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


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"Well this certainly wasn't what i had expected as far as combat, but I suppose stranger things have happened," Ritsu, still in her transformed state, mutters as she teleports into the air just a bit. She admittedly isn't quite sure on the whole jumping up and flying bit, but warping into the air as a start would get her airborne, and she can probably manage from there.

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LOTUS let out a sigh, and start to jump out of Isobel's pocket and try to fly, only to quite promptly hit the ground. "Ouch! ...I was hoping that that would work this time. Well... I guess I'm just going to have to stay in your pocket for now, Isobel. Let's go, we'll be needed in the fight, probably. Maybe I can try this whole danmaku thing, at least." With a slight chuckle, Isobel picked the fairy up, placed her in the blue apron's pocket, and then walked off with the others to join the battle.

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Chen flew out ahead of the group, spinning a bit as she scouted forward and neatly weaving through a few more haphazard sprays of blueish orbs, that eventually fizzled or impacted on the trees nearby without much issue. She stayed below the canopy, and as the party rose (through their various methods) they could see a bit more clearly. For the most part, anyway; one of the trees may have grinned and waved, or it may have been due to the haze they had left behind closer to the forest floor. Their vantage point made it clear that they were giving off far more spores than what it initially seemed. Fortunately, though, the effects seemed to be wearing off. "Come on, hurry up! Fairies are always around during incidents, and that black and white girl has to be around here somewhere!" It wasn't clear if the catgirl was going to continue, as another spray of danmaku caused her to take a steep dive in evasion, a number of fairies rising up to take her place as she disappeared into the fog below.

 

 

Objective: Investigate the forest! 

Notes: This will be a moving encounter. Enemies will continuously spawn; rewards and faster progression will happen if they are vanquished in a timely and stylish manner! Just watch out for the boss!

 

Poison Mushroom A activates a card! For 2 turns, if it is struck by any melee attack, it will use a Paralytic Cloud!

Poison Mushroom B activates a card! For 2 turns, if it is struck by any melee attack, it will use a Paralytic Cloud!

Initiative

 

Isobel: 20
Empi: 18
Masako: 17
Fairy Swarm B: 4
Rory: 11
Fairy Swarm A: 10
Hikari: 8
Fairy Swarm A: 7
Walmond: 6
Fairy Swarm B: 4
Ritsu: 4

 

Status

 

Isobel: Healthy
Empi: Healthy
Masako: Healthy
Rory: Healthy
Hikari: Healthy
Walmond: Healthy
Ritsu: Healthy

Chen: ???

Fairy Swarm A: Complete
Fairy Swarm B: Complete
Poison Mushroom A: Ahead of Party, Healthy, Stationary
Poison Mushroom B: Ahead of Party, Healthy, Stationary

 

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Empi continues grumbling, still sore about that remark. She'd get over it. Later.

 

For now, bad things were happening.

"Alright, so we're in the bastard son of a peyote trip and nineties animation now.  It'll be useful if you guys handle this for me, because shooting magic fairy bullets isn't exactly part of matchamking. Sherlock, get on solving the puzzle and getting us out here before some giant brownie eats us or something!"
Lesson in Affection: Talent Affection on Masako and stick close to the largest party, letting them handle most of the big showy attacks.

Empi also receives Talent Affection due to Sharing is Caring.

Empi has a 5% chance to resist statuses due to Fairy Dust.

 

Talent Affection: Grant an ally 2+(INT/2) to their highest stat.

Sharing is Caring: Whenever Empi buffs an ally, Empi also receives that buff.

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"Isn't part of-" Masako gave Empi a look of pure bemusement as she floated above a stray bullet.  "Nonsense.  Have you been flying too close to the mushrooms?  Any half-decent romance should involve at least a spellcard duel or two.  That's trivial."


"Still!"  The tengu flipped herself upright, adjusting her glasses in the process.  If they were supposed to be looking for that black-white as Chen implied, it was probably better to introduce them to this stuff QUICKLY.  Before they got themselves blown out of the sky or something.  "This is, too."

"Now..."  A faint, glowing sigil began to spin into existence around her.  "Make sure you pay attention."  A number of bright, glowing orbs slowly materialized through the surrounding forest as she began to spread her wings.  "Because it'd be a waste of my deductive talents to explain the solution to an easy puzzle like THIS one twice."

 

Her glasses flashed.  And the first of the orbs flashed with hails of danmaku and flashes of jagged lightning, leaping and triggering the next in turn.  And the next,  And the next, until the entire battlefield was awash in dozens of separate, mutually reinforcing chains of action potentials, each releasing blinding light and drowning both mushrooms and fairies beneath a deluge of danmaku.

