2: Shattered Moon: Eclipse can now target one enemy, dealing 12d8+SYN damage to them with the same negatives as normal.
Level 3: Now deals 8d8+Syn damage to 4 seperate enemies, and 14d8+SYN to a single target.


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

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

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

 

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

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

 

(Equipment) Helmet of the Judge: 

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

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

 

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6D grit her teeth - she was undamaged, but her systems reported a lot of issues beyond that. Still, she had to continue - her job was to keep an enemy locked down, and she would keep trying to do that.  

 

Free Action: Pod deals 2d4 damage to Trick.

Free Action: Confrontation Protocol on Trick

 

Action: Stunning Strike on Trick

 

Lightning Speed Count: 3! Extra turn!

Action: Deflection Protocol!

 

Spoiler

 

Level: 5

 

 

HP: 85

 

Init: +9

 

Stats: 30/30

 

Constitution: 11

Dexterity: 9

Intelligence: 2

Strength: 8

Synergy: 0

 

Perks:

 

Self-Repair Systems:

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

 

Lightning Speed:

 

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

 

Combat Preparation:

 

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

 

Confrontation Protocol:

 

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

 

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.

 

Actions: (19/19 AP)

 

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

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

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

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

 

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

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

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

 

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

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

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

 

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

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

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

 

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

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

 

Confrontation Protocol (Perk Backed Active, Level 5): As a free action, force an enemy to target you with at least one attack each turn for the next 2 turns.

-Base: Taunt a single enemy for 1 turn as a free action. 2 turn cooldown.

-Level 2: Increase duration by 1 turn.

-Level 3: Decrease cooldown by 1 turn.

-Level 4: Remove cooldown.

-Level 5: Taunting a new enemy no longer removes the old taunt.

 

Equipment:

YorHa Uniform (Trick, 3 tokens)

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

-Base: 1 damage reduction, 5 weight.

-Craft Level 2: Reduce effective weight by 1.

-Craft Level 3: Increases damage reduction by 1.

 

Type-4O Blade (Equipment, 2 tokens)

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

Base: Weight 8, damage 2d8+STR.

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

 

Tactical Support Pod (Equipment, 2 tokens)

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

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

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

 

 

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