Jump to content

[IC] TotMV:G^2: Clash of Fate: beginning/end (Group B)


Chevaleresse

Recommended Posts

Plans were laid, groups organized, diviners consulted and agreements settled. The party found their march to the outside largely unhindered; they'd dealt an incredible blow to the House Shienar war machine, and it seemed that enemy forces would rather avoid the demonstrably powerful troop marching toward their base of operations rather than try to bring them to a halt. . . or so it seemed, anyway. A detachment of Asterlux troops followed them; with the siege broken, they could finally spare the help. The sun was cresting the horizon as the party moved through increasingly hilly and rocky terrain. Remains of campsites, hurriedly abandoned, dotted the countryside, growing denser as they moved.

 

The "camp" above the mine, though, was reminiscent of a king's palace. Opulent golden items of all varieties practically littered the area, decorating the squat, practical facilities built outside the mine's entrance. A brilliant red carpet, kept incredibly clean despite the place's status as a mine-turned-army camp, led up to their adversary. A golden dais held stairs leading up to an ornate throne, and on the throne lounged a man dressed in a sort of finery, a (golden of course) goblet full of what looked like wine held lazily in one hand. He almost seemed to ignore the arrival of the group for a moment, gazing into his drink. He took a sip, finally deigning to glance at the party through red, catlike eyes. He leisurely placed the goblet aside, and turned his head to look at them more properly.

 

"Ah, so the mongrels have finally arrived." His eyes narrowed. "As if it was even permissible for them to gaze upon me, let alone - hah! - try to stage some sort of resistance!" It seemed like the so-called King of Heroes was about to burst into laughter at the very idea. "I've no patience for pest control. Begone with you. It disgusts me to even share the ground with you." The ground rumbled slightly, and the "dais" began to raise itself out of the ground, throne and all. Slowly enough that one could reach it, of course, but that may not have been the most immediate concern. An unholy screeching, chittering sound burst forth from within the mines, and the abominations the party had fought previously began to boil outward, a horrific mass of spiked limbs, all-too-human teeth, and unnatural movements rushing toward them.

 

Initiative

 

Mitsurugi: 14
Halley: 10
Hikari: 8
Bel Lahmu: 8
Navin: 6
Walmond: 6
Lambda: 6
Lesser Lahmu: 5
Greater Lahmu: 4
Solomon: 1
Grant: 0

Status

 

Mitsu: Healthy
Navin: Healthy
Sachi: Healthy
Halley: Healthy
Solomon: Healthy
Grant: Healthy
Walmond: Healthy

-Lambda: Healthy
Hikari: Healthy

Gilgamesh: Healthy
Lesser Lahmu A: Healthy
Lesser Lahmu B: Healthy
Lesser Lahmu C : Healthy
Lesser Lahmu D : Healthy
Lesser Lahmu E: Healthy
Greater Lahmu A: Healthy
Greater Lahmu B: Healthy
Bel Lahmu A: Healthy, Flying
Bel Lahmu B: Healthy, Flying

 

Link to comment
Share on other sites

Walmond & Lambda

"Lambda" Walmond ordered, watching as Lambda they perked up and automatically raised both of her arms, her gauntlets activating and revealing the shields that they kept inside. Another battle, this time against another army.

 

Well, life kept the ball rolling, at the very least.

 

Walmond uses Tazer on Bel Lahmu B, dealing 1d4+5 damage and forcing an Int vs Con check. If this check succeeds, the opponent is Paralyzed for three turns, and has a 50% chance to lose their action during the turn.

 

Lambda uses Defensive Modifications, granting her 30% damage reduction for two turns, but cannot attack.

 

Action List

Spoiler

Notable Perks

 

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

 

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

 

Actions

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

 

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

 

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

 

(Perked Back) Defense Procedure: A more risky approach to Lambda’s normal protocols, getting right in the face of an opponent to practically force them to attack her. When used, Lambda taunts one enemy for two turns, and applies a 25% damage reduction to their damage towards her. Two turn cooldown.
- Level 1: Lambda taunts one enemy for two turns, and applies a 15% damage reduction to their damage towards her, which stacks with Defensive Modifications. Two turn cooldown.
- Level 2: Damage reduction increased by 10%.
 