 

Spoiler

Masako uses Deduction "Shocking Insight"targeting all four enemies on the field!  Deal 1d6+Int damage to each.  The targets are stunned for 1 turn.  After taking this action, the tengu loses -2 initiative for the remainder of the battle.  Two turn Cooldown.

 

Masako has:
Initiative: +17 - 2 = 15 due to her spellcard.
Dodge Chance: 30%

HP: 55

 

Base stats:

Strength: 
Dexterity: 12 
Intelligence: 12
Constitution: 
Synergy: 

 

Not sure if you increase dex, int, or both with Empi's talent, since both are her highest stats.

 

Edited by Lucky Lulu
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Isobel boggled at the spores "Oh man, there's a lot more of that than I thought there would be, and this is starting to get very trippy. That... reminds me of some of my coworkers, haha." Isobel paused, and when she spoke back up, her tone was rather more worried. "Ah, but we're going to have to hope that these aren't seriously toxic. Knowing what I know about plants and fungi... ahhh... well I'll be able to help for a while if these spores are sincerely dangerous, but at a certain point there's nothing I can do, and, well... perhaps it's best that I don't elaborate here! Just... be careful around those mushrooms, will you? Try not to dislodge a cloud of spores."

 

LOTUS' attention was focused on something else, however... the lightning-quick chain of flashes and danmaku and blasts of electricity, rapidly covering the entirety of the battlefield in what appeared to LOTUS to be a combined display of both fierce intellect and raw power. That was... that was... that was really something. But besides just being "really something", a smile slowly spread across the AI-fairy's face, her circuit marks flashing a slow, satisfied green. LOTUS could work with this, oh yes, she could streamline that process even further. And with the amount of power on display... this had quite a bit of potential. She would stick with Masako for this battle. "Isobel!" the fairy shouted.

 

"H-huh? What is it, LOTUS?" Isobel blinked, looked down at the AI, and responded.

 

"I need you to throw me at Masako!"

 

"You... you need me to what?"

 

"Throw me at Masako, so I can advise her more easily!"

 

"I-- are-- are you sure that's a good idea, LOTUS?"

 

"I'm sure it'll work out, I've got wings and all! Just do it!"

 

"Er-- ah-- well, if you're certain..." And Isobel picked LOTUS out of her pocket, got a solid but gentle grip on the little foot-tall fairy, and promptly hucked her to Masako, a perfect throw -- albeit one that would take response from Masako to complete. She was also surprised to find that on following through with the motion and reaching for her hatchet with the other, a simple little tight group of a couple of danmaku was sent at the fairies. "Huh..." It really wasn't much, and certainly wasn't going to be a mainstay, but it was cool nonetheless.

 

LOTUS and Isobel delay their turn 'til after Masako's; LOTUS uses Efficiency Analysis on Masako to drop a turn of cooldown from her Deduction: Shocking Insight, and Isobel uses her Hatchet on Fairy Swarm B, dealing 1d4+STR (2 lol) damage.

 

Active Cooldowns: Efficiency Analysis (1 Turn)

 

15% dodge chance, 20% poison damage reduction and poisoning effect durations shortened by one round,

Spoiler

Perks: 
Meat Palanquin: Though Isobel Carries LOTUS everywhere, the two of them ARE separate beings, and considering Isobel takes physical action whereas LOTUS takes vocal action, the two of them can act effectively independently. Each of the moves of Isobel and LOTUS are tagged [Isobel] or [LOTUS], and Isobel and LOTUS can use one of each category of move a turn. Actions are limited to (Level-1) levels, however, and [LOTUS] moves cannot be heals nor attacks. Pieces of equipment essentially count as [Isobel] moves. Active “defensive stance” moves such as Basic Defense override this perk, disallowing using two actions.

 

Reaction Time: On the NSS Exodus, things can sometimes break down into lightning-fast action. Isobel and LOTUS both have developed excellent reflexes -- Isobel from experience, and LOTUS from programming. +[2*Level] INIT.

 

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 her “kin” and they are happy to help her 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.

 

Loadout:

Help Intent [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

 

Dexterity [Isobel][Passive](Level 3): 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%

 

Healing Poppy [Isobel](Level 3): 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

 

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.

 

Hatchet: A simple botanist’s hatchet, this thing is MEANT to be chopping down saplings rather than Isobel’s enemies, but circumstances seem to have dictated otherwise. It’s kind of a terrible weapon, but Isobel isn’t much of a fighter anyway. Does 1d4+STR damage.

 

 

Pathing Advice [LOTUS](Level 2): 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. 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”.

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

 

Efficiency Analysis [LOTUS]: 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 one turn of cooldown from another character's turn. This move has 1 turn of cooldown itself.

