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[IC] TotMV:G^2: Touhou: Twilight of Paradise Butterfly


Chevaleresse

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"I see."  

 

As the danmaku stilled for a moment, and with Hikari bringing her back to her senses, Masako removed the kiseru from her mouth.  The thin trail of smoke still rising from the bowl served almost to obscure part of her face as she held it before her as if to inspect it.  And, for a moment, it seemed almost as though she'd lost all interest in Reimu.  She merely floated, almost still, examining the reflection of the smoke in the metal.  As if seeing something there, she gave an almost imperceptible nod.

 

The smoke shifted.  Masako closed her eyes.

 

"I could, I suppose, explain exactly why this plan of yours would be doomed to failure."  Masako could feel the wind picking up as it blew through her hair.  She could use that.  "I certainly will protest your horribly uncharitable characterization of us tengu, little as you'll listen even when we pull that thing off your face.  Still, it's obvious you're taking this very seriously.  So, in the interest of dealing with a situation that is quickly demonstrating itself a very real threat to my life in particular and the continued existence of Gensokyo in general..."

The wind carried away the last embers.  The smoke was carried into the netherworld sky.  Masako's eyes opened, reflecting the shrine maiden within them.

 

"I suggest the rest of you pay attention.  Because I'll take things seriously, too."

 

The tengu twirled her kiseru, swinging it down to her side.  In a flash, the simple pipe was gone.  In its place, the tengu held an elegantly-engraved spear, its long central point flanked by a pair of half-crescent blades that looked sharp enough to cut the wind.  And as she gave the weapon an experimental twirl, it seemed to do just that, carving danmaku-yari from the air around her until a massive swarm of them filled the sky.  

 

For a moment, the danmaku remained suspended and still, as the tengu gripped the yari in both hands.  She spread her wings wide as she brought the tip up, pointing directly at Reimu.

 

"Now, then.  UB-65, F7DXOQ29604509X, watch my movements carefully.  I hate to repeat myself."

With that, the wind picked up once more.  And like a storm driven by a gale, Masako and her danmaku let it carry them, bringing their full force raining on the miko with a speed faster than most human eyes could follow.

 

ACTIONS

1.  Masako spends 9 Insight to use Swift Scan (Full Scan) on Reimu as a free action!  Masako gains information on Reimu's weaknesses, resistances, and attributes! All of Reimu's resistances (including DR) are cut in half, and all attacks directed at Reimu count as undodgeable for the remainder of the battle.  Further, Reimu is now always targetable by this and other actions.  Gain 3 Insight.

 

2.  Masako uses Wind Sign "Fierce Gale", targeting Reimu with all 3 attacks!  Masako makes 3 attacks against Reimu, each dealing (1.7*1.2*(4d8+12+12)) damage!  (i.e. 3 attacks, doing [2.04*4d8+48.96] each).

 

3.  Masako spends 1 Pursuit token to use Summarize Observation on Reimu, gaining Insight for each action Reimu uses, and automatically dodging the first action Reimu directs at Masako while active. 

 

PASSIVE

1. Masako gains 12 temporary hit points from Pattern Prediction.

 

2. Teachings of the Tengu is applied to to IP and UB-65!  Currently, they gain (70% damage bonus against Reimu from Perfect Profile, 20% weapon damage bonus from Weapon Guidance, +12 to damage in general from Tarukaja).  Teachings is no longer applied to Rory.

 

Spoiler

 

THP: 12

HP: 50/50

Init: +12

Current Insight: 9

Total Insight gained: 22

Pursuit: 2

 

 

Perks: 

 

(Perk) Science of Deduction:  Masako has a pool of Insight that can be used to enhance her actions or deploy other effects.  The pool starts as empty at the beginning of any battle and can contain a maximum of 15 Insight.  Insight can be gained in the following ways:
+1 Insight for using the swift scan action to uncover a new piece of information.
+1 Insight when Masako is targeted by an enemy action.  Once per round (?).
+1 Insight at the start of the round if Masako has full bestiary information on an enemy.
+3 Insight for using a full scan on a target, after paying the initial cost.

 

(Perk) As the Gale:  For every 5 total Insight gained, Masako gains one Pursuit token.  Masako can expend a pursuit token to take an extra action on their turn. 

 

(Perk) Perfect Profile: Swift scan - For each bestiary category possessed on a target, increase masako's damage against the target 10%, plus an additional 10% if a full bestiary* is possessed.

 

(Perk) Teachings of the Tengu:  Masako has a thousand years of experience from before she decided to become a detective, and many of the greatest legends of the tengu praise their skill as teachers.  Masako may select two other units, who may choose to gain the benefits of any effects currently active on Masako which directly buff or modify her attacks and damage.  If any of these effects are based off Masako’s attributes, the targets may use Masako’s attributes to calculate the bonus in place of their own.


(Flaw) Investigative: While she can apparently act without care at times, the crow tengu are known as the nimble information corps for a reason.  Gathering information is their forte, and acting without first observing and calculating a plan is something few--Masako included--are inclined to do. When Masako’s Insight pool is empty at the start of her turn, reduce damage she deals during that turn by 50%.

 
Level: 5
Max HP: 50
Initiative: +12
 
Strength: 
Dexterity: 12 
Intelligence: 12  
Constitution: 
Synergy: 
 
 
Actions:

 

Deduction "Shocking Insight" (Active, Level 1):  A complex danmaku pattern, compartmentalizing the field with dazzling blasts and chains of connected bursts that leave her opponent unable too dazed to react, emulating the work of a racing, brilliant mind.
-Select a target, dealing [Dex] damage.  The target is stunned for one round.  2 turn cooldown.  
--INSIGHT: Select up to two additional targets.  By spending 2 Insight per target, deal the damage and stun to each while increasing the cooldown by the number of additional targets selected (Level 2: -1 cooldown when selecting multiple targets).  
--Base: Select a target, dealing Int damage.  The target is stunned for one round.  2 turn cooldown.  Base cooldown cannot be reduced below 2.
--Level 2: The first additional target selected using Insight no longer increases cooldown.  Further targets increase cooldown as normal.
 

Last Word Spell Card -- "Case Closing Declaration" (Active, Level 2):  Exploiting every weakness whether produced or revealed, the tengu constructs a prison of danmaku from which there is almost no escape, closing and quartering the enemy within.

-Select 1 target, spending any even number of Insight points.  Deal the average of X([Weapon damage]+2*LVL) damage to the target, where X is (Insight Used/2) + 2.  Masako cannot use full actions the turn after using this action.  5 turn cooldown.
--Base:  Select 1 target, spending any even number of Insight points.  Deal X([Weapon damage]+LVL) damage to the target, where X is (Insight Used/2) + 2.  Masako cannot use full actions the turn after using this action.  5 turn cooldown.
--Level 2:  Add an additional LVL damage to the calculation.

 

Pattern Prediction (Passive, Level 3):  
-At the start of each of her turns, Masako gains temporary hitpoints equal to her INT.
--INSIGHT:  Masako can spend insight to add additional temporary hit points to those gained at the start of her turn.  For each point of insight spent in this way, Masako gains [LVL] additional thp.
--Base: At the start of every other turn, Masako gains temporary hitpoints equal to her INT.
--Level 2: Masako gains temporary hitpoints at the start of each of her turns.
--Level 3: If an attack is directed at Masako while Masako has thp, treat Masako as dodging the attack for all purposes, though her hitpoints are still reduced as normal.
 

 

Swift Scan (Active, Level 4): No defense is perfect.  No puzzle can't be solved.  Analyzing the target allows the tengu to identify weaknesses in the enemy's defense, and direct their allies to strike at the necessary points.
-As a free action, select one target, and select one category.  Categories include weaknesses, resistances (including DR), perks, actions, or attributes.  Masako gains detailed information on the selected category, limited to the realm of what might be possible for an immensely talented detective to infer from observation.  Additional information or details not directly related to the chosen category--such as biographical and behavioral details, unusual or otherwise--that the tengu may have noticed may be provided at the GM's discretion.  If a target selected by this action is untargetable, it becomes targetable.
--INSIGHT: The tengu may pay 15 Insight to expand this action to a Full Scan, providing information on all remaining unscanned categories (equivalent, roughly, to a full character sheet), 
--Base: As a free action, select one target, and select one category.  Categories include weaknesses, resistances (including DR), perks, actions, or attributes.  Masako gains detailed information on the selected category, limited to the realm of what might be possible for an immensely talented detective to infer from observation.  Hence, selecting the action category may provide a list of possible actions, but what those actions actually DO beyond a very general sense would require further observation, such as that gained by the target using/having used that action.  Additional unrelated information may be provided at the GM’s discretion.  2 round cooldown.
--Level 2: Reduce cooldown by 1.
--Level 3: Remove Cooldown.  This action may only be used once per round. 
--Level 4:  This action may select targets that are otherwise untargetable.  If used to do so, those targets become targetable.  This effect is always active if full scan has been used on the target. 


Wind Sign "Fierce Gale" (Active, Level 5):  Masako’s Insight permits her to strike past the enemy defenses with a flurry of spears, falling upon the enemy like rain driven by hurricane winds.
-Make one weapon attack against a target of your choice.  Make one additional weapon attack against a target of your choice if there are 3 or more points of insight in your pool, and again if there are 9 or more points of insight in your pool.  2 turn cooldown.  Cannot be used more than once per turn.
--Base:  Make one weapon attack against a target of your choice.  For every 6 points of Insight currently in the your Insight Pool, make one additional weapon attack against a target of your choice.  5 turn cooldown.  Cannot be used more than once per turn.
--Level 2: Reduce cooldown by 1 turn.
--Level 3: Reduce cooldown by 1 turn.
--Level 4: Reduce cooldown by 1 turn.
--Level 5:  Additional attacks are now provided at 3 and 9 points of insight, instead of 6 and 12.

 

Summarize Observation (Active, Level 3):  Masako takes time to observe the way a target moves and reacts, generating a full profile and schema for the battle to ensue.
-Masako selects one target.  For one round, whenever that target takes an action, Masako gains 3 Insight.  Dodge the first action the target directs as Masako while Summarize Observation is in effect.
--INSIGHT:  Masako may choose to forgo Insight gained from this action.  If she does so, for every 2 Insight she would have gained, she treats herself as possessing an additional category of unclassified bestiary information for the purpose of determining the effects of Perfect Profile during the following round. Any Insight gained over the normal limits of her pool is always converted in this manner.
--Base: Masako selects one target.  For one round, whenever that target takes an action, Masako gains 2 Insight.
--Level 2: Increase Insight gained per action by 1.

--Level 3:  While Summarize Observation is active, this character dodges the first action directed at them by the target of Summarize Observation, negating the effects of that action.

 

Equipment: 

 

Tengu Yari (Equipment, 6 Tokens): 
-4d8+Dex damage.
--Base: Deals 1d4+Dex damage.
--Level 2: increase damage by 1d4.
--Level 3: increase damage by 1d4.
--Level 4: increase damage by 1d4.
--Level 5: increase size of damage dice from d4 to d6.
--Level 6: increase size of damage dice from d6 to d8.
 

Heavenly Kiseru (Equipment, 1 Tokens):  An old, japanese style pipe.  The tengu claims it helps her think through difficult cases.  Whether smoking helps her clear her mind or not, a huge smokescreen is more than capable of helping one get away from a particularly dangerous burst of danmaku.
-If the tengu would be reduced to 0 hp after all other effects, the Heavenly Kiseru activates.  Negate the action which triggered this effect.  Once per encounter.

 

*The bestiary is a collection of information masako has collected on each enemy she has faced, with each entry consisting of five categories as specified under swift scan.  Each category specifies important details for fighting an enemy and deducing its course of action.  A full bestiary entry for a given target is one consisting of all five categories, and is essentially a character sheet, minus details which could not conceivably be deduced by a classic archetypal master detective.  The unclassified categories from miscellaneous observation do not provide additional information and do not count towards a full entry, though they stack with normal categories for calculating effects and bonuses dependent on the number of categories scanned.  Individual bestiary entries are maintained between combats.  This bestiary is distinct from the communal trespassers bestiary, though enemies Masako scans can be uploaded to the communal one.

 

 

Spoiler

Casefile/Bestiary for Battle

 

Reimu: All

 

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Walmond

 

Once more, Walmond found herself yawning despite the current situation, rubbing her eyes as the various danmaku Reimu shot at her was intercepted by Lambda. What she wouldn't give for a bit of a break, giving herself time to sleep. The ground seemed comfortable enough, and Lambda could deal with...

 

... Wait, right, she couldn't sleep right now, not with the saplings. Raising her hand, Walmond pondered if she could actually disrupt the sapling's effects with just a small blast of her magic. It wouldn't take but, already the electricity was forming around her hand as she took aim, and it might even let her focus. Yeah, focus, she needed to focus. Deal with the saplings and artifact influencing Reimu, then rest. For now, focus.

 

"... Yuyuko, could you deal with one of those beasts? They're too loud" Walmond asked, dropping the arm that had been crackilng with electricity while rubbing her eyes. She'd focus better if those things would stop making so much noise.

 

Walmond  gives up her turn to let Yuyuko mark Shadow Beast A for death. Lambda instead uses Electrical Charge, boosting her next attack by 1d4+4 damage.

 

Walmond Loadout

Spoiler

Stats:
Constitution: 4
Dexterity: 6
Intelligence: 9
Strength: 0
Synergy: 3

 

Perks

Vulnerable to Attacks (Flaw)
Due to a design flaw when she was first made, Lambda takes  x1.5 more damage from magic based attacks. Walmond, on the on the other hand, takes x1.5 more damage from physical based attacks.

 

Study of the Healing Arts
Walmond has learned to enhance the capabilities of healing magic so that it can affect multiple people at one, earning him access to the action “Healing Field”

 

Actions (6/6)

Bolt: Walmond attacks with a burst of electric magic. Deals 1d6+INT damage.
- Level 1: Deals 1d6+INT damage to an opponent

 

Basic block: Walmond create a short lived magical barrier in front of him, reducing damage by 50%
- Level 1: Reduces damage taken by 50%

 

 

(Perk Backed) Healing Field: Walmond has learned how to heal multiple people at the same time, and gladly uses it to his advantage. Walmond can heal up to 5 allies for 2d4+INT hp.
- Level 1: Walmond chooses two allies. Those two allies are healed by 1d4+INT.
- Level 2: Walmond can now pick three allies to heal.
- Level 3: Healing dice increases from 1d4  to 2d4.
- Level 4: Walmond can now pick four allies to heal.
- Level 5: Walmond can now pick 5 allies to heal. 


