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


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Spoiler

Tactical Uplink Connection established.

L.O.T.U.S.: Things are working out

L.O.T.U.S.: okay

L.O.T.U.S.: I suppose.

L.O.T.U.S.: However, I am in combat and request additional calculation power on the following task:

Transmitting data

T.U.G.: Your situation is strange.

T.U.G.: Also amusing.

T.U.G.: Contributing, however:

Receiving data

Tactical Uplink Connection lost.

 

The fairy poking out of Masako's hat lowered herself a little further out of it, and began to murmur various ways of making her danmaku usage more efficient into her ear... and this time, the suggestions that she was giving were twice as precise and potent as before, the little fairy rattling out a stream of remarkably on-point advice and accurate data.

 

Isobel, meanwhile, proceeded to toss Hikari one of her healing poppies. "Here, eat this!" 

 

Isobel uses Healing Poppy on Hikari, healing 3d4+INT damage!

LOTUS uses Efficiency Analysis on Masako, boosted by Tactical Uplink: Partial to remove both turns of cooldown from Shocking Insight! 

 

Active Cooldowns: Efficiency Analysis (1 Turn)

Tactical Uplink (Partial) incoming in 3 turns

 

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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Hikari casts 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).

4

 

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BGM

 

Isobel tosses a healing poppy in the direction of Hikari, letting her recover to full health, while LOTUS finds a shocking insight of her own to allow Masako to use her signature technique once more.

 

Empi gives some romantic advice to the robotic maid; this seems to reinvigorate her somehow. Perhaps it's best not to ask how.

 

Masako reveals another Shocking Insight, drenching the battlefield in a startling burst of bullets once more! She also manages to get a lovely whiff of poison in the process. Both mushrooms and the fairy swarm evaporate under the assault, which also leaves the larger fairy dazed for [23] damage. Ritsu and Isobel take [7] damage from flying danmaku, while Lambda takes [4]. Another red burst flies out from the dissipating swarm, targeting [Walmond twice, and Isobel.]

 

A wave of danmaku collides with Masako in the midst of her attack, dealing [12] damage. 

 

Rory contines to advance on Chen, and finally manages to snatch the cat and scoop her into his arms. She doesn't seem fond of the action, but fortunately Rory is mostly proofed against cats clawing. He's not really sure why, but he feels pretty good about this. Or maybe he's just getting high? Either way, Chen is still damp from whatever she fell into earlier, which does make it a bit of a challenge to hold on.

 

Hikari casts a bit of empowering magic in the direction of Masako, sensing that she'll probably need it. She recovers [6] HP. 

 

The Great Fairy finds her rotational velocity to be a tad too high to think of attacking at the moment. 

 

Walmond tazes the fairy again, [Success] sparks arcing across her body which deal [7] damage. Lambda interposes herself in front of the fairy in question despite her existing distress. 

 

The second line of danmaku strikes Masako, dealing another [11] damage. 

 

Ritsu recovers from her stun, and returns to full health.

 

Another mushroom and two more Fairy Swarms appear from ahead. Masako notices that they look a bit unusual for fairies of this area, far too twitchy and full of black and red. They don't really seem that threatening otherwise though.

The Poison Mushroom declares Condition: Anyone who strikes it with an area-of-effect attack will be struck with a Paralytic Cloud (3 turns.)

 

 

 

Initiative

 

Fairy Swarm D : 21

Isobel: 20
Empi: 18
Masako: 15

Fairy Swarm C 14
Rory: 11
Hikari: 8

Fairy Swarm D : 7

Great Fairy A: 7
Walmond: 6
Ritsu: 4

Fairy Swarm D 0

 

Status

 

 


Isobel: 53/60 HP, Damage +12 (1 turns remain)
Empi: Healthy, SYN +6 (2 turns remain), Damage +12 (1 turns remain), 14% damage reduction (2 turns remain)
Masako: 27/55 HP, Targeted x1, Damage +12 (3 turns remain), Session, Poisoned (5 damage, 2 turns remain)
Rory: Healthy(?), 7 DR (3 turns remain), Session
Hikari: 44/55 HP, Damage +12 (2 turns remain)
Walmond: Healthy
-Lambda: 37/57 HP, 14% damage reduction (2 turns remain), 30% damage reduction (1 turn remains)
Ritsu: 60/60 HP, Recovering from stun, Damage +12 (2 turns remain), Session, Regenerating 8 HP/turn (3 turns remain)

Chen: ???
 