(TU Level: Removes 2 turns of cooldown when Tactical Uplink: Partial is active)

 

Weakness Pinpoint [LOTUS](Level 2): 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.

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

 

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Ritsu in her current state was in her more defensive form, but with the extent of the enemy's abilities unclear, she decided to utilize some offense until proper defensive measures were weighed and utilized. For now, she would observe, and make her decisive move later.

 

Basic attack on Fairy swarm A for 1d4+ STR(10) + 1d4

 

Spoiler

 

Stats 
Constitution: 6
Dexterity: 4
Intelligence: 10 
Strength: 10 
Synergy: 0

 

Current form: Beast

 

Equipment:

Chainsaw:

Description: An augmented chainsaw designed specifically for Ritsu's personal use. Due to the nature of its construction, the chainsaw itself can be treated as if it were a part of Ritsu.

Type: Weapon

-Base: 1d4+ STR

-Craft Level 1: Revving Up: Ritsu's chainsaw takes some time to reach its maximum damage. Because of this, the weapon damage roll starts at 1d4, increasing by 1d4 up to its cap. The weapon damage cap is 2d4

-Craft Level 2: Ramp cap increased by 2d4

 

Current level: 1d4 

 

Name: Red Eco Brace
Description: Machines made using Red Eco and Precursor Technology, it is a Bracelet that can be clipped over the user's Limbs, emitting wide and strong short range pulses of force as needed during combat.
-Base: 1d4 bonus damage to melee attacks

 

Name: Crusader Armor
This heavy, powered, rocket-boosted armor is reminiscent of castles, German tanks, and medieval gothic full plate. It looks rigid and imposing, but its flexible internal components can adapt to any wearer. The armor’s paint is infused with nanites, to display the wearer’s coat of arms and other personal touches. Provides 3 damage resistance to all incoming damage, but reduces initiative by 18-STR
-Base: 3 damage reduction, 18 weight
Special Qualities:
-Barrier Field: The armor’s left arm contains a barrier field projector. The generator produces a powerful shield with no damage reduction, and hit points equal to 3 times the user’s intelligence. Whenever the wearer uses an action that protects an ally, the barrier field activates until their next turn. All damage dealt to the wearer or that ally hits the barrier first, and only affects the wearer or the ally they are defending if it breaks through. When not in use, the barrier regenerates hit points equal to the wearer’s intelligence plus their level every round. If the barrier is broken, it cannot be used for 5 rounds (Now 6). However, it still regenerates during that time.
-Rocket Charge: When the wearer uses an action that involves charging a single enemy, the armor’s rocket booster activates, pinning the unfortunate victim until they can be crushed against the nearest convenient surface with a rocket-boosted body slam. The charging action deals 50% more damage, and stuns the victim for a round. This ability has an 8 round cooldown. (Now 9)

 -Craft Level 1: This piece of armor can be used in Ritsu’s Beast Form.

-Craft Level 2: With the power of a resistance ring integrated into it, once per combat, the wearer of this armor can become immune to direct magical attacks for 1 round. Sufficiently powerful attacks may be enough to overwhelm this immunity. However, the cooldown of the other actions with this armor increase by 1.


 

 

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Walmond & Lambda

 

"Black and White girl, huh..?" Walmond muttered to herself as Lambda began to advance, her shields beginning to expand. Though, only one was truly effective, as her other shield arm was still cradling Walmond, practically blocking his sight of the advancing Fairies. With a slight frown, Walmond forced herself to peek above the shield's edge, lifting her hand over as well as electricity began to arc around her two fingers, before being launched at the Fairies with a simple snap.

 

Walmond uses Tazer on Fairy Swarm B, dealing 1d4+4 damage, and forces a Con check vs Walmond's Int. If Walmond wins the check, the Fairies are Paralyzed for three turns, and has a 50% chance of being stunned for each of those turns. In addition, the first attack to target Walmond will be instead taken by Lambda.

 

Lambda uses Defensive Modifications, giving her 30% Damage Reduction for 2 turns, but cannot attack during that time.

 

Spoiler

Walmond: 42 HP

Lambda: 57 HP

 

Action List 7/7

 

Walmond

 

(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/2] 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.

 

(Passive) Command Return: In a pinch, Walmond can resummon Lambda back to him, allowing to easily keep doing her job of defending him. Every two turns, 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.


(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
 
 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 30% 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 use non-damaging actions during this time.
- Level 2: Damage reduction is increased by 5%.

 

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Hikari uses auto-support to cast Rakukaja on herself, Isobel, and Empi. Then with her real action, she casts Tarukaja on Ritsu, applying the Session buff as well. 

 

 

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).

 

 

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Rory grumbled for a second when the cat guide dived below the fog, but seeing as she was mighty small and a kid besides...