Tazer: A targeted bolt of electricity aimed more to stop an enemy instead of killing. Deals 1d4+[Int] damage, and forces a Con check against Walmond’s int. If Walmond wins, the target is paralyzed for three turns, and has a 50% chance to lose their turn at the start of each turn.
Level 1:  Deals 1d4+[Int/2] damage, and forces a Con check on the target against Walmond’s Int. If Walmond wins the check, the target is Paralyzed for 1 turn, and has a 50% chance to lose their turn.
Level 2: Paralyzed duration increased to two turns.
Level 3: Paralyzed duration increased to three turns.

Level 4: Damage increased by [Int/2]
 

(Passive) Command Return: In a pinch, Walmond can resummon Lambda back to him, allowing to easily keep doing her job of defending him. Each turn, the first attack against Walmond is automatically redirected to Lambda.
Level 1: Every four turns, the first attack of the turn against Walmond is automatically moved to target Lambda instead.
Level 2: Cooldown reduced to every three turns.
Level 3: Cooldown reduced to every two turns.

Level 4: Each turn, the first attack against Walmond will be moved to target Lambda instead. This passive cannot gain any more levels to increase its frequency.


(Equipment) Walmond’s Cloak: The cloak worn by Walmond at all times, imbued with magical energy left from his spells. While equipped, all healing spells used by the wearer gain a +5 boost to its healing.
- Level 1: All healing spells gain a +1 boost to their healing.
- Level 2: Boost increased by +1
- Level 3: Boost increased by another +1
- Level 4: Boost increased by another +1
- Level 5: Boost increased by another +1

 

Lambda Loadout

Spoiler

Stats: 
Constitution: 9
Dexterity: 0
Intelligence: 
Strength: 9
Synergy: 4

 

Perks

Iron Wall: As part of her “programming”, Lambda is rather adept at keeping a threat distracted and occupied for her charges. Grants Lambda the action “Defense Procedures”.

 

Metallic Core
Lambda herself is almost completely machine, with the rest of her being magic. As such, she gains immunity to status effects and debuffs that would not effect machines, such as poison. However, due to the fact that she is held together by magic, healing spells do have an effect on her, though at half the normal power. Repair healing, on the other hand, heals her normally.

 

Vulnerable to Attacks (Flaw)
Due to a design flaw when she was first made, Lambda takes  x1.5 more damage from magic based attacks. Walmond, on the on the other hand, takes x1.5 more damage from physical based attacks.

 

Actions (6/6)

Arm Blades: Lambda’s large blades that extends from her arms. Deals 1d4+Strength damage
- Level 1: Deals 1d4+Strength damage

 

 

Threaten the enemy: Lambda moves in front of her allies, practically daring the enemy to attack her. When used, Lambda can taunt up to three opponents to attack her.
- Level 1: Lambda forces a single enemy to attack her until her next turn. The target must be chosen ahead of time.
- Level 2: Lambda can now taunt 2 opponents
- Level 3: Lambda can now taunt 3 opponents

 

(Perked Back) Defense Procedure: A more risky approach to Lambda’s normal protocols, getting right in the face of an opponent to practically force them to attack her. When used, Lambda taunts one enemy for two turns, and applies a 25% damage reduction to their damage towards her. Two turn cooldown.
- Level 1: Lambda taunts one enemy for two turns, and applies a 15% damage reduction to their damage towards her, which stacks with Defensive Modifications. Two turn cooldown.
- Level 2: Damage reduction increased by 10%.
 
Defensive Modifications: Lambda takes a second to switch her blades for shields. For two turns, Lambda cannot attack, but gains a 35% damage reduction.
- Level 1: Lambda is unable to attack for 2 turns. In exchange, she gains a 25% damage reduction for that period of time. However, she can only use non-damaging actions during this time.
- Level 2: Damage reduction is increased by 5%.

- Level 3: Damage reduction is increased by 5%.
 
Emergency Repair: Lambda stops fighting for a few moments to initiate self repairs. Heals Lambda for 3d6+SYN health, and ignores the reduction from her perk.
- Level 1: Lambda heals herself, without the normal reduction from her perk, by 1d6+SYN.

- Level 2: Heal increased by 1d6.
- Level 3: Heal increased by 1d6.
 
Electrical Charge: Lambda charges her blades to deal additional electrical damage. The charge actually causes Lambda’s eyes to glow much brighter than they normally do, along with her blades beginning to charge up with electricity. When used, Lambda gains a SYN+1d4 boost to her next damaging action, and can be stacked up twice. 
- Level 1: Until her next damaging action, Lambda’s blades gain a SYN bonus points of electrical damage.
- Level 2: Damage granted by this action now increases to SYN+1d4 bonus points of damage.
- Level 3: Damage granted by this action now stack, up to two times. The damage is still lost when she attacks, however.

 

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IP nods at Masako's command, face expressionless as the tengu did her work. Then the gynoid pulled out her tomahawk and threw it at Reimu in one swift motion.

 

IP throws her Tomahawk at Reimu, dealing [(2d4+8+9)*1.9]+12 damage!

 

HP: 65/65

0/20 HARM

14/20 HEAL

Methadone: COOLING DOWN - 1/4 Turns Left
Emergency Response: COOLING DOWN - 1/4 Turns Left

Weapon Guidance: ON COOLDOWN - 0/3 Turns Left

Aim Assist: READY

Auto 9/45: READY 4/4 Bursts Left

Tomahawk: READY

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UB-65's jumps out of the bushes (removes Crush Depth) as the fuse goes off and lets the torpedo fire out (free action) of the tube at Shadow beast C inflicting 15d8 damage+DEX+Rakukaja+LVL in extra damage (Sneak Attack) and causing INT/2 flooding/bleed damage for the next three turns. She targets Spectral Attack onto Reimu causing the next attack to her to deal 8 extra die in damage.



Level: 5


HP: 55

Init: 9

 

Stats:
Constitution: 5
Dexterity: 9
Intelligence: 9
Strength: 2
Synergy: 5

 

Perks: 
Sneak Attack - When attacking an opponent that has not attacked you this round, the attack does your level in extra damage.
Run Silent, Run Deep - Grants action Crush Depth
Spectral Recon - Activates free action, reveals hostiles within 50m (based on stealth check), choose one enemy that is detected and know the names of each of their actions; 3 round cooldown
Hidden Repair - Regen 20% of max HP in healing if not attack for one round

 

Flaw: Poor Ventilation - 30% less damage dealt in rounds exposed to gas attacks, if attacking for two turns in a row lose 4 initiative

 

Actions: 
Crush Depth (Perk Granted) - Becomes stealthed, enemies cannot perceive you until you attack (untargetable), 1 round cooldown

 

Torpedo Attack 7 - Causes 7d8 + Dexterity damage, INT/2 damage for flooding per turn over 3 turns (bleed damage for non-flooding targets), 2 round cooldown, Can set a fuse to launch the following turn after activation as a free action.
Level 1: Causes 3d8 + Dexterity damage, INT/2 damage for flooding per turn over 3 turns (bleed damage for non-flooding targets), 3 round cooldown.
Level 2: 4d8+Dex
Level 3: 5d8+dex
Level 4: 2 Round Cooldown
Level 5: Can set a fuse to launch the following turn after activation as a free action.
Level 6: 6d8+Dex
Level 7: 7d8+Dex

 

Spectral Attack 7 - One target is selected for a haunted targeting, give attacking friendly eight extra damage die; only one enemy may be haunted at a time; lasts lasts until target is next attacked
Level 1: One target is selected for a haunted targeting, give attacking friendly 4 extra damage die; only one enemy may be haunted at a time; lasts for 1 round
Level 2: 5 extra damage die
Level 3: 6 extra damage die
Level 4: 7 extra damage die
Level 5: 8 extra damage die
Level 6: No cooldown
Level 7: Lasts until target is attacked next

 

Flare Launch 4 - One random enemy must use next attack on you on the round of activation, damage reduction by 5 universal for one round when activated
Level 1: One random enemy must use next attack on you on the round of activation, damage reduction by 2 universal for one round when activated
Level 2: damage reduction by 3 universal
Level 3: damage reduction by 4 universal
Level 4: damage reduction by 5 universal

 

Equipment: 
Deck Gun 4 - 4d4+Dexterity on one target
Level 1: 1d4+Dexterity on one target
Level 2: 2d4+Dex
Level 3: 3d4+Dex
Level 4: 4d4+Dex

 

Heavy Officer's Coat 3 - Grants 4 damage resistance to slashing attacks
Level 1: Grants 2 damage resistance to slashing damage
Level 2: Grants 3 damage resistance
Level 3: Grants 4 damage resistance

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Amrita on Masako (clears status, heals by half SYN) 

 

Spoiler

Level: 5

 

HP: 55

Init: +8 (10 dex -2 weight)

 

Stats:

Constitution: 5

Dexterity: 10

Intelligence: 0

Strength: 4

Synergy: 13 (11 +2 Ring)

 

Perks/Flaws:

 

Autosupport:

Auto-support: On the first turn of battle, Hikari can choose a support ability she has; it is applied to the amount of targets the spell would have +2, and one has to be herself. Buffs applied this way do not apply Session.

 

Session:

When Hikari uses a single-target ally affecting move during her turn, it also applies the “Session” buff of indefinite duration. Hikari has an action called “Session Trigger”, which when activated, causes all allies affected by the buff and herself to attack once with their equipped weapon or a zero cooldown attack. The buff cannot stack, and can only be applied once during Hikari’s turn.

 

Healing Powers (provisional name):

When Hikari supports her allies, it’s more effective than your average buff or heal. Add half SYN healing to all support actions.

 

High Speed (Provisional name)

Hikari has a pool of ‘half actions”, weaker than normal actions but two can be used per turn. These are weakened versions of existing actions. If Hikari uses an ability as a half action, the result is reduced to one half of what it would normally be.

 

Thunder Weakness: Electricity just doesn’t agree with Hikari. Ivory explains to her that it’s probably a result of how some species of wyvern - the beast she most often rides - can’t handle electrical shocks well. Double damage from electricity.

 

Actions (5 slots + perks):

 

Session Trigger (Perk, Active) - Triggers all Session buffs on allies, making them launch a single attack with their equipped weapon, or a zero cooldown attack, at the target

 

Tarukaja (Active, Lv.2):

Grants 6+Half SYN boost to damage to target for two turns

Base: 3+Half SYN boost

Level 2: 6+Half SYN Boost

 

Rakukaja (Active, Lv.2):

Grants half SYN DR to target for two turns

Base: Half SYN DR

Level 2: 1+Half SYN DR

 

Dia (Active, Lv.3): A basic heal that heals one target for 2d4+SYN Health.

Base: 1d4+SYN Health

Level 2: 2d4+SYN Health

Level 3: 3d4+SYN Health

 

Amrita (Active, Lv.1): Cures status ailments on one ally.

Base: Cures status ailments for one ally.

 

Media (Active, Lv.2): Heals four allies by SYN. Two turn cooldown.

Base: Heals three allies by SYN. Two turn cooldown.

Level 2: Heal four allies by SYN. Two turn cooldown

 

Pierce (Active, Lv.1): Attacks with equipped weapon, and reduces enemy DR by 3. Two turn cooldown.

 

Magical enhancement (Passive, Lv.1): Channeling Hikari’s magical power, her attacks add one fourth SYN to their damage (assuming they’re not a SYN weapon).

 

 

Equipped Things:

Pulse Rifle

2d4+DEX damage, and can double the dice as a free action with six turn cooldown.

 

Raptora Armor:

Reduces init by 6 - STR.

Jump Jets: As a free action, dodge the attack that would deal you the most damage this turn. 5 turn cooldown.

Ultimate Charge 0/10:  Whenever you damage an enemy, you gain 1 ultimate charge, to a maximum of 10.  You cannot gain more than 1 charge per action performed. Ultimate charge is retained until spent, but cannot be transferred from 1 person to another.

Barrage:  As a free action, you may activate this ability by spending 10 ultimate charges.  Until your next turn, your equipped weapon is replaced by Rocket Barrage, a weightless weapon that deals Leveld6 damage to three enemies, evenly divided between them.

 

Synergistic Ring (2 Tokens)

A ring that glows with power. Adds 2 SYN.

Base: 1 SYN

Craft 1: 2 SYN

 

Symbol of Lumabella 

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.

 

Inventory:

 

Ivory’s Spear (Trick, 2 tokens):

Nothing fancy here - a spear of iron made to be used from wyvern back, with some precision. 2d4+DEX damage.

Base: 1d4+DEX damage

Craft Lvl1: 2d4+DEX damage.

 

Ivory’s Armor (Trick, 3 tokens)

Green armor fit for a rider of wyverns. 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: Improved fittings reduce effective weight by 1.

-Craft Level: Better tempering increases damage reduction by 1.

 

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Feeling herself getting sleepy again, Rory lets out an annoyed grunt before slamming her forehead into the edge of her shield to wake herself up.

Bad Luck Charm

 

Spoiler

Level: 5

HP: 77 HP
Init: 11

Stats: 0 points
Constitution: 12
Dexterity: 6
Intelligence: 5
Strength: 6
Synergy: 1

Perks: 
Aura: After getting hit Rory heals for 10% of the damage taken, rounded up.

Harden:  Getting hit activates Rory’s semblance. For every 25% of his max HP he loses, Rory gains lvl/2 DR.

Huntsman Basics:  Rory takes no fall damage. Additionally, he can carve materials from enemies which grant effects related to the enemy.

Flaw: Repositioning:  Every consecutive turn spent attacking lowers Rory’s Initiative by 3. He can't hit enemies that have 15 more Initiative than him.