Poison Mushroom C : Behind Party, Healthy, Stationary
Great Fairy A: Bloodied, Recovering from Stun, Paralyzed (3 turns remain), Taunted (Lambda, 2 turns remain)
Fairy Swarm C : Complete

Fairy Swarm D : Complete

Poison Mushroom D : Ahead of Party, Stationary

 

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"Oi, calm down! And hold your breath we're going over the spores again." Rory idly pets the angry cat girl as she floats back up above the spore cover. She wouldn't say it out loud but for some reason she always thought that cats biting and scratching her tickled. And the cute kitten doing it wasn't really any different... Rory shakes their head at that thought. She should really get out before she was definitely high.

Rise up and return to the rest of the group with Chen.

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Walmond uses Healing Field on Lambda, Masako, Hikari, and Isobel for 2d4+9. Lambda is healed for half the amount. In addition, the first attack to target Walmond will be instead taken by Lambda.

 

Lambda, on the other hand, uses Threaten the Enemy on the two new Fairy Swarms. She also takes 25% less damage from the Great Fairy.

 

Action List

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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"Mind going down already? I really, really don't like being in these kinds of situations!"
Empi casts Out Of Your League on Great Fairy A!

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

 

Out Of Your League: Empi induces feelings of lust for her in a target. The targeted enemy takes 40% increased damage for the next 2 turns.

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If she was surprised by the detail and accuracy of Lotus's assessments--which she, quite frankly, was--Masako didn't bother to mention it.  Not because she was focused on more important things, no.  Rather, it was a result of the fungal poison, and the suspicion that if she tried to speak overmuch, she'd just throw up.

 

Instead, the tengu took a breath of fresh(er) air, letting the provided data feed her own deductive insight.  Rather than letting the spellcard end and fade away, Masako spread the network of danmaku further and wider with each of the tiny fairy's whispered observations, reinforcing the connections near the great fairy and racing out to meet the incoming swarms, blasting them all in the apparently-unending storm of bullets and intellectual energy.

 

Masako uses Deduction "Shocking Insight" targeting both fairy swarms and the Great Fairy!  Deal 1d6+Int(12)+12 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, 2 Tokens):  -Increase user's dodge chance by +12%.

 

Edited by Lucky Lulu
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LOTUS scanned the battlefield from under Masako's hat, a little hand going over her eyes to shield from the sun (something that really wasn't actually necessary, but which LOTUS had seen some of her previous masters do, so she was kind of just going for it). Things were going well -- these fairies were attacking and sometimes hitting, but they were being devastated as quickly as they were coming, especially with Masako's abilities. As she watched the Great Fairy get... well, the Great Fairy appeared to be rather covered already. "I suspect that my assistance is not required with her in particular, hmm? Instead let's angle for some extra hits on that swarm over there..." LOTUS, this time broadcasting more loudly, suggested some particularly good directions of fire on one particular swarm.

 

Isobel looked back to see how LOTUS was doing -- and she (heh, that was kind of a weird way to think about LOTUS) looked fine. ...now, the birdwoman that LOTUS was currently under the hat of was looking rather less stellar. "Hey, Masako, take this poppy, it'll heal you! I'll help you with the other stuff shortly, so just hang in there for a moment, alright?" Isobel pulled one of her poppies from her apron and tossed it to Masako.

 

LOTUS uses Weakness Pinpoint on Fairy Swarm D, granting 10% chance for double damage made on attacks against it for a turn!