Rory takes a deep breath and dives down to search for Chen.


Rory skill set.

Spoiler

Level: 5

HP: 90 HP
Init: 11

Stats:
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 HP missing, 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.

What an animal: Rory’s Faunus heritage grants him excellent night vision. This renders him immune to darkness based effects. Additionally he has +Level ini

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 damage to the target applies a burn that deals 1d6 damage for 3 turns, and deals 1d6+Dex Damage after the burn wears off.


Caffeine:  Rory spends the turn getting back into position, increasing his Initiative by his Dex.
 

Armed and Ready!:  Rory Taunts an enemy, forcing them to attack him for 6 rounds. Only works on one enemy at a time.
 

I Burn: Every two attacks in a row Rory Unloads the gun in his Lance dealing +3d6 damage against his target.
 

I May Fall: Rory bolsters himself, Giving himself +20 Temporary HP in return for losing 2 DR for two Rounds.  (This can make his DR negative causing him to take more damage from each attack.)

 

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.

 

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.
 

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.

 

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Isobel delays her turn. . .

 

Empi gives Masako a quick lesson on how to leverage one's smarts to pick up girls, increasing her INT by 6. 

 

Masako creates a web of bullets with her spell card, performing the undoubtedly brilliant task of fooling a bunch of fairies and unmoving mushrooms. She deals [44] damage to each swarm and [22] to each mushroom, stunning them all. 

 

LOTUS offers some advice on how to more efficiently distribute power to Masako, while Isobel crushes a fairy with her hatchet for [4] damage. 

 

Fairy Swarm B is too busy weaving through danmaku to consider attacking with their own. 

 

Rory dives beneath the haze of spores. [Pass] He manages not to get too high, and proceeds with his search for Chen. He eventually finds a two-tailed cat with a little green hat nestled between its ears, looking rather spooked (and damp) while it flies through the forest; it looks like the group passed a small pond just after taking off.

 

Fairy Swarm A is similarly occupied.

 

Hikari casts a wide variety of buffing spells, increasing the power of Empi, Isobel, Ritsu, and herself by 12. 

 

Fairy Swarm A finally pulls themselves together, and launches a line of danmaku at Masako that will connect in 1 turn. 

 

Walmond tazes the first fairy swarm [Success], electricity arcing between them and dealing [8] damage. 

 

Fairy Swarm B launches another stream of danmaku, this one at Hikari, that will connect in 1 turn. 

 

Ritsu chainsaws the first swarm of fairies, dealing [27] damage as the little creatures explode one by one. 

 

Another Poison Mushroom appears ahead. It declares a Condition: Enemies that strike it with any Ranged attack will be attacked with Paralytic Cloud. 

 

Both Fairy Swarms declare their Condition: Enemies that do not attack or use a buff on their turn will be struck with a Bullet Stream.

Initiative

 

Isobel: 20


Empi: 18
Masako: 17
Fairy Swarm B: 4
Rory: 11
Fairy Swarm A: 10
Hikari: 8
Fairy Swarm A: 7
Walmond: 6
Fairy Swarm B: 4
Ritsu: 4

 

Status

 

Isobel: Healthy, Damage +12 (3 turns remain)
Empi: Healthy, SYN +6 (3 turns remain), Damage +12 (3 turns remain)
Masako: Healthy, INT +6 (2 turns remain), Targeted
Rory: Healthy
Hikari: Healthy, Damage +12 (3 turns remain), Targeted
Walmond: Healthy
-Lambda: Healthy
Ritsu: Healthy, Damage +12 (3 turns remain), Session

Chen: ???

Fairy Swarm A: Waning, Paralyzed (3 turns remain)
Fairy Swarm B: Scattered
Poison Mushroom A: Even with Party, Bloodied, Stationary
Poison Mushroom B: Even with Party, Bloodied, Stationary

Poison Mushroom C : Ahead of Party, Healthy, Stationary

 

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"There, you see?"  Masako dusted her hand on her coat, apparently rather pleased with herself as her spellcard ended.  "It's all very-"

THONK.
 

Masako crashed head-over-heels through the branches of the nearby trees, coming to rest upon the upper boughs only with a loud THUMP and a weak pichuun~ as she slammed into the trunk.   And there she lay, her head swimming and dazed until she gave herself a good shake.  At which point she carefully extracted the impromptu missile which had sent her careening out of the sky from beneath her and held it up before her badly-askew glasses to examine.

 

...A rather small fairy, apparently.  A really cute one, too, now that she had a chance to look closely.  Though, as she couldn't recognize what type she was supposed to be or see any resemblance to the other fairies they were busy fighting, neither of those helped or told her anything much beyond distracting the tengu a bit.