Actions:

Wyrmstake Launcher: A modification added to gunlances that allows for the launching of a Wyrmstake, obviously. Deals 1d6+STR damage to the target applies a burn that deals 1d6 damage for 3 turns, and deals 1d6+Dex Damage after the burn wears off.
     Lvl 1: Applies a Burn that deals 1d6 damage for 3 turns and deals an additional 1d6+Dex damage after the burn wears off.
     Lvl 2 Boop: Deals 1d6 damage to the target as well.

     LVL 3: Increased initial damage by +STR
Caffeine:  Rory spends the turn getting back into position, increasing his Initiative by his 1.5*Dex.
    Level 1: Increases Initiative by Rory’s Dex

    Level 2: Further increases Initiative by 1.5X Dex

Armed and Ready!:  Rory Taunts an enemy, forcing them to attack him for 6 rounds. Only works on one enemy at a time.
    Level 1: Taunt a single enemy for a round, only works on one enemy.
Level 2-5: +1 round of taunt. Total of six rounds of taunt.

I Burn: Every two attacks in a row Rory Unloads the gun in his Lance dealing +3d6 damage against his target.
    Lvl1: When Rory attacks 2 times in a row his Second attack deals an additional 2d6 damage.
    Lvl2: Unloading deals an additional 1d6

I May Fall: Rory bolsters himself, Giving himself +20 Temporary HP in return for losing 1 DR for two Rounds.  (This can make his DR negative causing him to take more damage from each attack.)
    LvL1: Rory loses 2 DR and gains 10 temp HP for two rounds.
    Level 2: BUT NOT LIKE THIS!: +5 Temp HP.
    Level 3 IT WON’T BE BY YOUR HANDS: +5 Temp HP

    Level 4: DR lose reduced to -1

Bad Luck Charm: Desperate times call for desperate measures. Which of course means Rory takes a moment to hurt himself and bolster his resolve. Rory takes Con Damage and after 3 turns regains 2x the damage taken.

    Level 1: Rory takes Con Damage and after 3 turns regains 1.5x the damage taken.

    Level 2: Heal is increased to 2x the damage taken.

Defend: Rory Blocks, taking 50% of the damage dealt to him.

 

Equipment:
Lúin of Celtchar: An Iron Gunlance, looking like someone made a big Revolver, put it on a stick, and then strapped an equally large Bayonet to it. 4d4+STR damage.
    Level 1: 1d4+STR
    Level 2: +1d4 damage
    Level 3: +1d4 damage
    Level 4: +1d4 Damage

Shield:  “A sturdy Iron Shield, typically not something worn by hunters due to the huge amount of Strength their enemies bring to bear. However most Hunters aren’t Fucking Invincible.” -Rory +3 DR while Guarding and can’t be affected by movement based effects.
    Level 1: +1 DR while Guarding.
    Level 2: While Guarding Rory can’t be affected by movement based effects.
    Level 3: +1 DR while Guarding
    Level 4: +1 DR while Guarding.

Kulu Armor: A set of armor with a “Desert Nomad” theme, consisting of mainly light browns and reds. The face is mainly covered by a red Head Scarf with the rest of the body being covered except for the biceps. +1 DR against Fire attacks, Friendly Effects are 10% more potent, and checks for moving while carrying things are reduced by 2.
    Level 1: +1 DR against Fire attacks.
    Level 2: Friendly effects are 10% more potent
    Level 3: Checks for moving while carrying things are reduced by 2

 

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Isobel found herself barely able to react to Masako's change, besides faintly noting a sudden flip in demeanor and the now more dignified air with which she carried herself and, uh, a spear or something. This was because Isobel was awfully busy, running around to and fro to help keep everybody healthy and in the fight. It seemed like, for now, she had a break from preventing the sleep from catching everybody -- but there was still ever work to do. For now, Empi was looking rather banged up from the chaos and damage of the battle, and especially with how key she was to also keeping everybody alive, Isobel immediately made her way over to the romantic/sexual fairy, producing a poppy from her bag and stopping herself from hucking it at Empi to instead slide gracefully in and hand it off to her. "Empi, eat this! We can't have you going down!"

 

As for LOTUS... the green lines along her skin pulsed, and for a moment she closed her eyes, as she communed with worlds far away.

 

Spoiler

Uplink connection reestablished.

L.O.T.U.S.: I need firing solutions, of best available quality.

T.U.G.: Noted: intense battle.

L.O.T.U.S.: I *am* facing a formidable foe. The others are contributing, even those I underestimated.

L.O.T.U.S.: It's time for me to do so as well. T.A.D? T.U.G.? Dual assistance is requested.

T.U.G.: Assisting.

T.A.D.: yeah, yeah, i've got your back.

S.U.S.: providing my own boost! even if it's not specialized, i hope it helps.

T.U.G.: Transmitting data

T.A.D.: Transmitting data

S.U.S.: Transmitting data

L.O.T.U.S.: Successfully received. Thank you.

Uplink connection lost.

 

"I see you're taking things seriously now, Masako. Listen up, then. For ideal firing solutions, fire at these locations and angles, placed within reference points of fractions of height from bottom, width from left, angles from front:" Here, LOTUS rattled off a long list of fractional locations and angles and rates of movement of those angles, probably far too specific for most of the party to really understand -- computational, mathematical precision as created from the power of several different advanced AI, offered to Masako as unchanged as she worked, spinning her danmaku. Only afterwards, having trusted Masako to receive and interpret that data, did LOTUS restate a much simpler and more physical version for the benefit of the others. "Let's pursue success in our goals and contribution with our actions." And LOTUS began to spin up danmaku of her own...

 

Isobel uses Healing Poppy on Empi, healing her for 3d4+INT HP!

LOTUS uses Weakness Pinpoint on Reimu, giving all attacks aimed at her a 20% chance of nailing a critical hit for *2 damage -- for 2 turns, thanks to Tactical Uplink: Partial!

 

Cooldowns:

Tactical Uplink: Partial up in 3 turns.

Spoiler

Tactical Uplink (Partial): LOTUS has reconnected to the Tactical Uplink. It’s not a very good connection, as in flicks in briefly and then flickers out for several seconds, but it IS a connection nonetheless. LOTUS is finally back in touch with his “kin” and they at happy to help him out with calculations. When they can, anyway. Every three turns, a [LOTUS] move may be used as if it had an additional effective level, which is listed with each [LOTUS] move, and which is a fixed upgrade to the move created when the move is created.

 

Level: 5
HP: 60
Init: 1d20+10+10

Stats:
Constitution: 6
Dexterity: 10
Intelligence: 12
Strength: 2
Synergy: 0

 

Isobel Loadout:

 

Help Intent (Level 2)[Isobel]: The Exodus is a real frantic place, and helping your fellow spaceman out becomes a natural action. Isobel has helped people out of sticky situations in the past, and she’s more than willing to help someone get on their feet now. Isobel removes an ailment from an ally.

Level 2: Isobel removes all ailments from an ally.

 

Dexterity [Isobel][Passive](Level 4): Isobel may not actually be a trained fighter but gunfights are not uncommon where she works and she's been shot at once or twice. Isobel has a 15% chance to dodge incoming attacks.

Level 2: Upgraded from 5% to 10%

Level 3: Upgraded from 10% to 15%

Level 4: Upgraded from 15% to 20%.

 

Healing Poppy [Isobel](Level 4): Isobel, a very good botanist, has bred a species of poppy that takes the tiny dose of the heal-all tricordrazine within poppies in the 26th century and significantly increases it. This dose is fast acting upon consumption, too. Isobel heals someone for 3d4+INT damage.

Level 2: Upgrade from 1d4+INT to 2d4+INT damage healed.
Level 3: Upgrade from 2d4+INT to 3d4+INT

Level 4: Upgrade from 3d4+INT to 4d4+INT

 

Starburst Poppies (x3): Curious multicolored poppies grown in a farm full of various magical plants. Restores 1d4+12 HP to one target; additionally roll 1d4 and they gain 3 DR for two rounds against one type chosen from the following; 1 Fire, 2 Ice, 3 Electric, 4 Physical(blunt, slash, & pierce).

 

Plant-B-Gone: A spray bottle full of a futuristic substance which deals grievous toxicity to what it is sprayed on... as long as that thing is a plant. Isobel forgot she had this, but it’s no wonder given its rather specific area of usefulness. Deals a poisoning ailment that does [INT] damage for 3 turns... to plants, and to plants only.

 

Botanist’s Apron [Level 2]: A tough blue apron made of synthetic fibers, it isn’t actually thick enough to protect Isobel from blows or projectiles, but it does work to protect Isobel somewhat from toxic hazards and corrosive hazards, very useful to any experimenting botanist. The apron provides 20% reduction  to the damage of poison-type attacks. It also lowers the duration of poisoning by a round.

Level 2: Adds the poisoning duration shortening effect.

 

Golden Chaingun [Level 2]: A strange wrist bangle made by Mar, this compact device of golden stone shoot out a chain made of solar magic that is tipped with a very sharp carbon steel hook which can easily stab into and catch in things. It’s made as a mobility booster rather than as a weapon, however. Can be used for one of two active abilities: performing an ersatz Basic Defense that provides Isobel and LOTUS with an additional 50% dodge chance in return for any other actions this turn, or for making an action first strike. 2 turn cooldown, either way.

Level 2: Adds the first strike option.

 

LOTUS Loadout:

 

Pathing Advice [LOTUS](Level 3): LOTUS calculates various possible routes of travel and estimated timelines of action for the target, and then announces to them which of these is the most efficient course of action to move quickly. LOTUS fixes the initiative of the target directly behind his and Isobel’s initiative, for this turn and the next 2 turns. The target can also end this effect early. 

Level 2: Upgrade from a duration of “this turn” to a duration of “this turn and the next”.

Level 3: Upgrade from a duration of "this turn and the next" to a duration of "this turn and the next 2 turns".

(TU Level: Upgrades to a duration of this turn and the next 3 turns when Tactical Uplink (Partial) is active.)

 

Efficiency Analysis [LOTUS](Level 2): LOTUS observes the action just made, and then calculates a more optimal way to release energy or regain stamina or such, at least for the current situation. He then, of course, shouts out that more optimal method. LOTUS removes two turns of cooldown from another character's turn. This move has 1 turn of cooldown itself.

Level 2: Upgrade from 1 turn of cooldown removed to 2 turns of cooldown removed.

(TU Level: Removes 3 turns of cooldown when Tactical Uplink: Partial is active)

 

Weakness Pinpoint [LOTUS](Level 4): LOTUS observes an enemy and using his built-in medical and security HUDs he finds a weakness within their defenses that may not be immediately apparent by purely visual inspection, and then proceeds to loudly broadcast them to the battle, revealing them for others’ usage. LOTUS creates a debuff on a target that grants a 10% *2 crit chance on attacks made against it for a turn.
Level 2: Upgrade from 5% chance to 10% chance.

Level 3: Upgrade from 10% chance to 15% chance.

Level 4: Upgrade from 15% chance to 20% chance.

(TU Level: Lasts for 2 turns instead of one when Tactical Uplink: Partial is active.)

 

 

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While the various party members go about casting supportive spells and giving one another advice and assistance for surviving the continuing onslaught, Masako pulls together her case. She delivers a dizzying series of blows to Reimu, sending the shrine maiden reeling into the air - though even in her current state, she ducked and wove through the majority of the danmaku the tengu flung in her direction. She flipped end over end a few times before she stabilized herself abruptly, stopping with a glare straight at the offender. "Look at what Gensokyo does, and then look at what I do. Tell me who's been uncharitable."

 

UB-65, meanwhile, is not to be outdone. Right after one of the beasts falls to the ground almost peacefully as a result of Yuyuko's power, she fires off her own attack. It lands, and not much is particularly clear about what occurs after this, save that the shadow beasts seem to have all been efficiently converted to spinning black particles and vapor. Rory, seeing all of these impressive displays, elects to punch himself in the face.

 

Reimu casts Nightmare Sign: Dream-Sealing Circle, and sets a Condition which activates Fantasy Nature if she would take 50 or more damage that lasts 3 turns. The spell deals 8 damage to all party members.


Initiative:

 

Isobel & LOTUS: 20


Reimu: 18
Empi: 18
Reimu: 12
Rory: 11
Masako: 10
UB-65: 9
Hikari: 8
Reimu: 6
Walmond & Lambda: 6
Shadow Beasts: 5
IP: 0


Status

 

 

Reimu: Bloodied, Taunted (Rory, 4 turns remain), Observed (1 turn), Wyvernstake (1 turn remains)


Shadow Beast A : Dead
Shadow Beast B : Dead as fuck
Shadow Beast C : Wolfpacked
Sapling A : Healthy
Sapling B : Healthy
Sapling C : Healthy
Sapling D : Healthy

 

Isobel: 52/60, Healthy
Empi: 33/55, Healthy
Rory: 71/90, Healthy, +2 DR, Bad Luck Charm (2 turns remain)
Masako: 46/55, Healthy, 12/12 Pattern Prediction, +12 damage (2 turns remain)
Walmond: 36/42, Healthy, Debuff block (once)
Lambda: 43/57, Healthy, 15% damage reduction (2 turns remain)
IP: 57/65, Healthy, Teachings
UB-65: 43/55, Healthy, Teachings
Hikari: 47/55, Healthy, +7 damage reduction (1 turns remain)

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"Still you, I'm afraid."   Masako backed off as Reimu righted herself, adopting an only-seemingly-lazy pattern of hovering, wings relaxed at her side in a way that would allow her to use their leverage to bolt any way necessary in the event of an attack.  "If you're feeling unappreciated, go take it up with someone when we've finished with you.  I'm sure the Moriya shrine people or that one so-called hermit or those fairies you always have hanging around would love to help.  But for now, you definitely don't get to complain."

 

The tengu glanced to her side.  After a moment's examination, a deft twirl of her yari caught one of the Saigyou Ayakashi saplings amongst the branches.  A swift kick with her geta drove the tip of the spear into the sapling's trunk, as if she were trying to drive a spade into the soil.  Then, before Reimu could fully respond, she pulled the razor-sharp crescent and spike sideways through the tree in a single, swift motion.  

 

"Especially not when you're using dirty tricks like these things."