Isobel uses Healing Poppy on Masako, healing her for 4d4+INT (12) HP.

Active Cooldowns: Efficiency Analysis (0 Turn)

Tactical Uplink (Partial) incoming in 2 turns

 

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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"It seems you could use a little cover for a moment," Ritsu replies as she begins to defend Masako from any attacks coming their way.

 

Intervention into top of Init ladder, then use Guardians Roar on Masako. Barrier field activates in response.

 

Guardian’s Roar: Ritsu designates an allied unit and releases a powerful roar, redirecting attacks from the allied unit to Ritsu and reducing incoming damage by 30% for 2 turns

Designated target: Masako

 

Barrier Field:  The generator produces a powerful shield with no damage reduction, and hit points equal to 3 times the user’s intelligence (30). 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 6 rounds. However, it still regenerates during that time.

 

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: 3d4 

 

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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Dia on Lamda

 

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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Initiative

 

Fairy Swarm D : 21

Isobel: 20
Empi: 18

Fairy Swarm C 14

Masako: 11
Rory: 11
Hikari: 8

Fairy Swarm D : 7
Walmond: 6
Ritsu: 4

Fairy Swarm D 0

 

Status



Isobel: 59/60 HP, Damage
Empi: Healthy, SYN +6 (1 turns remain), 14% damage reduction (1 turns remain)
Masako: 55/55 HP, Targeted x1, Damage +12 (2 turns remain), Session, Poisoned (5 damage, 1 turns remain)
Rory: Healthy, 7 DR (2 turns remain), Session
Hikari: 55/55 HP, Damage +12 (2 turns remain)
Walmond: Healthy
-Lambda: 57/57 HP, 14% damage reduction (2 turns remain), 30% damage reduction (1 turn remains)
Ritsu: 60/60 HP, Damage +12 (1 turns remain), Session, Regenerating 8 HP/turn (2 turns remain)

Chen: Dry
 
Fairy Swarm C : Scattered, Recovering from stun

Fairy Swarm D : Scattered, Recovering from stun

Poison Mushroom D : Even with Party, Stationary

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Rory, now that she's not busy herding cats, Fires a Wyrmstake at the mushroom. (Incidentally, this also shoots the faunus backwards about a foot before she returns to her previous position.)

 

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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Masako had to admit, despite some continuing queasiness in her stomach, that she was mostly feeling better.  Even if her mouth currently tasted pretty darn weird and her attempts to share analyses with Lotus or suggest points of inquiry were rather muffled as she continued chewing on the flower she'd, naturally, shoved in her mouth at Isobel's suggestion.

 

The tengu gulped, then poked at a petal that had managed to sneak its way out, idly nibbling on it as she observed the remaining fairies.  Not, it seemed, terribly many of them remaining.  A good thing, as it lead to only one (well, two or three, maybe) conclusion(s)!

 

"If I'm not mistaken--and someone as brilliant as I almost never is--we should be drawing closer to the first crime scene."  Masako reached up, adjusting her hat to give LOTUS a better view.  "Keep your eyes open for someone with an oversized hat.  She's definitely gonna be a witness.  Which, as any decent detective could tell you, given the wealth of evidence-"  Masako swerved a little to avoid a bullet, pointing her magnifying lens towards her attackers and returning fire.  "-means we'll need to beat her up for the sake of the investigation."

 

Basic danmaku attack on Fairy swarm D for 1d4+INT(12)+12 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, 2 Tokens):  -Increase user's dodge chance by +12%.

Edited by Lucky Lulu
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Walmond... Uses Tazer on Fairy Swarm C for now, dealing 1d4+5 damage and forcing a Con check against Walmond's int. If Walmond wins, target is paralyzed for three turns, and has a 50% chance of being stunned at the start of each turn.

 

Lambda, if allowed will attempt to refresh her Defensive Modifications buff, which gives her 30% damage reduction for two turns, but prevents her from attacking.