 

Masako was just getting her magnifying lens out of her coat to examine the culprit further when she finally recognized her.

 

"Lotus, wasn't it?"  The tengu puffed up her cheeks, giving the tiny fairy a rather grumpy Look.  Though the few stray streams of danmaku cutting through the branches soon forced her to relent, settling the fairy somewhat-securely beneath her hat.  "Well.  You do look like you might be of SOME help.  So, then-"

Masako pulled the magnifying lens out of her coat, twirling it in her hands before raising it overhead, sending a burst of danmaku right back at the attacking fairies.

 

"-I trust you understand the rules?"

 

Basic danmaku attack on Fairy swarm A for 1d4+INT(18) damage.

 

Spoiler

Dodge Chance: 30%

HP: 55

 

Base stats:

Strength: 
Dexterity: 12 
Intelligence: 12
Constitution: 
Synergy: 

 

Perks: 
(Perk) As The Bird Flies: Gain a Dex*1.5 (round down to nearest integer) chance to dodge incoming attacks and a [LVL] bonus to initiative.
(Perk) Speed of Thought:  'Soft' (non-stun) duration-based effects applied by this character's actions against enemies with lower Initiative when the effect is first applied last for one additional round.
(Flaw) Hollow-boned: Whenever struck by a bludgeoning attack, the tengu becomes Stunned for one round.

 

Kappa-Crafted Magnifying Lens (Equipment):  -Base: Deals 1d4+Int damage.

Heavenly Kiseru (Equipment):  -As a free action, the raven may reduce a single cooldown of choice by 2.  Once per encounter

Detective's Coat (Equipment):  -Increase user's dodge chance by +12%.

 

Edited by Lucky Lulu
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Rory was feeling rather good. Not a great sign, he never enjoyed himself that much when he was just hunting for something rather than taking down his prey. Still, he needed to get Chen first.

"Hey kid! Get back here, these spores are going to get you so messed up you won't know up from down and I'm not about to let you get hurt on my watch!"

 

Spoiler

Level: 5

HP: 90 HP
Init: 11

Stats:
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 HP missing, 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.

What an animal: Rory’s Faunus heritage grants him excellent night vision. This renders him immune to darkness based effects. Additionally he has +Level ini

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 damage to the target applies a burn that deals 1d6 damage for 3 turns, and deals 1d6+Dex Damage after the burn wears off.


Caffeine:  Rory spends the turn getting back into position, increasing his Initiative by his Dex.
 

Armed and Ready!:  Rory Taunts an enemy, forcing them to attack him for 6 rounds. Only works on one enemy at a time.
 

I Burn: Every two attacks in a row Rory Unloads the gun in his Lance dealing +3d6 damage against his target.
 

I May Fall: Rory bolsters himself, Giving himself +20 Temporary HP in return for losing 2 DR for two Rounds.  (This can make his DR negative causing him to take more damage from each attack.)

 

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.

 

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.
 

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.

 

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Walmond & Lambda

 

With the first Fairy group now being slowed down by her electricity, and Lambda continuing to shield him, Walmond decides to continue the offensive, using Tazer once more on Fairy Swarm B (deals 1d4+4 damage, and forces a Con check vs Walmond's Int. If Walmond wins the check, the Fairies are Paralyzed for three turns, and has a 50% chance of being stunned for each of those turns. In addition, the first attack to target Walmond will be instead taken by Lambda.

 

Lambda, on the other hand, continues to press forward, Threatening the two Fairy Swarms and aggro-ing both of them to attack her.

 

Spoiler

Walmond: 42 HP

Lambda: 57 HP

 

Action List 7/7

 

Walmond

 

(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/2] 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.

 

(Passive) Command Return: In a pinch, Walmond can resummon Lambda back to him, allowing to easily keep doing her job of defending him. Every two turns, 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.


(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
 
 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 30% 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 use non-damaging actions during this time.
- Level 2: Damage reduction is increased by 5%.

 

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Empi continues hanging back, trying to figure out what to do, where to do it. After all, combat was just another dance. A dance that involved horrible death.

 

At least, that's what those gremlins in Repossessions told her. They were also possibly mildly psychopathic. 

"Okay. Your turn! Keep doing your job and hopefully we don't get our brains fried like in those weird human commercials. Seriously, the hell do they get off comparing brains to eggs?"
Lesson in Affection: Flirtation Affection on Lambda.

Empi also receives Flirtation Affection due to Sharing is Caring.

Empi has a 5% chance to resist statuses due to Fairy Dust.

 

Flirtation Affection: Take 5+INT% (14%) less damage from attacks.

Sharing is Caring: Whenever Empi buffs an ally, Empi also receives that buff.