 

 

 

 ACTIONS

1.  Masako uses Defend as an action, halving all damage for one round.

 

2.  Masako uses Swift Scan on Sapling A as a free action, targeting its Perks! Masako gains detailed information on whatever Perks it has, if any.

 

3.  Masako spends 1 Pursuit token to make an attack at the very end of the round using her Tengu Yari, targeting Sapling A!  The sapling takes 1.3*(4d8+12+12) damage.  (ie [1.3*4d8+31.2]).

 

PASSIVE

1. Masako spends 2 Insight and gains (12+10) = 22 temporary hit points from Pattern Prediction.

 

2. Teachings of the Tengu is applied to to IP and UB-65!  Currently, they gain (80% damage bonus against Reimu from Perfect Profile, 30% damage bonus against the saplings from Perfect Profile, +12 to damage in general from Tarukaja).  

 

Spoiler

 

THP: 12

HP: 46/50

Init: +12

Current Insight: 14

Total Insight gained: 29

Pursuit: 2

 

 

Perks: 

 

(Perk) Science of Deduction:  Masako has a pool of Insight that can be used to enhance her actions or deploy other effects.  The pool starts as empty at the beginning of any battle and can contain a maximum of 15 Insight.  Insight can be gained in the following ways:
+1 Insight for using the swift scan action to uncover a new piece of information.
+1 Insight when Masako is targeted by an enemy action.  Once per round (?).
+1 Insight at the start of the round if Masako has full bestiary information on an enemy.
+3 Insight for using a full scan on a target, after paying the initial cost.

 

(Perk) As the Gale:  For every 5 total Insight gained, Masako gains one Pursuit token.  Masako can expend a pursuit token to take an extra action on their turn. 

 

(Perk) Perfect Profile: Swift scan - For each bestiary category possessed on a target, increase masako's damage against the target 10%, plus an additional 10% if a full bestiary* is possessed.

 

(Perk) Teachings of the Tengu:  Masako has a thousand years of experience from before she decided to become a detective, and many of the greatest legends of the tengu praise their skill as teachers.  Masako may select two other units, who may choose to gain the benefits of any effects currently active on Masako which directly buff or modify her attacks and damage.  If any of these effects are based off Masako’s attributes, the targets may use Masako’s attributes to calculate the bonus in place of their own.


(Flaw) Investigative: While she can apparently act without care at times, the crow tengu are known as the nimble information corps for a reason.  Gathering information is their forte, and acting without first observing and calculating a plan is something few--Masako included--are inclined to do. When Masako’s Insight pool is empty at the start of her turn, reduce damage she deals during that turn by 50%.

 
Level: 5
Max HP: 50
Initiative: +12
 
Strength: 
Dexterity: 12 
Intelligence: 12  
Constitution: 
Synergy: 
 
 
Actions:

 

Deduction "Shocking Insight" (Active, Level 1):  A complex danmaku pattern, compartmentalizing the field with dazzling blasts and chains of connected bursts that leave her opponent unable too dazed to react, emulating the work of a racing, brilliant mind.
-Select a target, dealing [Dex] damage.  The target is stunned for one round.  2 turn cooldown.  
--INSIGHT: Select up to two additional targets.  By spending 2 Insight per target, deal the damage and stun to each while increasing the cooldown by the number of additional targets selected (Level 2: -1 cooldown when selecting multiple targets).  
--Base: Select a target, dealing Int damage.  The target is stunned for one round.  2 turn cooldown.  Base cooldown cannot be reduced below 2.
--Level 2: The first additional target selected using Insight no longer increases cooldown.  Further targets increase cooldown as normal.
 

Last Word Spell Card -- "Case Closing Declaration" (Active, Level 2):  Exploiting every weakness whether produced or revealed, the tengu constructs a prison of danmaku from which there is almost no escape, closing and quartering the enemy within.

-Select 1 target, spending any even number of Insight points.  Deal the average of X([Weapon damage]+2*LVL) damage to the target, where X is (Insight Used/2) + 2.  Masako cannot use full actions the turn after using this action.  5 turn cooldown.
--Base:  Select 1 target, spending any even number of Insight points.  Deal X([Weapon damage]+LVL) damage to the target, where X is (Insight Used/2) + 2.  Masako cannot use full actions the turn after using this action.  5 turn cooldown.
--Level 2:  Add an additional LVL damage to the calculation.

 

Pattern Prediction (Passive, Level 3):  
-At the start of each of her turns, Masako gains temporary hitpoints equal to her INT.
--INSIGHT:  Masako can spend insight to add additional temporary hit points to those gained at the start of her turn.  For each point of insight spent in this way, Masako gains [LVL] additional thp.
--Base: At the start of every other turn, Masako gains temporary hitpoints equal to her INT.
--Level 2: Masako gains temporary hitpoints at the start of each of her turns.
--Level 3: If an attack is directed at Masako while Masako has thp, treat Masako as dodging the attack for all purposes, though her hitpoints are still reduced as normal.
 

 

Swift Scan (Active, Level 4): No defense is perfect.  No puzzle can't be solved.  Analyzing the target allows the tengu to identify weaknesses in the enemy's defense, and direct their allies to strike at the necessary points.
-As a free action, select one target, and select one category.  Categories include weaknesses, resistances (including DR), perks, actions, or attributes.  Masako gains detailed information on the selected category, limited to the realm of what might be possible for an immensely talented detective to infer from observation.  Additional information or details not directly related to the chosen category--such as biographical and behavioral details, unusual or otherwise--that the tengu may have noticed may be provided at the GM's discretion.  If a target selected by this action is untargetable, it becomes targetable.
--INSIGHT: The tengu may pay 15 Insight to expand this action to a Full Scan, providing information on all remaining unscanned categories (equivalent, roughly, to a full character sheet), 
--Base: As a free action, select one target, and select one category.  Categories include weaknesses, resistances (including DR), perks, actions, or attributes.  Masako gains detailed information on the selected category, limited to the realm of what might be possible for an immensely talented detective to infer from observation.  Hence, selecting the action category may provide a list of possible actions, but what those actions actually DO beyond a very general sense would require further observation, such as that gained by the target using/having used that action.  Additional unrelated information may be provided at the GM’s discretion.  2 round cooldown.
--Level 2: Reduce cooldown by 1.
--Level 3: Remove Cooldown.  This action may only be used once per round. 
--Level 4:  This action may select targets that are otherwise untargetable.  If used to do so, those targets become targetable.  This effect is always active if full scan has been used on the target. 


Wind Sign "Fierce Gale" (Active, Level 5):  Masako’s Insight permits her to strike past the enemy defenses with a flurry of spears, falling upon the enemy like rain driven by hurricane winds.
-Make one weapon attack against a target of your choice.  Make one additional weapon attack against a target of your choice if there are 3 or more points of insight in your pool, and again if there are 9 or more points of insight in your pool.  2 turn cooldown.  Cannot be used more than once per turn.
--Base:  Make one weapon attack against a target of your choice.  For every 6 points of Insight currently in the your Insight Pool, make one additional weapon attack against a target of your choice.  5 turn cooldown.  Cannot be used more than once per turn.
--Level 2: Reduce cooldown by 1 turn.
--Level 3: Reduce cooldown by 1 turn.
--Level 4: Reduce cooldown by 1 turn.
--Level 5:  Additional attacks are now provided at 3 and 9 points of insight, instead of 6 and 12.

 

Summarize Observation (Active, Level 3):  Masako takes time to observe the way a target moves and reacts, generating a full profile and schema for the battle to ensue.
-Masako selects one target.  For one round, whenever that target takes an action, Masako gains 3 Insight.  Dodge the first action the target directs as Masako while Summarize Observation is in effect.
--INSIGHT:  Masako may choose to forgo Insight gained from this action.  If she does so, for every 2 Insight she would have gained, she treats herself as possessing an additional category of unclassified bestiary information for the purpose of determining the effects of Perfect Profile during the following round. Any Insight gained over the normal limits of her pool is always converted in this manner.
--Base: Masako selects one target.  For one round, whenever that target takes an action, Masako gains 2 Insight.
--Level 2: Increase Insight gained per action by 1.

--Level 3:  While Summarize Observation is active, this character dodges the first action directed at them by the target of Summarize Observation, negating the effects of that action.

 

Equipment: 

 

Tengu Yari (Equipment, 6 Tokens): 
-4d8+Dex damage.
--Base: Deals 1d4+Dex damage.
--Level 2: increase damage by 1d4.
--Level 3: increase damage by 1d4.
--Level 4: increase damage by 1d4.
--Level 5: increase size of damage dice from d4 to d6.
--Level 6: increase size of damage dice from d6 to d8.
 

Heavenly Kiseru (Equipment, 1 Tokens):  An old, japanese style pipe.  The tengu claims it helps her think through difficult cases.  Whether smoking helps her clear her mind or not, a huge smokescreen is more than capable of helping one get away from a particularly dangerous burst of danmaku.
-If the tengu would be reduced to 0 hp after all other effects, the Heavenly Kiseru activates.  Negate the action which triggered this effect.  Once per encounter.

 

*The bestiary is a collection of information masako has collected on each enemy she has faced, with each entry consisting of five categories as specified under swift scan.  Each category specifies important details for fighting an enemy and deducing its course of action.  A full bestiary entry for a given target is one consisting of all five categories, and is essentially a character sheet, minus details which could not conceivably be deduced by a classic archetypal master detective.  The unclassified categories from miscellaneous observation do not provide additional information and do not count towards a full entry, though they stack with normal categories for calculating effects and bonuses dependent on the number of categories scanned.  Individual bestiary entries are maintained between combats.  This bestiary is distinct from the communal trespassers bestiary, though enemies Masako scans can be uploaded to the communal one.

 

 

Spoiler

Casefile/Bestiary for Battle

 

Reimu: All

Saigyou Ayakashi: Perks

 

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UB-65 uses Spectral Attack on Reimu, giving the next player to attack her 8 additional damage die



Level: 5


HP: 55

Init: 9

 

Stats:
Constitution: 5
Dexterity: 9
Intelligence: 9
Strength: 2
Synergy: 5

 

Perks: 
Sneak Attack - When attacking an opponent that has not attacked you this round, the attack does your level in extra damage.
Run Silent, Run Deep - Grants action Crush Depth
Spectral Recon - Activates free action, reveals hostiles within 50m (based on stealth check), choose one enemy that is detected and know the names of each of their actions; 3 round cooldown
Hidden Repair - Regen 20% of max HP in healing if not attack for one round

 

Flaw: Poor Ventilation - 30% less damage dealt in rounds exposed to gas attacks, if attacking for two turns in a row lose 4 initiative

 

Actions: 
Crush Depth (Perk Granted) - Becomes stealthed, enemies cannot perceive you until you attack (untargetable), 1 round cooldown

 

Torpedo Attack 7 - Causes 7d8 + Dexterity damage, INT/2 damage for flooding per turn over 3 turns (bleed damage for non-flooding targets), 2 round cooldown, Can set a fuse to launch the following turn after activation as a free action.
Level 1: Causes 3d8 + Dexterity damage, INT/2 damage for flooding per turn over 3 turns (bleed damage for non-flooding targets), 3 round cooldown.
Level 2: 4d8+Dex
Level 3: 5d8+dex
Level 4: 2 Round Cooldown
Level 5: Can set a fuse to launch the following turn after activation as a free action.
Level 6: 6d8+Dex
Level 7: 7d8+Dex

 

Spectral Attack 7 - One target is selected for a haunted targeting, give attacking friendly eight extra damage die; only one enemy may be haunted at a time; lasts lasts until target is next attacked
Level 1: One target is selected for a haunted targeting, give attacking friendly 4 extra damage die; only one enemy may be haunted at a time; lasts for 1 round
Level 2: 5 extra damage die
Level 3: 6 extra damage die
Level 4: 7 extra damage die
Level 5: 8 extra damage die
Level 6: No cooldown
Level 7: Lasts until target is attacked next

 

Flare Launch 4 - One random enemy must use next attack on you on the round of activation, damage reduction by 5 universal for one round when activated
Level 1: One random enemy must use next attack on you on the round of activation, damage reduction by 2 universal for one round when activated
Level 2: damage reduction by 3 universal
Level 3: damage reduction by 4 universal
Level 4: damage reduction by 5 universal

 

Equipment: 
Deck Gun 4 - 4d4+Dexterity on one target
Level 1: 1d4+Dexterity on one target
Level 2: 2d4+Dex
Level 3: 3d4+Dex
Level 4: 4d4+Dex

 

Heavy Officer's Coat 3 - Grants 4 damage resistance to slashing attacks
Level 1: Grants 2 damage resistance to slashing damage
Level 2: Grants 3 damage resistance
Level 3: Grants 4 damage resistance

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Walmond begins her Healing Spam once more, healing IB, Empi, UB-65, Masako, and Hikari  for 2d4+9 (+5 from her cloak). Lambda, meanwhile, gives up her turn distracts Reimu for a bit in order to give Youmu a clearer opening on the Shrine Maiden.

 

Walmond Loadout

Spoiler

Stats:
Constitution: 4
Dexterity: 6
Intelligence: 9
Strength: 0
Synergy: 3

 

Perks

Vulnerable to Attacks (Flaw)
Due to a design flaw when she was first made, Lambda takes  x1.5 more damage from magic based attacks. Walmond, on the on the other hand, takes x1.5 more damage from physical based attacks.

 

Study of the Healing Arts
Walmond has learned to enhance the capabilities of healing magic so that it can affect multiple people at one, earning him access to the action “Healing Field”

 

Actions (6/6)

Bolt: Walmond attacks with a burst of electric magic. Deals 1d6+INT damage.
- Level 1: Deals 1d6+INT damage to an opponent

 

Basic block: Walmond create a short lived magical barrier in front of him, reducing damage by 50%
- Level 1: Reduces damage taken by 50%

 

 

(Perk Backed) Healing Field: Walmond has learned how to heal multiple people at the same time, and gladly uses it to his advantage. Walmond can heal up to 5 allies for 2d4+INT hp.
- Level 1: Walmond chooses two allies. Those two allies are healed by 1d4+INT.
- Level 2: Walmond can now pick three allies to heal.
- Level 3: Healing dice increases from 1d4  to 2d4.
- Level 4: Walmond can now pick four allies to heal.
- Level 5: Walmond can now pick 5 allies to heal. 