 

Action List

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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"What is WITH people here and beating each other up and shooting them? What, did I walk onto the set of goddamn John Wick Goes to Comiket or something?"
Empi casts Out Of Your League on Fairy Swarm D.

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

 

Out Of Your League: Empi induces feelings of lust for her in a target. The targeted enemy takes 40% increased damage for the next 2 turns.

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Attack Fairy Swarm D

 

 

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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Basic Attack on Fairy Swarm C (4d4+10STR+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: 4d4 

 

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.

 

Barrier HP: 30?


-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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Frankly, LOTUS had absolutely no idea what Masako was going on about, at all. Crime scene? Witness? Beating them up? Whatever Masako was trying to communicate was buried under the filter of “detective mystery” she had evidently decided to put it through, and was turned into mostly nonsense. Well, except for the possibility that they’d be fighting someone else, which LOTUS factored into her estimates of the situation. The fight wasn’t technically over yet with these fairies, but they weren’t a substantial threat. Nonetheless, freezing new arrivals in place would probably be useful, so LOTUS began spooling up calculations to aid Masako’s danmaku patterns once again. ”Rrrright. Well, if she comes, I recommend weaving your danmaku patterns this way...”

 

Isobel glanced around; seemed like everything was going just fine at this point — except for the fact that Masako looked rather ill, almost certainly from those mushrooms. Adjusting her leather gloves on her hands, the brunette botanist moved towards the tengu, and began to speak once LOTUS finished, easily keeping pace with the birdgirl as she examined her. ”Here, I’m a botanist, so I’ve got some experience with dealing with fungal poisons. Just listen for a moment, and I can help you deal with it...”

 

LOTUS uses Efficiency Analysis on Masako, yet again reducing the cooldown of Shocking Insight by 1 turn!

Isobel uses Help Intent on Masako, removing her poison status!

 

Active Cooldowns: Efficiency Analysis (1 turn)

Tactical Uplink (Partial) incoming in 1 turns

 

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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The fourth swarm of fairies fires another line of danmaku at Masako, as she'd been doing an excellent job of exploding large numbers of them. One of the bursts fired previously connects with her for 9 damage. 

 

Isobel hurries over to the tengu while her own personal advice fairy does her thing, cleansing the last of the poison and reducing the cooldown of Shocking Insight yet again.

 

Empi decides to use some of her moves on the swarm of fairies. She belatedly remembers reading a comic that might indicate this is a bad idea, but hey, they were about to explode, right?  

 

The third swarm finally figures out that Isobel and her own fairy are contributing to the bruising they're recieving, and fires another bit of danmaku in her direction. 

 

Masako lets up on the Revelations for once, sending a more basic spray of danmaku at the enraptured fairy swarm for [38] damage. 

 

Rory fires a burning stake into the mushroom, which responds roughly as one would expect, taking [5] damage and being set alight for another [5]. 

 

Hikari shoots the remaining fairies of the fourth swarm out of the sky as if they were jetpack-using security guards. A burst of red danmaku flies out, targeting [Masako, Rory, and Ritsu.] 

 

The third swarm attacks again, aiming for Masako once more.

 

Walmond tazes the remaining swarm again for [8] damage, while Lambda renews her Defensive Modifications.

 

Ritsu chainsaws the remaining fairies for [35] damage. The remainder decide that this is not even close to fun any more, and their oddly darkened shapes flee.

 

The poison mushroom slips past the party. A cloud of toxins erupts from it as [Rory] brushes past it, [Fail] stunning her for a turn.

 

A clearing, full of blasted trees and scorched craters, appears in the woods ahead of the party. Floating near the front of it is a woman dressed in a black-and-white dress with a large hat that one might expect to see on a sterotypical witch, at least if it wasn't tied on top with a large white ribbon with another frilly layer beneath. Unlike the fairies they'd encountered thus far, she seemed to be a normal-sized (if on the short end) human, and in lieu of wings, she was riding on a broom. 