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Hikari uses Rakukaja on Rory. 

 

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).

4

 

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LOTUS let out a high-pitched yelp as she impacted directly with Masako and then the two went tumbling down, resulting in a slightly disheveled little fairy once Masako finally expected what had caused her impromptu, downward course correction. "I... had not predicted that I would cause you to crash. ...ah." The AI-turned-fairy attempted to straighten herself out a little bit, and then was quite promptly stuck under the tengu's hat, with a little muffled sound of annoyance. She had to, with a grunt, lift one side of Masako's hat, and then stick her head and arms out under it, unintentionally making a rather adorable sight. "It's far outside of my normal specialties, but more or less yes. Let's see if I can assist you..." LOTUS sent out a twin pair of danmaku bursts to the sides of one of the fairy swarms, not intended to actually hit them but to instead potentially render them unable to dodge another attack.

 

Isobel winced as she watched LOTUS impact with Masako and send them both to the ground (apparently the botanist had made one hell of a toss), and her gaze lingered for a few moments to make sure that she hadn't just killed or maimed the little fairy. Upon seeing Masako stick LOTUS under her hat, at least, Isobel let out a sigh of relief and then turned back to the fight. Well, it didn't look like anyone was hurt, so swinging this stupid thing it was.

 

LOTUS uses Weakness Pinpoint on Fairy Swarm A, granting 10% crit chance on attacks coming towards it for a turn!

Isobel uses Hatchet on Fairy Swarm A, for 1d4+STR (2) damage!

 

Active Cooldowns: Efficiency Analysis (0 Turn)

Tactical Uplink (Partial) incoming next turn

 

15% dodge chance, 20% poison damage reduction and poisoning effect durations shortened by one round.

Spoiler

Perks: 
Meat Palanquin: Though Isobel Carries LOTUS everywhere, the two of them ARE separate beings, and considering Isobel takes physical action whereas LOTUS takes vocal action, the two of them can act effectively independently. Each of the moves of Isobel and LOTUS are tagged [Isobel] or [LOTUS], and Isobel and LOTUS can use one of each category of move a turn. Actions are limited to (Level-1) levels, however, and [LOTUS] moves cannot be heals nor attacks. Pieces of equipment essentially count as [Isobel] moves. Active “defensive stance” moves such as Basic Defense override this perk, disallowing using two actions.

 

Reaction Time: On the NSS Exodus, things can sometimes break down into lightning-fast action. Isobel and LOTUS both have developed excellent reflexes -- Isobel from experience, and LOTUS from programming. +[2*Level] INIT.

 

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 her “kin” and they are happy to help her 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.

 

Loadout:

Help Intent [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

 

Dexterity [Isobel][Passive](Level 3): 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%

 

Healing Poppy [Isobel](Level 3): 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

 

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.

 

Hatchet: A simple botanist’s hatchet, this thing is MEANT to be chopping down saplings rather than Isobel’s enemies, but circumstances seem to have dictated otherwise. It’s kind of a terrible weapon, but Isobel isn’t much of a fighter anyway. Does 1d4+STR damage.

 

 

Pathing Advice [LOTUS](Level 2): 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. 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”.

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

 

Efficiency Analysis [LOTUS]: 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 one turn of cooldown from another character's turn. This move has 1 turn of cooldown itself.

(TU Level: Removes 2 turns of cooldown when Tactical Uplink: Partial is active)

 

Weakness Pinpoint [LOTUS](Level 2): 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.

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

 

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Having shaved off one fairy swarm, Ritsu revs her chainsaw and decides to go for the other.

 

Basic attack on Fairy swarm B for 2d4+ STR(10) + 1d4  + 12(Session)

 

Spoiler

 

Stats 
Constitution: 6
Dexterity: 4
Intelligence: 10 
Strength: 10 
Synergy: 0

 

Current form: Beast

 

Equipment:

Chainsaw:

Description: An augmented chainsaw designed specifically for Ritsu's personal use. Due to the nature of its construction, the chainsaw itself can be treated as if it were a part of Ritsu.