Tazer: A targeted bolt of electricity aimed more to stop an enemy instead of killing. Deals 1d4+[Int] damage, and forces a Con check against Walmond’s int. If Walmond wins, the target is paralyzed for three turns, and has a 50% chance to lose their turn at the start of each turn.
Level 1:  Deals 1d4+[Int/2] damage, and forces a Con check on the target against Walmond’s Int. If Walmond wins the check, the target is Paralyzed for 1 turn, and has a 50% chance to lose their turn.
Level 2: Paralyzed duration increased to two turns.
Level 3: Paralyzed duration increased to three turns.

Level 4: Damage increased by [Int/2]
 

(Passive) Command Return: In a pinch, Walmond can resummon Lambda back to him, allowing to easily keep doing her job of defending him. Each turn, the first attack against Walmond is automatically redirected to Lambda.
Level 1: Every four turns, the first attack of the turn against Walmond is automatically moved to target Lambda instead.
Level 2: Cooldown reduced to every three turns.
Level 3: Cooldown reduced to every two turns.

Level 4: Each turn, the first attack against Walmond will be moved to target Lambda instead. This passive cannot gain any more levels to increase its frequency.


(Equipment) Walmond’s Cloak: The cloak worn by Walmond at all times, imbued with magical energy left from his spells. While equipped, all healing spells used by the wearer gain a +5 boost to its healing.
- Level 1: All healing spells gain a +1 boost to their healing.
- Level 2: Boost increased by +1
- Level 3: Boost increased by another +1
- Level 4: Boost increased by another +1
- Level 5: Boost increased by another +1

 

Lambda Loadout

Spoiler

Stats: 
Constitution: 9
Dexterity: 0
Intelligence: 
Strength: 9
Synergy: 4

 

Perks

Iron Wall: As part of her “programming”, Lambda is rather adept at keeping a threat distracted and occupied for her charges. Grants Lambda the action “Defense Procedures”.

 

Metallic Core
Lambda herself is almost completely machine, with the rest of her being magic. As such, she gains immunity to status effects and debuffs that would not effect machines, such as poison. However, due to the fact that she is held together by magic, healing spells do have an effect on her, though at half the normal power. Repair healing, on the other hand, heals her normally.

 

Vulnerable to Attacks (Flaw)
Due to a design flaw when she was first made, Lambda takes  x1.5 more damage from magic based attacks. Walmond, on the on the other hand, takes x1.5 more damage from physical based attacks.

 

Actions (6/6)

Arm Blades: Lambda’s large blades that extends from her arms. Deals 1d4+Strength damage
- Level 1: Deals 1d4+Strength damage

 

 

Threaten the enemy: Lambda moves in front of her allies, practically daring the enemy to attack her. When used, Lambda can taunt up to three opponents to attack her.
- Level 1: Lambda forces a single enemy to attack her until her next turn. The target must be chosen ahead of time.
- Level 2: Lambda can now taunt 2 opponents
- Level 3: Lambda can now taunt 3 opponents

 

(Perked Back) Defense Procedure: A more risky approach to Lambda’s normal protocols, getting right in the face of an opponent to practically force them to attack her. When used, Lambda taunts one enemy for two turns, and applies a 25% damage reduction to their damage towards her. Two turn cooldown.
- Level 1: Lambda taunts one enemy for two turns, and applies a 15% damage reduction to their damage towards her, which stacks with Defensive Modifications. Two turn cooldown.
- Level 2: Damage reduction increased by 10%.
 
Defensive Modifications: Lambda takes a second to switch her blades for shields. For two turns, Lambda cannot attack, but gains a 35% damage reduction.
- Level 1: Lambda is unable to attack for 2 turns. In exchange, she gains a 25% damage reduction for that period of time. However, she can only use non-damaging actions during this time.
- Level 2: Damage reduction is increased by 5%.

- Level 3: Damage reduction is increased by 5%.
 
Emergency Repair: Lambda stops fighting for a few moments to initiate self repairs. Heals Lambda for 3d6+SYN health, and ignores the reduction from her perk.
- Level 1: Lambda heals herself, without the normal reduction from her perk, by 1d6+SYN.

- Level 2: Heal increased by 1d6.
- Level 3: Heal increased by 1d6.
 
Electrical Charge: Lambda charges her blades to deal additional electrical damage. The charge actually causes Lambda’s eyes to glow much brighter than they normally do, along with her blades beginning to charge up with electricity. When used, Lambda gains a SYN+1d4 boost to her next damaging action, and can be stacked up twice. 
- Level 1: Until her next damaging action, Lambda’s blades gain a SYN bonus points of electrical damage.
- Level 2: Damage granted by this action now increases to SYN+1d4 bonus points of damage.
- Level 3: Damage granted by this action now stack, up to two times. The damage is still lost when she attacks, however.

 

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IP follows up her tomahawk strike with a burst of her handgun.

 

IP shoots Reimu with her Auto 9/45, inflicting (6d4+6+12)*1.8 damage!

 

HP: 65/65

???/20 HARM - Calculating damage

14/20 HEAL

Methadone: COOLING DOWN - 2/4 Turns Left
Emergency Response: COOLING DOWN - 2/4 Turns Left

Weapon Guidance: ON COOLDOWN - 1/3 Turns Left

Aim Assist: READY

Auto 9/45: READY 4/4 Bursts Left

Tomahawk: ON COOLDOWN - 0/3 Turns Left

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Rory wisely waits until everyone else has unloaded their attacks, creeping up while they were distracting the miko before finally running at her to Tackle Reimu.

 

Spoiler

Level: 5

HP: 77 HP
Init: 11

Stats: 0 points
Constitution: 12
Dexterity: 6
Intelligence: 5
Strength: 6
Synergy: 1

Perks: 
Aura: After getting hit Rory heals for 10% of the damage taken, rounded up.

Harden:  Getting hit activates Rory’s semblance. For every 25% of his max HP he loses, Rory gains lvl/2 DR.

Huntsman Basics:  Rory takes no fall damage. Additionally, he can carve materials from enemies which grant effects related to the enemy.

Flaw: Repositioning:  Every consecutive turn spent attacking lowers Rory’s Initiative by 3. He can't hit enemies that have 15 more Initiative than him.

Actions:

Wyrmstake Launcher: A modification added to gunlances that allows for the launching of a Wyrmstake, obviously. Deals 1d6+STR damage to the target applies a burn that deals 1d6 damage for 3 turns, and deals 1d6+Dex Damage after the burn wears off.
     Lvl 1: Applies a Burn that deals 1d6 damage for 3 turns and deals an additional 1d6+Dex damage after the burn wears off.
     Lvl 2 Boop: Deals 1d6 damage to the target as well.

     LVL 3: Increased initial damage by +STR
Caffeine:  Rory spends the turn getting back into position, increasing his Initiative by his 1.5*Dex.
    Level 1: Increases Initiative by Rory’s Dex

    Level 2: Further increases Initiative by 1.5X Dex

Armed and Ready!:  Rory Taunts an enemy, forcing them to attack him for 6 rounds. Only works on one enemy at a time.
    Level 1: Taunt a single enemy for a round, only works on one enemy.
Level 2-5: +1 round of taunt. Total of six rounds of taunt.

I Burn: Every two attacks in a row Rory Unloads the gun in his Lance dealing +3d6 damage against his target.
    Lvl1: When Rory attacks 2 times in a row his Second attack deals an additional 2d6 damage.
    Lvl2: Unloading deals an additional 1d6

I May Fall: Rory bolsters himself, Giving himself +20 Temporary HP in return for losing 1 DR for two Rounds.  (This can make his DR negative causing him to take more damage from each attack.)
    LvL1: Rory loses 2 DR and gains 10 temp HP for two rounds.
    Level 2: BUT NOT LIKE THIS!: +5 Temp HP.
    Level 3 IT WON’T BE BY YOUR HANDS: +5 Temp HP

    Level 4: DR lose reduced to -1

Bad Luck Charm: Desperate times call for desperate measures. Which of course means Rory takes a moment to hurt himself and bolster his resolve. Rory takes Con Damage and after 3 turns regains 2x the damage taken.

    Level 1: Rory takes Con Damage and after 3 turns regains 1.5x the damage taken.

    Level 2: Heal is increased to 2x the damage taken.

Defend: Rory Blocks, taking 50% of the damage dealt to him.

 

Equipment:
Lúin of Celtchar: An Iron Gunlance, looking like someone made a big Revolver, put it on a stick, and then strapped an equally large Bayonet to it. 4d4+STR damage.
    Level 1: 1d4+STR
    Level 2: +1d4 damage
    Level 3: +1d4 damage
    Level 4: +1d4 Damage

Shield:  “A sturdy Iron Shield, typically not something worn by hunters due to the huge amount of Strength their enemies bring to bear. However most Hunters aren’t Fucking Invincible.” -Rory +3 DR while Guarding and can’t be affected by movement based effects.
    Level 1: +1 DR while Guarding.
    Level 2: While Guarding Rory can’t be affected by movement based effects.
    Level 3: +1 DR while Guarding
    Level 4: +1 DR while Guarding.

Kulu Armor: A set of armor with a “Desert Nomad” theme, consisting of mainly light browns and reds. The face is mainly covered by a red Head Scarf with the rest of the body being covered except for the biceps. +1 DR against Fire attacks, Friendly Effects are 10% more potent, and checks for moving while carrying things are reduced by 2.
    Level 1: +1 DR against Fire attacks.
    Level 2: Friendly effects are 10% more potent
    Level 3: Checks for moving while carrying things are reduced by 2

 

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"Excellent!" crowed LOTUS in a very pleased tone, pumping her fists from Isobel's pocket. "Light her up, then! We're going to have to deal with some of her spells from that, taking a look at the danmaku, but we really aren't going to get anywhere if we let that slow us down, especially because she's not likely to return the favor! We're simply going to have to tear into her now and not stop, and Isobel and I are going to do our best to help facilitate that. UB-65, that was also an extremely impressive blow, and I've already voiced my thoughts on Masako's performance. If we can keep this up..." In an abnormally unguardedly excited mood, LOTUS proceeded to give Masako some advice on how to use her powerful attack more quickly.

 

"Well, I'll be damned... there's not a whole lot for me to do. Except... hey, I'm going to spray one of these saplings! It's probably rare that I'll get another opportunity to use this thing, and this should maybe keep it from doing its thing, and will almost certainly eventually kill it!" Isobel produced a green bottle from her apron, with rather colorful labeling proclaiming it to be Nanotrasen-brand "Plant-B-Gone" -- and then she dashed in the direction of the saplings, spraying one with a healthy dose of the substance.

 

LOTUS uses Efficiency Analysis on Masako, dropping the cooldown of Wind Sign "Fierce Gale" by one turn!

Isobel uses Plant-B-Gone on Sapling B (lol), dealing INT (12) damage to it for 3 turns!

 

Cooldowns:

Tactical Uplink: Partial up in 2 turns!

Efficiency Analysis: 1 turns remaining

Spoiler

Tactical Uplink (Partial): LOTUS has reconnected to the Tactical Uplink. It’s not a very good connection, as in flicks in briefly and then flickers out for several seconds, but it IS a connection nonetheless. LOTUS is finally back in touch with his “kin” and they at happy to help him out with calculations. When they can, anyway. Every three turns, a [LOTUS] move may be used as if it had an additional effective level, which is listed with each [LOTUS] move, and which is a fixed upgrade to the move created when the move is created.

 

Level: 5
HP: 60
Init: 1d20+10+10

Stats:
Constitution: 6
Dexterity: 10
Intelligence: 12
Strength: 2
Synergy: 0

 

Isobel Loadout:

 

Help Intent (Level 2)[Isobel]: The Exodus is a real frantic place, and helping your fellow spaceman out becomes a natural action. Isobel has helped people out of sticky situations in the past, and she’s more than willing to help someone get on their feet now. Isobel removes an ailment from an ally.

Level 2: Isobel removes all ailments from an ally.

 

Dexterity [Isobel][Passive](Level 4): Isobel may not actually be a trained fighter but gunfights are not uncommon where she works and she's been shot at once or twice. Isobel has a 15% chance to dodge incoming attacks.

Level 2: Upgraded from 5% to 10%

Level 3: Upgraded from 10% to 15%

Level 4: Upgraded from 15% to 20%.

 

Healing Poppy [Isobel](Level 4): Isobel, a very good botanist, has bred a species of poppy that takes the tiny dose of the heal-all tricordrazine within poppies in the 26th century and significantly increases it. This dose is fast acting upon consumption, too. Isobel heals someone for 3d4+INT damage.

Level 2: Upgrade from 1d4+INT to 2d4+INT damage healed.
Level 3: Upgrade from 2d4+INT to 3d4+INT

Level 4: Upgrade from 3d4+INT to 4d4+INT

 

Starburst Poppies (x3): Curious multicolored poppies grown in a farm full of various magical plants. Restores 1d4+12 HP to one target; additionally roll 1d4 and they gain 3 DR for two rounds against one type chosen from the following; 1 Fire, 2 Ice, 3 Electric, 4 Physical(blunt, slash, & pierce).

 

Plant-B-Gone: A spray bottle full of a futuristic substance which deals grievous toxicity to what it is sprayed on... as long as that thing is a plant. Isobel forgot she had this, but it’s no wonder given its rather specific area of usefulness. Deals a poisoning ailment that does [INT] damage for 3 turns... to plants, and to plants only.

 

Botanist’s Apron [Level 2]: A tough blue apron made of synthetic fibers, it isn’t actually thick enough to protect Isobel from blows or projectiles, but it does work to protect Isobel somewhat from toxic hazards and corrosive hazards, very useful to any experimenting botanist. The apron provides 20% reduction  to the damage of poison-type attacks. It also lowers the duration of poisoning by a round.

Level 2: Adds the poisoning duration shortening effect.