Defensive Modifications: Lambda takes a second to switch her blades for shields. For two turns, Lambda cannot attack, but gains a 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%.
 
Emergency Repair: Lambda stops fighting for a few moments to initiate self repairs. Heals Lambda for 1d6+SYN health, and ignores the reduction from her perk.
- Level 1: Lambda heals herself, without the normal reduction from her perk, by 1d6+SYN.
 
Electrical Charge: Lambda charges her blades to deal additional electrical damage. The charge actually causes Lambda’s eyes to glow much brighter than they normally do, along with her blades beginning to charge up with electricity. When used, Lambda gains a SYN+1d4 boost to her next damaging action, and can be stacked up twice. 
- Level 1: Until her next damaging action, Lambda’s blades gain a SYN bonus points of electrical damage.
- Level 2: Damage granted by this action now increases to SYN+1d4 bonus points of damage.
- Level 3: Damage granted by this action now stack, up to two times. The damage is still lost when she attacks, however.

 

Link to comment
Share on other sites

"Asshole. The only pest control going on here is with your critters!" Halley scoffed, and readied her blaster. She was itching for a fight.

 

Action: Halley uses Sparkling Suppressor on Bel Lahmu A, Bel Lahmu B, Greater Lahmu A, and Greater Lahmu B (hits SYN/2 = 4.5 -> 4 targets), dealing SYN = 9 damage and lowering damage output and damage reduction by 2 for three turns. (Two turns of CD)

Variable Load α: Apply debuff: Lower init by 1.5*[Level] = 7.5 -> 7 for three turns.

Variable Load β: Apply debuff: Inflict SYN/2 + DEX/2 = 4.5 + 5 -> 9 electric damage on each of the target's turns, lasting three turns.

 

Relevant Perks:

Spoiler

Variable Load α: Halley can attach a debuff of choice from the list below to any of her offensive actions.

- Increases damage taken by [Level] for three turns.

- Forces the next die rolled to be 1. (In case of multiple dice rolls, 2d4 becomes 1+1d4, etc.)

- Lowers init by 1.5*[Level] for three turns.

 

Variable Load β: Halley can attach a debuff of choice from the list below to any of her offensive actions.

- Inflicts SYN/2+DEX/2 electric damage on each of the target’s turns, lasting three turns.

- Disables the last action taken for two turns.

- Reduces damage dealt by [Level] for three turns.

 

Heroine Soul: Halley deals an extra d4 damage to her target(s) for every debuff active on each of them.

 

Action List:

Spoiler

Variable Sword: A shapeshifting beam sword that extends out of Halley’s arm cannon, capable of firing off sonic booms. Deals 2d6+SYN+DEX damage to one target. Has a 5*INT% chance to deal 1d6+SYN+DEX/2 damage to two other targets as well (specified preemptively).

-Level 1: 1d6+SYN damage.

-Level 2: Adds a d6 of damage.

-Level 3: Adds half of Halley’s Dexterity to the damage.

-Level 4: 5*INT% chance to execute a Wide Sword instead, dealing 1d6+SYN damage to two other targets. (Crit of some sorts)

-Level 5: Uses full Dexterity instead of half, and adds half of Halley’s Dexterity to the Wide Sword’s splash damage.

 

Plasma Shot: A potent blast of yellow plasma is fired at one target, dealing 2d6+SYN damage + a d4 for every consecutive use, up to 3d4. Additionally increases all of the target’s active debuffs’ duration by 2 turns.

-Level 1: 1d6+SYN damage.

-Level 2: Adds a d6 of damage.

-Level 3: Increases all of the target’s active debuffs’ duration by 1 turn.

-Level 4: Adds a d4 to the damage for every consecutive use, up to 3d4.

 

Sparkling Suppressor: A shining array of energy that hits SYN/2 enemies, dealing SYN damage and lowering their damage output and damage reduction by 2 for three turns. Two turns CD.