Type: Weapon

-Base: 1d4+ STR

-Craft Level 1: Revving Up: Ritsu's chainsaw takes some time to reach its maximum damage. Because of this, the weapon damage roll starts at 1d4, increasing by 1d4 up to its cap. The weapon damage cap is 2d4

-Craft Level 2: Ramp cap increased by 2d4

 

Current level: 2d4 

 

Name: Red Eco Brace
Description: Machines made using Red Eco and Precursor Technology, it is a Bracelet that can be clipped over the user's Limbs, emitting wide and strong short range pulses of force as needed during combat.
-Base: 1d4 bonus damage to melee attacks

 

Name: Crusader Armor
This heavy, powered, rocket-boosted armor is reminiscent of castles, German tanks, and medieval gothic full plate. It looks rigid and imposing, but its flexible internal components can adapt to any wearer. The armor’s paint is infused with nanites, to display the wearer’s coat of arms and other personal touches. Provides 3 damage resistance to all incoming damage, but reduces initiative by 18-STR
-Base: 3 damage reduction, 18 weight
Special Qualities:
-Barrier Field: The armor’s left arm contains a barrier field projector. The generator produces a powerful shield with no damage reduction, and hit points equal to 3 times the user’s intelligence. Whenever the wearer uses an action that protects an ally, the barrier field activates until their next turn. All damage dealt to the wearer or that ally hits the barrier first, and only affects the wearer or the ally they are defending if it breaks through. When not in use, the barrier regenerates hit points equal to the wearer’s intelligence plus their level every round. If the barrier is broken, it cannot be used for 5 rounds (Now 6). However, it still regenerates during that time.
-Rocket Charge: When the wearer uses an action that involves charging a single enemy, the armor’s rocket booster activates, pinning the unfortunate victim until they can be crushed against the nearest convenient surface with a rocket-boosted body slam. The charging action deals 50% more damage, and stuns the victim for a round. This ability has an 8 round cooldown. (Now 9)

 -Craft Level 1: This piece of armor can be used in Ritsu’s Beast Form.

-Craft Level 2: With the power of a resistance ring integrated into it, once per combat, the wearer of this armor can become immune to direct magical attacks for 1 round. Sufficiently powerful attacks may be enough to overwhelm this immunity. However, the cooldown of the other actions with this armor increase by 1.

 

 

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BGM

 

Isobel hatchets a couple more hapless fairies for [15] damage while LOTUS tries to exert some control over their movements through the air. 

 

Empi gives some positioning advice of a different variety to Lambda, questionable action that it is. 

 

Masako blasts the fairies with danmaku, and the first group seems to have finally had enough. A burst of red danmaku flies outwards from them as the survivors vanish under the assault, heading towards [Isobel, Ritsu, and Lambda.]

 

The fairies add to the mix by targeting the only one who seemed experienced with this, sending a stream at Masako. 

 

Rory calls out to Chen, and recieves a confused and startled-sounding "MRROWWWW" back for his trouble, He is gaining on the cat, though. 

 

Hikari casts a defensive spell on Rory, somehow managing to connect with it despite the latter being mostly invisible at the moment.

 

The stream of danmaku fired earlier strikes Hikari, buffeting her for [11] damage.

 

Walmond elects to taze the second fairy swarm, a stream of bullets in the shape of stylized lightning bolts arcing out to strike them for [6] damage. [Fail] The electricity doesn't stick, though. 

 

Lambda draws the focus of the remaining fairy swarm, and eats two streams of bullets for her trouble, aking a total of [16] damage from the attacks. 

 

The remaining swarm sends another stream of bullets outwards, targeting Masako again. 

 

Ritsu repays this by chainsawing more of the little nature spirits, dealing [29] damage. 

 

The party brushes past the first set of poison mushrooms, causing them to emit a cloud of toxins! Anyone who changes initiative or uses a defensive action while targeted by multiple attacks for the next two turns will be poisoned! Additionally, [Ritsu] catches a faceful of paralytics that stop her from doing much more than hurtling forward through the air.

 

A larger, yellow-haired fairy comes into view ahead of the party, dressed in a, well, dress seemingly made out of leaves with mushroom patterns on them. 

Initiative

 

Isobel: 20
Empi: 18
Masako: 17
Fairy Swarm B: 14
Rory: 11
Hikari: 8

Great Fairy A: 7
Walmond: 6
Fairy Swarm B: 4
Ritsu: 4

 

Status

 

Isobel: Healthy, Damage +12 (2 turns remain)
Empi: Healthy, SYN +6 (2 turns remain), Damage +12 (2 turns remain), 14% damage reduction (3 turns remain)
Masako: Healthy, INT +6 (1 turns remain), Targeted x2
Rory: Healthy(?), 7 DR (3 turns remain), Session
Hikari: 44/55 HP, Damage +12 (2 turns remain)
Walmond: Healthy
-Lambda: 41/57, 14% damage reduction (2 turns remain), 30% damage reduction (1 turn remains)
Ritsu: Stunned, Damage +12 (2 turns remain), Session

Chen: ???

Fairy Swarm B: Scattered
Poison Mushroom A: Behind Party, Bloodied, Stationary
Poison Mushroom B: Behind Party, Bloodied, Stationary

Poison Mushroom C : Even with Party, Healthy, Stationary

Great Fairy A: Healthy

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Troublesome, way more troublesome. And that spellcard kept Empi from using any of her other party tricks. Still, being 400 years old, Empi had more than a few tricks still left.