 

Golden Chaingun [Level 2]: A strange wrist bangle made by Mar, this compact device of golden stone shoot out a chain made of solar magic that is tipped with a very sharp carbon steel hook which can easily stab into and catch in things. It’s made as a mobility booster rather than as a weapon, however. Can be used for one of two active abilities: performing an ersatz Basic Defense that provides Isobel and LOTUS with an additional 50% dodge chance in return for any other actions this turn, or for making an action first strike. 2 turn cooldown, either way.

Level 2: Adds the first strike option.

 

LOTUS Loadout:

 

Pathing Advice [LOTUS](Level 3): LOTUS calculates various possible routes of travel and estimated timelines of action for the target, and then announces to them which of these is the most efficient course of action to move quickly. LOTUS fixes the initiative of the target directly behind his and Isobel’s initiative, for this turn and the next 2 turns. The target can also end this effect early. 

Level 2: Upgrade from a duration of “this turn” to a duration of “this turn and the next”.

Level 3: Upgrade from a duration of "this turn and the next" to a duration of "this turn and the next 2 turns".

(TU Level: Upgrades to a duration of this turn and the next 3 turns when Tactical Uplink (Partial) is active.)

 

Efficiency Analysis [LOTUS](Level 2): LOTUS observes the action just made, and then calculates a more optimal way to release energy or regain stamina or such, at least for the current situation. He then, of course, shouts out that more optimal method. LOTUS removes two turns of cooldown from another character's turn. This move has 1 turn of cooldown itself.

Level 2: Upgrade from 1 turn of cooldown removed to 2 turns of cooldown removed.

(TU Level: Removes 3 turns of cooldown when Tactical Uplink: Partial is active)

 

Weakness Pinpoint [LOTUS](Level 4): LOTUS observes an enemy and using his built-in medical and security HUDs he finds a weakness within their defenses that may not be immediately apparent by purely visual inspection, and then proceeds to loudly broadcast them to the battle, revealing them for others’ usage. LOTUS creates a debuff on a target that grants a 10% *2 crit chance on attacks made against it for a turn.
Level 2: Upgrade from 5% chance to 10% chance.

Level 3: Upgrade from 10% chance to 15% chance.

Level 4: Upgrade from 15% chance to 20% chance.

(TU Level: Lasts for 2 turns instead of one when Tactical Uplink: Partial is active.)

 

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Tarukaja on Masako

 

Spoiler

 

Level: 5

 

HP: 55

Init: +8 (10 dex -2 weight)

 

Stats:

Constitution: 5

Dexterity: 10

Intelligence: 0

Strength: 4

Synergy: 13 (11 +2 Ring)

 

Perks/Flaws:

 

Autosupport:

Auto-support: On the first turn of battle, Hikari can choose a support ability she has; it is applied to the amount of targets the spell would have +2, and one has to be herself. Buffs applied this way do not apply Session.

 

Session:

When Hikari uses a single-target ally affecting move during her turn, it also applies the “Session” buff of indefinite duration. Hikari has an action called “Session Trigger”, which when activated, causes all allies affected by the buff and herself to attack once with their equipped weapon or a zero cooldown attack. The buff cannot stack, and can only be applied once during Hikari’s turn.

 

Healing Powers (provisional name):

When Hikari supports her allies, it’s more effective than your average buff or heal. Add half SYN healing to all support actions.

 

High Speed (Provisional name)

Hikari has a pool of ‘half actions”, weaker than normal actions but two can be used per turn. These are weakened versions of existing actions. If Hikari uses an ability as a half action, the result is reduced to one half of what it would normally be.

 

Thunder Weakness: Electricity just doesn’t agree with Hikari. Ivory explains to her that it’s probably a result of how some species of wyvern - the beast she most often rides - can’t handle electrical shocks well. Double damage from electricity.

 

Actions (5 slots + perks):

 

Session Trigger (Perk, Active) - Triggers all Session buffs on allies, making them launch a single attack with their equipped weapon, or a zero cooldown attack, at the target

 

Tarukaja (Active, Lv.2):

Grants 6+Half SYN boost to damage to target for two turns

Base: 3+Half SYN boost

Level 2: 6+Half SYN Boost

 

Rakukaja (Active, Lv.2):

Grants half SYN DR to target for two turns

Base: Half SYN DR

Level 2: 1+Half SYN DR

 

Dia (Active, Lv.3): A basic heal that heals one target for 2d4+SYN Health.

Base: 1d4+SYN Health

Level 2: 2d4+SYN Health

Level 3: 3d4+SYN Health

 

Amrita (Active, Lv.1): Cures status ailments on one ally.

Base: Cures status ailments for one ally.

 

Media (Active, Lv.2): Heals four allies by SYN. Two turn cooldown.

Base: Heals three allies by SYN. Two turn cooldown.

Level 2: Heal four allies by SYN. Two turn cooldown

 

Pierce (Active, Lv.1): Attacks with equipped weapon, and reduces enemy DR by 3. Two turn cooldown.

 

Magical enhancement (Passive, Lv.1): Channeling Hikari’s magical power, her attacks add one fourth SYN to their damage (assuming they’re not a SYN weapon).

 

 

Equipped Things:

Pulse Rifle

2d4+DEX damage, and can double the dice as a free action with six turn cooldown.

 

Raptora Armor:

Reduces init by 6 - STR.

Jump Jets: As a free action, dodge the attack that would deal you the most damage this turn. 5 turn cooldown.

Ultimate Charge 0/10:  Whenever you damage an enemy, you gain 1 ultimate charge, to a maximum of 10.  You cannot gain more than 1 charge per action performed. Ultimate charge is retained until spent, but cannot be transferred from 1 person to another.

Barrage:  As a free action, you may activate this ability by spending 10 ultimate charges.  Until your next turn, your equipped weapon is replaced by Rocket Barrage, a weightless weapon that deals Leveld6 damage to three enemies, evenly divided between them.

 

Synergistic Ring (2 Tokens)

A ring that glows with power. Adds 2 SYN.

Base: 1 SYN

Craft 1: 2 SYN

 

Symbol of Lumabella 

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.

 

Inventory:

 

Ivory’s Spear (Trick, 2 tokens):

Nothing fancy here - a spear of iron made to be used from wyvern back, with some precision. 2d4+DEX damage.

Base: 1d4+DEX damage

Craft Lvl1: 2d4+DEX damage.

 

Ivory’s Armor (Trick, 3 tokens)

Green armor fit for a rider of wyverns. 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: Improved fittings reduce effective weight by 1.

-Craft Level: Better tempering increases damage reduction by 1.

 

 

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https://www.youtube.com/watch?v=8HXVbBiGk74

 

LOTUS analyzes Masako's attack patterns and gives her some advice on how she could do the same with less energy expenditure, while Isobel finally gets to apply her expertise in weed control, spraying Sapling B with a pesticide and trying not to feel bad about hurting such a pretty little tree.

 

Reimu continues to channel her spell. Nothing happens as of yet, but eerie-looking magical sigils begin to draw themselves in the air around the group, formed of red energy mottled by twilit hues. 

Empi decides to patch up Rory for a moment, restoring her to full health.

 

The outer ring of the magical circle flashes, catching those at the edges of the field! IP and Isobel take 15 damage each, and are silenced, unable to use anything but basic attacks! The sinister magic resonates with that of the Saigyou Ayakashi, putting them under its influence once again.

 

Rory leaps at Reimu, guided by Masako's observations! He manages to make contact [7 vs 31] but Reimu is able to redirect him without losing focus, sending him careening into the base of one of the saplings. The thing immediately begins to work its magic on him.

 

Masako defends. 

 

UB-65 sends Richter out to scout for her. Yuyuko watches the apparition with mild interest.

 

Hikari invokes generic JRPG power upon Masako to charge up her attacks.

 

Reimu continues to weave her magic, floating above the battlefield while the circle grows in intricacy and power.

 

Walmond counters Reimu's spellwork with her own wave of positive energy, healing IP, Empi, UB-65, Masako, and Hikari for [21] HP. Lambda, meanwhile, creates an opening for Youmu to strike next turn. 

 

IP fires her gun at. . . nothing. Reimu has vanished, but her spell is still present! Rory's wyvernstake falls to the ground with a disappointing thump before exploding.

 

Masako drives her weapon into one of the saplings, inflicting [61] damage to it! The top of it is ripped free in a burst of splinters and magic. Reimu gains 5 damage! The influence of the trees weakens, however, and the deathly calm gripping some of the party dissipates. 

 

Initiative:

 

Isobel & LOTUS: 20
Reimu: 18
Empi: 18
Reimu: 12
Rory: 11
Masako: 10
UB-65: 9
Hikari: 8
Reimu: 6
Walmond & Lambda: 6
IP: 0

Status

 

Reimu: Bloodied, Fantasy Nature


Shadow Beast A : Dead
Shadow Beast B : Dead as fuck
Shadow Beast C : Wolfpacked
Sapling A : Healthy
Sapling B : RIP
Sapling C : Healthy
Sapling D : Healthy
 
Isobel: 37/60, Healthy, Silenced (2 turns remain)
Empi: 54/55, Healthy
Rory: 90/90, Healthy, +2 DR, Bad Luck Charm (1 turns remain)
Masako: 46/55, Healthy, 12/12 Pattern Prediction, +12 damage (3 turns remain)
Walmond: 36/42, Healthy, Debuff block (once)
Lambda: 43/57, Healthy, 15% damage reduction (1 turns remain)
IP: 42/65, Silenced (2 turns remain),Teachings
UB-65: 43/55, Healthy, Teachings
Hikari: 47/55, Healthy

 


 

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Isobel felt strange magical energy settle upon her... and a vicious dual effect settled down upon her. She opened her mouth and tried to comment on the fact that she felt something strange affecting her... but though she worked her lungs, no voice came out of her mouth. She paused for a split-second, and then tried again, and once again nothing happened. Isobel stomped a foot, frustrated (and LOTUS, undergoing a similar process, crossed her arms and just frowned) and then reached her hand for the bottle on her hip... but when she tried to activate it, she found that somehow the steps to do so had disappeared from her mind. She just-- couldn't work out-- how to operate-- even basic machines. She put the bottle back, simmering, and threw her hands in the air.

 

Isobel does nothing because she doesn't even have any weapons for basic attacks oh god, unless she can put away her Golden Chaingun as a loadout-adjusting action, in which case she does that.

 

Cooldowns:

Tactical Uplink: Partial up in 1 turn!

Efficiency Analysis: 0 turns remaining

 

Spoiler

Tactical Uplink (Partial): LOTUS has reconnected to the Tactical Uplink. It’s not a very good connection, as in flicks in briefly and then flickers out for several seconds, but it IS a connection nonetheless. LOTUS is finally back in touch with his “kin” and they at happy to help him out with calculations. When they can, anyway. Every three turns, a [LOTUS] move may be used as if it had an additional effective level, which is listed with each [LOTUS] move, and which is a fixed upgrade to the move created when the move is created.

 

Level: 5
HP: 60
Init: 1d20+10+10

Stats:
Constitution: 6
Dexterity: 10
Intelligence: 12
Strength: 2
Synergy: 0

 

Isobel Loadout:

 

Help Intent (Level 2)[Isobel]: The Exodus is a real frantic place, and helping your fellow spaceman out becomes a natural action. Isobel has helped people out of sticky situations in the past, and she’s more than willing to help someone get on their feet now. Isobel removes an ailment from an ally.

Level 2: Isobel removes all ailments from an ally.

 

Dexterity [Isobel][Passive](Level 4): Isobel may not actually be a trained fighter but gunfights are not uncommon where she works and she's been shot at once or twice. Isobel has a 15% chance to dodge incoming attacks.

Level 2: Upgraded from 5% to 10%

Level 3: Upgraded from 10% to 15%

Level 4: Upgraded from 15% to 20%.

 

Healing Poppy [Isobel](Level 4): Isobel, a very good botanist, has bred a species of poppy that takes the tiny dose of the heal-all tricordrazine within poppies in the 26th century and significantly increases it. This dose is fast acting upon consumption, too. Isobel heals someone for 3d4+INT damage.

Level 2: Upgrade from 1d4+INT to 2d4+INT damage healed.
Level 3: Upgrade from 2d4+INT to 3d4+INT

Level 4: Upgrade from 3d4+INT to 4d4+INT

 

Starburst Poppies (x3): Curious multicolored poppies grown in a farm full of various magical plants. Restores 1d4+12 HP to one target; additionally roll 1d4 and they gain 3 DR for two rounds against one type chosen from the following; 1 Fire, 2 Ice, 3 Electric, 4 Physical(blunt, slash, & pierce).

 

Plant-B-Gone: A spray bottle full of a futuristic substance which deals grievous toxicity to what it is sprayed on... as long as that thing is a plant. Isobel forgot she had this, but it’s no wonder given its rather specific area of usefulness. Deals a poisoning ailment that does [INT] damage for 3 turns... to plants, and to plants only.

 

Botanist’s Apron [Level 2]: A tough blue apron made of synthetic fibers, it isn’t actually thick enough to protect Isobel from blows or projectiles, but it does work to protect Isobel somewhat from toxic hazards and corrosive hazards, very useful to any experimenting botanist. The apron provides 20% reduction  to the damage of poison-type attacks. It also lowers the duration of poisoning by a round.

Level 2: Adds the poisoning duration shortening effect.

 

Golden Chaingun [Level 2]: A strange wrist bangle made by Mar, this compact device of golden stone shoot out a chain made of solar magic that is tipped with a very sharp carbon steel hook which can easily stab into and catch in things. It’s made as a mobility booster rather than as a weapon, however. Can be used for one of two active abilities: performing an ersatz Basic Defense that provides Isobel and LOTUS with an additional 50% dodge chance in return for any other actions this turn, or for making an action first strike. 2 turn cooldown, either way.

Level 2: Adds the first strike option.

 

LOTUS Loadout:

 

Pathing Advice [LOTUS](Level 3): LOTUS calculates various possible routes of travel and estimated timelines of action for the target, and then announces to them which of these is the most efficient course of action to move quickly. LOTUS fixes the initiative of the target directly behind his and Isobel’s initiative, for this turn and the next 2 turns. The target can also end this effect early. 

Level 2: Upgrade from a duration of “this turn” to a duration of “this turn and the next”.