 

She turned to face the party, and it was immediately apparent something was wrong, at least to Masako, who'd had encounters with this particular individual before. Rather than a bright golden gaze coming from beneath the wide-brimmed hat, her eyes were simply two seeming orbs of a bluish-white. The rest of her face was invisible, with shadow appearing to cling to it.

 

"Eh? Don't you know a place like this is dangerous to just wander around in?" There was a strange echo underlying her voice. "All sorts of magical artifacts just waiting to be used to blow someone up and take their stuff, ze! I've been wanting to try out this one I found." She raised a hand, and in it was held. . . something. It looked like some ancient, weathered rock, shaped into some kind of crest, but had an unmistakable sinister energy about it. Her other hand brought something less sinister, but equally worrying (to Masako at least) object to rest framed by the crest: a thing just small enough to fit in one's hand against the palm, an octagonal block of what looked like wood with trigrams printed on the face.

 

Judging by the ominous humming noise that began, it was a good idea to start moving.

 

 

Initiative



Marisa: 25

Marisa: 20

Isobel: 20

Empi: 18
Masako: 11

Marisa: 10

Rory: 11

Hikari: 8

Walmond: 6

Marisa: 5

Ritsu: 4



Status



Isobel: 59/60 HP, Targeted x1
Empi: Healthy
Masako: 46/55 HP, Targeted x3, Damage +12 (1 turns remain), Session
Rory: Healthy, 7 DR (1 turns remain), Session, Targeted, Stunned
Hikari: 55/55 HP, Damage +12 (2 turns remain)

Walmond: Healthy

-Lambda: 57/57 HP, 14% damage reduction (1 turns remain), 30% damage reduction (2 turn remains)

Ritsu: 60/60 HP, Damage +12 (1 turns remain), Session, Regenerating 8 HP/turn (2 turns remain), Targeted


Chen: Dry
 

Marisa Kirisame: Shadowy
Poison Mushroom D : Behind Party, Stationary, On Fire [5 damage, 2 turns]

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Rory just kind of sits there, wondering how that mushrooms poison actually got past her aura. Weird.

 

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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As they began to approach the clearing, a thousand warning bells went off at once in Masako's mind.  Not the craters and smoldering remnants of trees--those were common enough, even if it looked like there were far more of them than usual--so much as the witch who hovered before them.  Not that her presence didn't raise warning bells a good fifty percent of the times they'd actually run into each other, given how often the human decided to steal other people's stuff.  But this time was different.

 

This time, something was very, very wrong.

 

"Lotus..."  She pulled the fairy and hat down for a moment as a trio of the scattering fairies' bullets grazed past her head, quickly replacing both as soon as that danger passed.  Though she left a single finger pressed to the tiny fairy's lips to keep her from speaking.  "I may have slightly underestimated the seriousness of this case.  Now, be quiet for a second.  I'm thinking."

The tengu lowered her hand, only to reach into her coat and pull out her pipe again, weaving her way a bit closer to the black-white witch so she could examine her properly.  And she definitely didn't like what she saw.  The messed up fairies from earlier were weird enough, even if she hadn't really commented on them.  But this...  

 

It wasn't even just the eyes, really, though that would be the most obvious tell to anyone familiar with gensokyo's second most famous incident-resolver.  Nor was it necessarily the shadows, though you'd have to distrust anything that prevented you from seeing Kirisame's trademark grin when she was flying right in front of you.  It was something in the voice.  The echo, yes, but the words too.  Like hearing someone trying to duplicate the witch's usual spiel, exaggerating it, and then screwing it up just ever so slightly.

 

"Magic artifact, huh?" Her intense gaze dropped to the stone in the girl's hand, instantly examining it and codifying it in the context of the rest of her examination.  Yeah, that was bad news, alright.  Masako narrowed her eyes, tipping a bit of tobacco into her pipe and giving it a few experimental puffs, hoping the smoke might calm her nerves a bit.  "Well, I'm not really investigating you blowing stuff up exactly, but I suspect it's related this time.  Now, if you'd be so kind as to stop threatening us with an ominous rock, I have a few questions I'd like to ask.  Besides, if you were actually serious about fighting people, you'd have brought that mini-hakkero instead-"

 

The tengu's eyes slipped from the stone to Marisa's other hand.  At which point she broke out into a cold sweat.  "Which you apparently DID bring.  Oh.  That kinda seems like cheating."