 

Well, she had two tricks left. Two. 

 

At least her teammates could do a little more.

"Hey, you! I forget your name, but it'd be nice if you don't get too badly hurt? Can't exactly fight all that well here, thanks."
Lesson in Affection: Romance Affection on Ritsu.

Empi also receives Romance Affection due to Sharing is Caring.

Empi has a 5% chance to resist statuses due to Fairy Dust.

 

Romance Affection:  Regenerate 5+INT% (14) of your health per turn.

Sharing is Caring: Whenever Empi buffs an ally, Empi also receives that buff.

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Walmond & Lambda

 

Generally speaking, aside from the waves of projectiles crashing into her shields, Lambda was having a great time. This was where she shined, protecting others with her shields. It made her useful, and feel good. At least, until her own fairy ally came up and spouted some weird nonesense at her. Out of the norm for her, Lambda couldn't help but give Empi a confused glance, before another bullet splattered on her shield, forcing her to focus on the fight again.

 

And through all this, Walmond didn't even spare a glance, merely focusing on the new Great Fairy, firing another pattern of electrical bullets at her.

 

Walmond uses Tazer once more, hitting the Great Fairy, dealing 1d4+4 damage, and forces a Con check vs Walmond's Int. If Walmond wins the check, the Great Fairy Paralyzed for three turns, and has a 50% chance of being stunned for each of those turns. In addition, the first attack to target Walmond will be instead taken by Lambda.

 

Lambda, however, uses Defensive Procedures, taunting the Great Fairy for two turns and gaining 25% extra damage reduction from the Great Fairy's attacks.

 

Spoiler

Walmond: 42 HP

Lambda: 41/57 HP

 

Action List 7/7

 

Walmond

 

(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/2] 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.

 

(Passive) Command Return: In a pinch, Walmond can resummon Lambda back to him, allowing to easily keep doing her job of defending him. Every two turns, 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.


(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
 
 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 30% 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 use non-damaging actions during this time.
- Level 2: Damage reduction is increased by 5%.

 

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Masako tsked on seeing the incoming streams of danmaku, her obvious routes out of the way cut off by clouds of poisoned gas.  This sort of nonsense was precisely why a lot of people avoided going here.  Granted, parts of the forest were terrific for when you hit a mental block and needed a change in perspective to work out the really tricky sorts of puzzles, but beyond that?  Rarely worth the time.

 

Still, a few fairies and mushrooms were hardly that much of a deterrent.  Particularly when there was a trail to follow and a mystery to solve.

 

Masako gave her hand lens a little twirl, drawing in a deep breath as she dove down through the cloud of spores.  She slowed and held it to her eye, danmaku appearing in the focus of the foggy image, doubling and redoubling through the whole field.   Then, once again, they burst and bathed the field in chains of racing light and lightning.  In each flash, she observed the form of the Great Fairy, watching for anything to exploit.

 

Not that she really needed to go to the effort.  But hey, she needed something to keep herself from getting bored.

 

As a free action, Masako uses Swift Scan on the Great Fairy.  Reduce that enemy's flat DR by (3/4 INT), and reduce percentile-based resistances to all effects and debuffs by (INT*3) percentile, to a minimum of zero, for 1 turn.

 

Masako uses Deduction "Shocking Insight" targeting the fairy swarm, great fairy, and poison mushroom A and B!  Deal 1d6+Int(18) damage to each.  The targets are stunned for 1 turn.  After taking this action, the tengu loses -2 initiative for the remainder of the battle.  Two turn Cooldown.

Spoiler

Dodge Chance: 30%

HP: 55

 

Base stats:

Strength: 
Dexterity: 12 
Intelligence: 12
Constitution: 
Synergy: 

 

Perks: 
(Perk) As The Bird Flies: Gain a Dex*1.5 (round down to nearest integer) chance to dodge incoming attacks and a [LVL] bonus to initiative.
(Perk) Speed of Thought:  'Soft' (non-stun) duration-based effects applied by this character's actions against enemies with lower Initiative when the effect is first applied last for one additional round.
(Flaw) Hollow-boned: Whenever struck by a bludgeoning attack, the tengu becomes Stunned for one round.

 

Kappa-Crafted Magnifying Lens (Equipment):  -Base: Deals 1d4+Int damage.

Heavenly Kiseru (Equipment):  -As a free action, the raven may reduce a single cooldown of choice by 2.  Once per encounter

Detective's Coat (Equipment):  -Increase user's dodge chance by +12%.

 

Edited by Lucky Lulu
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