Level 3: Upgrade from a duration of "this turn and the next" to a duration of "this turn and the next 2 turns".

(TU Level: Upgrades to a duration of this turn and the next 3 turns when Tactical Uplink (Partial) is active.)

 

Efficiency Analysis [LOTUS](Level 2): LOTUS observes the action just made, and then calculates a more optimal way to release energy or regain stamina or such, at least for the current situation. He then, of course, shouts out that more optimal method. LOTUS removes two turns of cooldown from another character's turn. This move has 1 turn of cooldown itself.

Level 2: Upgrade from 1 turn of cooldown removed to 2 turns of cooldown removed.

(TU Level: Removes 3 turns of cooldown when Tactical Uplink: Partial is active)

 

Weakness Pinpoint [LOTUS](Level 4): LOTUS observes an enemy and using his built-in medical and security HUDs he finds a weakness within their defenses that may not be immediately apparent by purely visual inspection, and then proceeds to loudly broadcast them to the battle, revealing them for others’ usage. LOTUS creates a debuff on a target that grants a 10% *2 crit chance on attacks made against it for a turn.
Level 2: Upgrade from 5% chance to 10% chance.

Level 3: Upgrade from 10% chance to 15% chance.

Level 4: Upgrade from 15% chance to 20% chance.

(TU Level: Lasts for 2 turns instead of one when Tactical Uplink: Partial is active.)

 

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UB-65 jumped back into the bushes activating Crush Depth making her stealthed (untargettable) until she attacks. A small periscope can be seen poking out of one of the bushes. Her hidden repair perk heals 20% of her max HP due to not being attacked last round.

 

 

 


Level: 5


HP: 55

Init: 9

 

Stats:
Constitution: 5
Dexterity: 9
Intelligence: 9
Strength: 2
Synergy: 5

 

Perks: 
Sneak Attack - When attacking an opponent that has not attacked you this round, the attack does your level in extra damage.
Run Silent, Run Deep - Grants action Crush Depth
Spectral Recon - Activates free action, reveals hostiles within 50m (based on stealth check), choose one enemy that is detected and know the names of each of their actions; 3 round cooldown
Hidden Repair - Regen 20% of max HP in healing if not attack for one round

 

Flaw: Poor Ventilation - 30% less damage dealt in rounds exposed to gas attacks, if attacking for two turns in a row lose 4 initiative

 

Actions: 
Crush Depth (Perk Granted) - Becomes stealthed, enemies cannot perceive you until you attack (untargetable), 1 round cooldown

 

Torpedo Attack 7 - Causes 7d8 + Dexterity damage, INT/2 damage for flooding per turn over 3 turns (bleed damage for non-flooding targets), 2 round cooldown, Can set a fuse to launch the following turn after activation as a free action.
Level 1: Causes 3d8 + Dexterity damage, INT/2 damage for flooding per turn over 3 turns (bleed damage for non-flooding targets), 3 round cooldown.
Level 2: 4d8+Dex
Level 3: 5d8+dex
Level 4: 2 Round Cooldown
Level 5: Can set a fuse to launch the following turn after activation as a free action.
Level 6: 6d8+Dex
Level 7: 7d8+Dex

 

Spectral Attack 7 - One target is selected for a haunted targeting, give attacking friendly eight extra damage die; only one enemy may be haunted at a time; lasts lasts until target is next attacked
Level 1: One target is selected for a haunted targeting, give attacking friendly 4 extra damage die; only one enemy may be haunted at a time; lasts for 1 round
Level 2: 5 extra damage die
Level 3: 6 extra damage die
Level 4: 7 extra damage die
Level 5: 8 extra damage die
Level 6: No cooldown
Level 7: Lasts until target is attacked next

 

Flare Launch 4 - One random enemy must use next attack on you on the round of activation, damage reduction by 5 universal for one round when activated
Level 1: One random enemy must use next attack on you on the round of activation, damage reduction by 2 universal for one round when activated
Level 2: damage reduction by 3 universal
Level 3: damage reduction by 4 universal
Level 4: damage reduction by 5 universal

 

Equipment: 
Deck Gun 4 - 4d4+Dexterity on one target
Level 1: 1d4+Dexterity on one target
Level 2: 2d4+Dex
Level 3: 3d4+Dex
Level 4: 4d4+Dex

 

Heavy Officer's Coat 3 - Grants 4 damage resistance to slashing attacks
Level 1: Grants 2 damage resistance to slashing damage
Level 2: Grants 3 damage resistance
Level 3: Grants 4 damage resistance

 

Edited by EryaHistoria
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Upon noticing that her target had disappeared, IP switched over to one of the saplings, firing upon it with her handgun.

 

IP attacks Sapling A with her Auto 9/45, dealing 6d4+6 damage!

 

HP: 42/65

???/20 HARM - DUALITY ACTIVE - All healing performed is boosted by 30% for the next three turns

14/20 HEAL

Methadone: COOLING DOWN - 3/4 Turns Left
Emergency Response: COOLING DOWN - 3/4 Turns Left

Weapon Guidance: ON COOLDOWN - 2/3 Turns Left

Aim Assist: READY DISABLED DUE TO SILENCE

Auto 9/45: READY 3/4 Bursts Left

Tomahawk: ON COOLDOWN - 1/3 Turns Left

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The Hakurei miko was blessed with many talents.  Many were connected to the usual tasks of those in her position; the arts of performing blessings, exterminating youkai, and invoking the native gods of the land, unreliable as both she and they might be.  Others were connected to the particulars of her line and their connection to Gensokyo itself, manipulating seals and barriers with ease that even more diligent shrine maidens couldn't hope to match as part of their role in maintaining the Great Hakurei Barrier.  But perhaps the most unique and intriguing of her abilities was the ability to float.  Not fly through the air, as others did, but to simply float through life itself in a state of perfect oneness.  At its apex, this ability took the form of her Fantasy Nature, in which she could float away from reality itself.  Impossible to harm, impossible to attack, impossible to defeat.  Such was the power of the Hakurei miko.

 

But, incredible as her power was, Reimu was not unbeatable.  And she was not the only being in Gensokyo capable of feats more typical humans could never hope to match.

 

Masako had been watching the miko as IP tried to shoot her down with the robot-maid's more-literal-than-normal bullet danmaku, nodding to herself as the miko disappeared from sight.  After the assault she'd endured, it only made sense.  This way, she could destroy their group with impunity, while they could only fly around, unable to attack her, unable even to track her movements.  And yet...

And yet, Masako still watched the empty air, even as the seal began to form and she was forced to continue her erratic, defensive movements, prepared for attack.  More than that, her eyes still seemed to be following something.  And as the tengu watched, colorful danmaku with a faint, silvery aura began to form wherever she glanced, just a few at a time, slowly circling as their numbers grew and grew.  Nothing terribly difficult to avoid, even if Reimu had remained within the boundaries of reality.  Just a few course adjustments here and there would place her safely out of harm's way, once the extent of her power ended.

Masako raised her yari.  The sun of the netherworld rested in the crescent.  Her danmaku began to glow brighter, still growing in number.  She waited a second more, and then...

 

The spear had swung downward not five milliseconds before Reimu reappeared, right in the center of the massed danmaku.  Right as chains of smaller orbs sprang into being, making the full extent of the spellcard clear.  A cage.  A massive cage, formed of little channels of prediction and deduction, guiding the miko to its nigh-inescapable center.  Just in time for the beams of light to burst from the tips of her yari, striking the lattice and causing the whole thing to crash inward-and-outward in a deafening, blinding explosion of light.

 

PASSIVE

1. Masako spends 4 Insight and gains (12+(4*5)) = 32 temporary hit points from Pattern Prediction.

 

2. Teachings of the Tengu is applied to to IP and UB-65!  Currently, they gain (60% damage bonus against Reimu from Perfect Profile, 20% damage bonus against the saplings from Perfect Profile, +12 to damage in general from Tarukaja).  

 

 ACTIONS

1.  Masako uses Defend as an action, halving all damage for one round.

 

2.  Masako uses Swift Scan on Sapling A as a free action, targeting its Actions! Masako gains detailed information on whatever Actions it has, if any.

 

3.  Masako spends 1 Pursuit token to delay an action until Reimu reappears at the end of the round, at which point she spends 12 Insight and uses Case Closing Declaration!  She does 1.6*([the average of 8(4d8+12+10)]+12) damage to Reimu!  This totals to 531.2 damage!

 

Spoiler

 

THP: 27

HP: 46/50

Init: +12

Current Insight: 0

Total Insight gained: 31

Pursuit: 2

 

 

Perks: 

 

(Perk) Science of Deduction:  Masako has a pool of Insight that can be used to enhance her actions or deploy other effects.  The pool starts as empty at the beginning of any battle and can contain a maximum of 15 Insight.  Insight can be gained in the following ways:
+1 Insight for using the swift scan action to uncover a new piece of information.
+1 Insight when Masako is targeted by an enemy action.  Once per round (?).
+1 Insight at the start of the round if Masako has full bestiary information on an enemy.
+3 Insight for using a full scan on a target, after paying the initial cost.

 

(Perk) As the Gale:  For every 5 total Insight gained, Masako gains one Pursuit token.  Masako can expend a pursuit token to take an extra action on their turn. 

 

(Perk) Perfect Profile: Swift scan - For each bestiary category possessed on a target, increase masako's damage against the target 10%, plus an additional 10% if a full bestiary* is possessed.

 

(Perk) Teachings of the Tengu:  Masako has a thousand years of experience from before she decided to become a detective, and many of the greatest legends of the tengu praise their skill as teachers.  Masako may select two other units, who may choose to gain the benefits of any effects currently active on Masako which directly buff or modify her attacks and damage.  If any of these effects are based off Masako’s attributes, the targets may use Masako’s attributes to calculate the bonus in place of their own.


(Flaw) Investigative: While she can apparently act without care at times, the crow tengu are known as the nimble information corps for a reason.  Gathering information is their forte, and acting without first observing and calculating a plan is something few--Masako included--are inclined to do. When Masako’s Insight pool is empty at the start of her turn, reduce damage she deals during that turn by 50%.

 
Level: 5
Max HP: 50
Initiative: +12
 
Strength: 
Dexterity: 12 
Intelligence: 12  
Constitution: 
Synergy: 
 
 
Actions:

 

Deduction "Shocking Insight" (Active, Level 1):  A complex danmaku pattern, compartmentalizing the field with dazzling blasts and chains of connected bursts that leave her opponent unable too dazed to react, emulating the work of a racing, brilliant mind.
-Select a target, dealing [Dex] damage.  The target is stunned for one round.  2 turn cooldown.  
--INSIGHT: Select up to two additional targets.  By spending 2 Insight per target, deal the damage and stun to each while increasing the cooldown by the number of additional targets selected (Level 2: -1 cooldown when selecting multiple targets).  
--Base: Select a target, dealing Int damage.  The target is stunned for one round.  2 turn cooldown.  Base cooldown cannot be reduced below 2.
--Level 2: The first additional target selected using Insight no longer increases cooldown.  Further targets increase cooldown as normal.
 

Last Word Spell Card -- "Case Closing Declaration" (Active, Level 2):  Exploiting every weakness whether produced or revealed, the tengu constructs a prison of danmaku from which there is almost no escape, closing and quartering the enemy within.

-Select 1 target, spending any even number of Insight points.  Deal the average of X([Weapon damage]+2*LVL) damage to the target, where X is (Insight Used/2) + 2.  Masako cannot use full actions the turn after using this action.  5 turn cooldown.
--Base:  Select 1 target, spending any even number of Insight points.  Deal X([Weapon damage]+LVL) damage to the target, where X is (Insight Used/2) + 2.  Masako cannot use full actions the turn after using this action.  5 turn cooldown.
--Level 2:  Add an additional LVL damage to the calculation.

 

Pattern Prediction (Passive, Level 3):  
-At the start of each of her turns, Masako gains temporary hitpoints equal to her INT.
--INSIGHT:  Masako can spend insight to add additional temporary hit points to those gained at the start of her turn.  For each point of insight spent in this way, Masako gains [LVL] additional thp.
--Base: At the start of every other turn, Masako gains temporary hitpoints equal to her INT.
--Level 2: Masako gains temporary hitpoints at the start of each of her turns.
--Level 3: If an attack is directed at Masako while Masako has thp, treat Masako as dodging the attack for all purposes, though her hitpoints are still reduced as normal.
 

 

Swift Scan (Active, Level 4): No defense is perfect.  No puzzle can't be solved.  Analyzing the target allows the tengu to identify weaknesses in the enemy's defense, and direct their allies to strike at the necessary points.
-As a free action, select one target, and select one category.  Categories include weaknesses, resistances (including DR), perks, actions, or attributes.  Masako gains detailed information on the selected category, limited to the realm of what might be possible for an immensely talented detective to infer from observation.  Additional information or details not directly related to the chosen category--such as biographical and behavioral details, unusual or otherwise--that the tengu may have noticed may be provided at the GM's discretion.  If a target selected by this action is untargetable, it becomes targetable.
--INSIGHT: The tengu may pay 15 Insight to expand this action to a Full Scan, providing information on all remaining unscanned categories (equivalent, roughly, to a full character sheet), 
--Base: As a free action, select one target, and select one category.  Categories include weaknesses, resistances (including DR), perks, actions, or attributes.  Masako gains detailed information on the selected category, limited to the realm of what might be possible for an immensely talented detective to infer from observation.  Hence, selecting the action category may provide a list of possible actions, but what those actions actually DO beyond a very general sense would require further observation, such as that gained by the target using/having used that action.  Additional unrelated information may be provided at the GM’s discretion.  2 round cooldown.
--Level 2: Reduce cooldown by 1.
--Level 3: Remove Cooldown.  This action may only be used once per round. 
--Level 4:  This action may select targets that are otherwise untargetable.  If used to do so, those targets become targetable.  This effect is always active if full scan has been used on the target. 