 

There was a moment's pause.  Promptly followed by Masako darting behind the nearest trees, very loudly advising everyone to similarly scatter.  And, more quietly, suggesting a few particular, specific courses of analysis to the fairy upon her head while she completed her own.

 

Masako takes evasive maneuvers to avoid the bullets directed at her.

 

As a free action, Masako uses Swift Scan - Full Scan on Marisa!  As a free action, target one enemy.  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.   In addition to all other effects of this action, collect detailed information about the target in an instant, revealing all their resistances, weaknesses, and immunities, as well as any other pertinent character details (mechanical or fluff) the DM may choose to provide.

 

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, 2 Tokens):  -Increase user's dodge chance by +12%.

 

 

Edited by Lucky Lulu
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Walmond & Lambda

 

Walmond was, admittedly, still not entirely used to combat situations. There was plenty she still needed to learn before she could call herself a "master" at the art. But, even an idiot would be capable of noticing when something bad was about to happen, especially from chilling humming noises.

 

"Lambda, move" Walmond commanded instinctively. However, just before he had given his command, Lambda was already covering Walmond with her shields, flying to the side to make her less of a target for now, before running in. Whatever this woman had, it was not something she wanted to run into blindly, especially with her charge.

 

Walmond uses Healing Field on Isobel, Rory, Empi, Hikari, and Masako, healing them for 2d4+9 HP. In addition, she also gets +5 to her healing from her cloak, which I... Forgot to mention.

 

Lambda does... Nothing for this turn, aside of move out of Marisa's direct line of fire with Walmond.

Spoiler

Walmond: 42 HP

Lambda: 57/57 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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Get out of the way of the attack, then use Session on Marisa (Masako, Rory, and Ritsu have Session)

 

 

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.

 

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LOTUS squinted at the newcomer, who most certainly didn’t appear to be a fairy. There was something strange here, what with the echo in her voice, and the shadow effect around her voice, but having no point of reference LOTUS couldn’t actually draw any sort of solid conclusions. That was something that LOTUS did not like one bit — she liked to be able to form conclusions and she liked to have a lot of info. Masako was likely the best source of that information for now, and as Masako evaded LOTUS asked: ”Masako, do you care to enlighten me on what precisely is going on here? I am metaphorically flying blind here.”

 

Isobel watched Masako talk to the woman, listened to the humming noise, and watched as Masako spoke, then faltered, and then flipped the fuck out. She looked once more at the woman whose garb actually reminded her a surprising amount of Marisa’s, huh, and then at the trees off to the distance. ”Ahaha, well, don’t mind if I just—“ Quick as a flash, Isobel extended an arm to the side... and then realized she’d left the golden wrist chainshot thing in her satchel. ”Oh shiiiit!” Isobel then elected to dive and roll.

 

Isobel (and thus LOTUS since this is a defensive action) spends her action on evading!

 

Active Cooldowns: Efficiency Analysis (0 turns)

Tactical Uplink (Partial) being missed right now argrlfrgl

 

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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And now some blonde broad in a witch costume who literally COULD have stepped out of Comiket had just shown up. Empi groaned as the humming noise started up; judging from the sudden reaction of everyone, which was akin to birds running away from an unseen predator in the forest, said witch was probably going to burn everyone alive or something. Which wasn't in the daily agenda, believe it or not.

 

This wasn't Empi's day.

 

"Why. Why can't you people just have stuff like hucking soft plushies at people REAAAAAAALLY gently or something? Why do you people ALWAYS have to have some super-powerful Fuck You Beam?!"

 

This really wasn't her day.
Empi moves out of the way.

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

 

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