-Level 1: SYN damage to SYN/2 targets. Two turns CD.

-Level 2: Reduces the targets’ damage output by 2 for three turns.

-Level 3: Reduces the targets’ damage reduction by 2 for three turns as well.

 

Repair Module: A module that repairs damage when Halley’s defending. Restores INT HP and removes a debuff of choice when Defend is used.

-Level 1: Restores INT HP to self when defending.

-Level 2: Additionally removes a debuff of choice from self.

 

Equips:

Spoiler

(Equiped) Nanometal Jumpsuit: A jumpsuit that Halley wears. Its design improves agility. Boosts DEX by 3.

-Base: Boosts DEX by 1.

-Craft Level: Boosts DEX by 2 instead.

-Craft Level: Boosts DEX by 3 instead.

 

(Equipped) Flashy Ribbons: Red ribbons with reflective paint. Can be used in combat to absorb damage. Starts each battle with a 3 HP barrier that essentially acts as a one-time damage reduction. Barrier HP is restored by 2 every time the user defends.

-Base: 2 HP Barrier (Damage taken beyond the barrier’s HP is inflicted on the user), 4 weight.

-Craft Level: Regenerative fibers are incorporated into the ribbons. Defending restores the Barrier’s HP by 1.

-Craft Level: An upgrade in base materials’ durability increases the barrier HP by 1.

-Craft Level: The rate of regeneration of the fibers is improved. The amount of barrier HP restored by defending is increased by 1.

 

(Equipped) Armanté Venetian Armor Jacket: A very stylish looking jacket made out of modern and bullet proof materials.

-Bulletproof: 2 damage reduction against projectile and shrapnel-based weaponry. 4 weight.

 

Link to comment
Share on other sites

Solomon decided to make a relative simple non verbal response to the half naked man's goading by sending an entire olympic style obstacle course made out of hardcover books meant for a much smaller man to make life a bit of an inconvenience for him, and to test the waters a bit, and find out just how well the man handles such a magical attack.

 

Action: Slalom on Gilgamesh, distributing all 6 +1 damage taken stacks on him and triggering Twisted Tales.

Tokens: 0
Relevant effect: Cursed Eldritch Ring increases the duration of debuffs by 1 round for both Solomon and anyone he targets, and also increases their effect by 10% if they are affecting Solomon

Stats

 

Level: 5

 

HP: 70/70
Init: +1
Stats:
Constitution: 8
Dexterity: 1
Intelligence: 12
Strength: 6
Synergy: 8

 


Perks

 

Reference Librarian: +1 INT Per Level
Twisted Tales: Every time Solomon inflicts a debuff or instance of DoT he gains one "Story Token", that he can use to activate a secondary effect present in his actions by spending the specified amount of tokens, any additional stack or instance of debuffs granted with the use of story tokens do not give Story Tokens.
Lost in the Stacks:  Each and every debuff or ailment Solomon inflicts counts as a separate and unique instance, allowing him to inflict multiple stacking instances of the same debuff and making them harder to remove.

Actions and equipment

 

Actions (7/7):

(Level 1) Running Mockumentary: Solomon throws a book charged with magical energy at whatever passes for the target's head, causing it to bounce off and allow them to sneak in a glance into a tiny fragment of a randomly chosen page that seemingly displays the circumstances surrounding their impending doom, and presumably causing them to notice Solomon's presence. He then opens his mouth and claims that act has allowed him to establish a link to the target's mind, just before he starts to insult their intelligence. The sheer confusion and annoyance caused by Solomon consistently distracting them in combat causes the damage they deal to be reduced by the difference between their intelligence and Solomon's intelligence for three rounds. This action has a three round cooldown.

Token Backed effect: Solomon can spend two tokens to treat the target's intelligence as being halved for the purpose of determining how much their damage is reduced.
Level 2: Solomon's intelligence is treated as being +3 higher than it actually is by this action.