Wind Sign "Fierce Gale" (Active, Level 5):  Masako’s Insight permits her to strike past the enemy defenses with a flurry of spears, falling upon the enemy like rain driven by hurricane winds.
-Make one weapon attack against a target of your choice.  Make one additional weapon attack against a target of your choice if there are 3 or more points of insight in your pool, and again if there are 9 or more points of insight in your pool.  2 turn cooldown.  Cannot be used more than once per turn.
--Base:  Make one weapon attack against a target of your choice.  For every 6 points of Insight currently in the your Insight Pool, make one additional weapon attack against a target of your choice.  5 turn cooldown.  Cannot be used more than once per turn.
--Level 2: Reduce cooldown by 1 turn.
--Level 3: Reduce cooldown by 1 turn.
--Level 4: Reduce cooldown by 1 turn.
--Level 5:  Additional attacks are now provided at 3 and 9 points of insight, instead of 6 and 12.

 

Summarize Observation (Active, Level 3):  Masako takes time to observe the way a target moves and reacts, generating a full profile and schema for the battle to ensue.
-Masako selects one target.  For one round, whenever that target takes an action, Masako gains 3 Insight.  Dodge the first action the target directs as Masako while Summarize Observation is in effect.
--INSIGHT:  Masako may choose to forgo Insight gained from this action.  If she does so, for every 2 Insight she would have gained, she treats herself as possessing an additional category of unclassified bestiary information for the purpose of determining the effects of Perfect Profile during the following round. Any Insight gained over the normal limits of her pool is always converted in this manner.
--Base: Masako selects one target.  For one round, whenever that target takes an action, Masako gains 2 Insight.
--Level 2: Increase Insight gained per action by 1.

--Level 3:  While Summarize Observation is active, this character dodges the first action directed at them by the target of Summarize Observation, negating the effects of that action.

 

Equipment: 

 

Tengu Yari (Equipment, 6 Tokens): 
-4d8+Dex damage.
--Base: Deals 1d4+Dex damage.
--Level 2: increase damage by 1d4.
--Level 3: increase damage by 1d4.
--Level 4: increase damage by 1d4.
--Level 5: increase size of damage dice from d4 to d6.
--Level 6: increase size of damage dice from d6 to d8.
 

Heavenly Kiseru (Equipment, 1 Tokens):  An old, japanese style pipe.  The tengu claims it helps her think through difficult cases.  Whether smoking helps her clear her mind or not, a huge smokescreen is more than capable of helping one get away from a particularly dangerous burst of danmaku.
-If the tengu would be reduced to 0 hp after all other effects, the Heavenly Kiseru activates.  Negate the action which triggered this effect.  Once per encounter.

 

*The bestiary is a collection of information masako has collected on each enemy she has faced, with each entry consisting of five categories as specified under swift scan.  Each category specifies important details for fighting an enemy and deducing its course of action.  A full bestiary entry for a given target is one consisting of all five categories, and is essentially a character sheet, minus details which could not conceivably be deduced by a classic archetypal master detective.  The unclassified categories from miscellaneous observation do not provide additional information and do not count towards a full entry, though they stack with normal categories for calculating effects and bonuses dependent on the number of categories scanned.  Individual bestiary entries are maintained between combats.  This bestiary is distinct from the communal trespassers bestiary, though enemies Masako scans can be uploaded to the communal one.

 

 

Spoiler

Casefile/Bestiary for Battle

 

Reimu: All

Saigyou Ayakashi: Perks, Actions

 

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"Youmu, on my mark" Walmond calls out shortly after Reimu vanishes from sight, holding up her hand as Lambda floated back to her master, shields expanding from her gauntlets as the duo waited for the Shrine Maiden's arrival.

 

Walmond commands Youmu to delay her attack until Reimu reappears, and if she can still act, slaps down another Healing Field, healing Lambda, Isobel, IP, UB-65, and Hikara by 2d4+9 (+5 from her cloak), although Lambda is only healed by half. Lambda takes a basic defensive action to give herself 50% damage reduction.

 

Walmond Loadout

Spoiler

Stats:
Constitution: 4
Dexterity: 6
Intelligence: 9
Strength: 0
Synergy: 3

 

Perks

Vulnerable to Attacks (Flaw)
Due to a design flaw when she was first made, Lambda takes  x1.5 more damage from magic based attacks. Walmond, on the on the other hand, takes x1.5 more damage from physical based attacks.

 

Study of the Healing Arts
Walmond has learned to enhance the capabilities of healing magic so that it can affect multiple people at one, earning him access to the action “Healing Field”

 

Actions (6/6)

Bolt: Walmond attacks with a burst of electric magic. Deals 1d6+INT damage.
- Level 1: Deals 1d6+INT damage to an opponent

 

Basic block: Walmond create a short lived magical barrier in front of him, reducing damage by 50%
- Level 1: Reduces damage taken by 50%

 

 

(Perk Backed) Healing Field: Walmond has learned how to heal multiple people at the same time, and gladly uses it to his advantage. Walmond can heal up to 5 allies for 2d4+INT hp.
- Level 1: Walmond chooses two allies. Those two allies are healed by 1d4+INT.
- Level 2: Walmond can now pick three allies to heal.
- Level 3: Healing dice increases from 1d4  to 2d4.
- Level 4: Walmond can now pick four allies to heal.
- Level 5: Walmond can now pick 5 allies to heal. 


Tazer: A targeted bolt of electricity aimed more to stop an enemy instead of killing. Deals 1d4+[Int] damage, and forces a Con check against Walmond’s int. If Walmond wins, the target is paralyzed for three turns, and has a 50% chance to lose their turn at the start of each turn.
Level 1:  Deals 1d4+[Int/2] damage, and forces a Con check on the target against Walmond’s Int. If Walmond wins the check, the target is Paralyzed for 1 turn, and has a 50% chance to lose their turn.
Level 2: Paralyzed duration increased to two turns.
Level 3: Paralyzed duration increased to three turns.

Level 4: Damage increased by [Int/2]
 

(Passive) Command Return: In a pinch, Walmond can resummon Lambda back to him, allowing to easily keep doing her job of defending him. Each turn, the first attack against Walmond is automatically redirected to Lambda.
Level 1: Every four turns, the first attack of the turn against Walmond is automatically moved to target Lambda instead.
Level 2: Cooldown reduced to every three turns.
Level 3: Cooldown reduced to every two turns.

Level 4: Each turn, the first attack against Walmond will be moved to target Lambda instead. This passive cannot gain any more levels to increase its frequency.


(Equipment) Walmond’s Cloak: The cloak worn by Walmond at all times, imbued with magical energy left from his spells. While equipped, all healing spells used by the wearer gain a +5 boost to its healing.
- Level 1: All healing spells gain a +1 boost to their healing.
- Level 2: Boost increased by +1
- Level 3: Boost increased by another +1
- Level 4: Boost increased by another +1
- Level 5: Boost increased by another +1

 

Lambda loadout

Spoiler

Stats: 
Constitution: 9
Dexterity: 0
Intelligence: 
Strength: 9
Synergy: 4

 

Perks

Iron Wall: As part of her “programming”, Lambda is rather adept at keeping a threat distracted and occupied for her charges. Grants Lambda the action “Defense Procedures”.

 

Metallic Core
Lambda herself is almost completely machine, with the rest of her being magic. As such, she gains immunity to status effects and debuffs that would not effect machines, such as poison. However, due to the fact that she is held together by magic, healing spells do have an effect on her, though at half the normal power. Repair healing, on the other hand, heals her normally.

 

Vulnerable to Attacks (Flaw)
Due to a design flaw when she was first made, Lambda takes  x1.5 more damage from magic based attacks. Walmond, on the on the other hand, takes x1.5 more damage from physical based attacks.

 

Actions (6/6)

Arm Blades: Lambda’s large blades that extends from her arms. Deals 1d4+Strength damage
- Level 1: Deals 1d4+Strength damage

 

 

Threaten the enemy: Lambda moves in front of her allies, practically daring the enemy to attack her. When used, Lambda can taunt up to three opponents to attack her.
- Level 1: Lambda forces a single enemy to attack her until her next turn. The target must be chosen ahead of time.
- Level 2: Lambda can now taunt 2 opponents
- Level 3: Lambda can now taunt 3 opponents

 

(Perked Back) Defense Procedure: A more risky approach to Lambda’s normal protocols, getting right in the face of an opponent to practically force them to attack her. When used, Lambda taunts one enemy for two turns, and applies a 25% damage reduction to their damage towards her. Two turn cooldown.
- Level 1: Lambda taunts one enemy for two turns, and applies a 15% damage reduction to their damage towards her, which stacks with Defensive Modifications. Two turn cooldown.
- Level 2: Damage reduction increased by 10%.
 
Defensive Modifications: Lambda takes a second to switch her blades for shields. For two turns, Lambda cannot attack, but gains a 35% damage reduction.
- Level 1: Lambda is unable to attack for 2 turns. In exchange, she gains a 25% damage reduction for that period of time. However, she can only use non-damaging actions during this time.
- Level 2: Damage reduction is increased by 5%.

- Level 3: Damage reduction is increased by 5%.
 
Emergency Repair: Lambda stops fighting for a few moments to initiate self repairs. Heals Lambda for 3d6+SYN health, and ignores the reduction from her perk.
- Level 1: Lambda heals herself, without the normal reduction from her perk, by 1d6+SYN.

- Level 2: Heal increased by 1d6.
- Level 3: Heal increased by 1d6.
 
Electrical Charge: Lambda charges her blades to deal additional electrical damage. The charge actually causes Lambda’s eyes to glow much brighter than they normally do, along with her blades beginning to charge up with electricity. When used, Lambda gains a SYN+1d4 boost to her next damaging action, and can be stacked up twice. 
- Level 1: Until her next damaging action, Lambda’s blades gain a SYN bonus points of electrical damage.
- Level 2: Damage granted by this action now increases to SYN+1d4 bonus points of damage.
- Level 3: Damage granted by this action now stack, up to two times. The damage is still lost when she attacks, however.

 

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Rory growls as he rubs his head, sleep suddenly coming upon him. But it pales in comparison to the anger he has from the wound in his pride, as demonstrated by how he hits the sapling a few times with his shield before finally sending a wyvern stake into it, every curse he knows flowing from his mouth like water.

Rory Wyvernstakes the sapling he hit.

 

Spoiler

Level: 5

HP: 77 HP
Init: 11

Stats: 0 points
Constitution: 12
Dexterity: 6
Intelligence: 5
Strength: 6
Synergy: 1

Perks: 
Aura: After getting hit Rory heals for 10% of the damage taken, rounded up.

Harden:  Getting hit activates Rory’s semblance. For every 25% of his max HP he loses, Rory gains lvl/2 DR.

Huntsman Basics:  Rory takes no fall damage. Additionally, he can carve materials from enemies which grant effects related to the enemy.

Flaw: Repositioning:  Every consecutive turn spent attacking lowers Rory’s Initiative by 3. He can't hit enemies that have 15 more Initiative than him.

Actions:

Wyrmstake Launcher: A modification added to gunlances that allows for the launching of a Wyrmstake, obviously. Deals 1d6+STR damage to the target applies a burn that deals 1d6 damage for 3 turns, and deals 1d6+Dex Damage after the burn wears off.
     Lvl 1: Applies a Burn that deals 1d6 damage for 3 turns and deals an additional 1d6+Dex damage after the burn wears off.
     Lvl 2 Boop: Deals 1d6 damage to the target as well.

     LVL 3: Increased initial damage by +STR
Caffeine:  Rory spends the turn getting back into position, increasing his Initiative by his 1.5*Dex.
    Level 1: Increases Initiative by Rory’s Dex

    Level 2: Further increases Initiative by 1.5X Dex

Armed and Ready!:  Rory Taunts an enemy, forcing them to attack him for 6 rounds. Only works on one enemy at a time.
    Level 1: Taunt a single enemy for a round, only works on one enemy.
Level 2-5: +1 round of taunt. Total of six rounds of taunt.

I Burn: Every two attacks in a row Rory Unloads the gun in his Lance dealing +3d6 damage against his target.
    Lvl1: When Rory attacks 2 times in a row his Second attack deals an additional 2d6 damage.
    Lvl2: Unloading deals an additional 1d6

I May Fall: Rory bolsters himself, Giving himself +20 Temporary HP in return for losing 1 DR for two Rounds.  (This can make his DR negative causing him to take more damage from each attack.)
    LvL1: Rory loses 2 DR and gains 10 temp HP for two rounds.
    Level 2: BUT NOT LIKE THIS!: +5 Temp HP.
    Level 3 IT WON’T BE BY YOUR HANDS: +5 Temp HP

    Level 4: DR lose reduced to -1

Bad Luck Charm: Desperate times call for desperate measures. Which of course means Rory takes a moment to hurt himself and bolster his resolve. Rory takes Con Damage and after 3 turns regains 2x the damage taken.

    Level 1: Rory takes Con Damage and after 3 turns regains 1.5x the damage taken.

    Level 2: Heal is increased to 2x the damage taken.

Defend: Rory Blocks, taking 50% of the damage dealt to him.

 

Equipment:
Lúin of Celtchar: An Iron Gunlance, looking like someone made a big Revolver, put it on a stick, and then strapped an equally large Bayonet to it. 4d4+STR damage.
    Level 1: 1d4+STR
    Level 2: +1d4 damage
    Level 3: +1d4 damage
    Level 4: +1d4 Damage

Shield:  “A sturdy Iron Shield, typically not something worn by hunters due to the huge amount of Strength their enemies bring to bear. However most Hunters aren’t Fucking Invincible.” -Rory +3 DR while Guarding and can’t be affected by movement based effects.
    Level 1: +1 DR while Guarding.
    Level 2: While Guarding Rory can’t be affected by movement based effects.
    Level 3: +1 DR while Guarding
    Level 4: +1 DR while Guarding.

Kulu Armor: A set of armor with a “Desert Nomad” theme, consisting of mainly light browns and reds. The face is mainly covered by a red Head Scarf with the rest of the body being covered except for the biceps. +1 DR against Fire attacks, Friendly Effects are 10% more potent, and checks for moving while carrying things are reduced by 2.
    Level 1: +1 DR against Fire attacks.
    Level 2: Friendly effects are 10% more potent
    Level 3: Checks for moving while carrying things are reduced by 2

 

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