(Level 1) Narrative Causality: 
"It is ready because the story says it is ready dammit"
Solomon draws harm to a chosen target by kindly asking his patron to drawn upon some of their power to actively fuck with reality in an attempt to encourage others to cause the target's downfall. This action inflicts Recompense (Allies targeting the victim with a negative action will have 1 less cooldown on that action.) 2 Duration, 3 Cooldown.
(Token Granted Effect): Solomon can choose to spend two tokens to apply an additional 'Bonds' debuff, that causes the next three attacks that hit the target to heal Solomon by 10% of the damage dealt by the attack.
Level 2: Recompense now lets the beneficiaries apply the cooldown reduction on any of their actions.

(Level 1) Predestination: Solomon casts a spell on himself to seemingly grant him the ability to see in the future and discern the weak points present in his opponent before he fires several books in their direction, dealing 1d6+Int damage to them.
Token Backed Effect: Solomon can choose to spend two tokens to remove all debuffs currently affecting the target and add an additional d6 of damage dealt by the attack for every stack or instance of debuff that is removed from the target.
Level 2: Adds half of Solomon's synergy to the damage.
Current formula: 1d6+Int+Syn/2

(Level 1) Slalom: Solomon spontaneously creates a series of obstacles using the many vaguely magical books he has at his disposal to try and delay,
harass and otherwise inconvenience his enemies. This action allows him to distribute a total of four 'Slalom' stacks to up to four targets, causing them to take 1 more point of damage for every stack that is affecting them. This action has a two round round cooldown.
Token Backed effect: Solomon can choose to spend 4 tokens to be able to distribute a total of [Current amount]*1.5 Slalom stacks instead.
Level 2: Solomon can now distribute a total of 6 'Slalom' stacks to up to four targets. (I honestly have no idea how to increase this or otherwise improve the action)

(Level 1) Geas: Solomon attempts to control a target's movements by summoning a small book based spirit to harass them into performing a certain action a specified amount of times by hurling insults and book in their direction. The target will take Solomon's Intelligence/2 in damage every round until they perform a specified action twice, and the damage dealt will be halved after they perform the specified action once.
The specified action can only be a type of action that the target has already performed, or a basic defense action.
Token Effect: Solomon can spend two tokens to reduce the target's Intelligence by his Synergy/2 until this effect ends.
(2 AP) (I have no idea if this is threatening enough to warrant the target using the specified action to try and remove it without the token effect.)

(Level 1) A Vision of Impending Doom: Solomon takes out his ring and blasts a single target with a ray of energy, causing them to periodically see a mental image of them being smashed into the ground by a progressively larger stack books as a distant voice attempts to goad them into performing a certain action. This vision becomes a reality if they perform the specified action, dealing 2d4 psychic damage, with an additional 1d4 damage being added for every round that passes without the effect being triggered. Only one character can be affected by this debuff at a time.
Token Backed effect: Solomon can choose to spend two tokens to increase the die size by 1 step.
Level 2: This action now deals 2d6 psychic damage, with an additional 1d6 being added for every round that passes without the effect being triggered.
(3 AP)

Cursed Eldritch Ring: A small ring made out of gold that may or may not do more to hinder Solomon than it helps him.
Level 1: The ring increases the duration of debuffs lasting more than one turn by one, on both the wearer and victims.
Level 2: The ring now also increases the effect of debuffs on himself by 10%

 

Link to comment
Share on other sites

Autosupport: Rakukaja on Hikari, Mitsurugi, Navin

Action: Tarukaja on Mitsurugi

 

Spoiler

 

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.1): Heals three allies by SYN

Base: Heals three allies by SYN

 

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).

 

 

18/18

 

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

 

Inventory:

 

Ivory’s Spear (Trick, 2 tokens):

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

Base: 1d4+DEX damage

Craft Lvl1: 2d4+DEX damage.

 

Ivory’s Armor (Trick, 3 tokens)

Green armor fit for a rider of wyverns. Reduces damage from slashing and piercing weapons by two in exchange for 4-STR reduction in initiative.

-Base: 1 damage reduction, 5 weight.

-Craft Level: Improved fittings reduce effective weight by 1.

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

 

 

Link to comment
Share on other sites

Delay Action until Hikari moves

Shukuchi on Greater Lahmu A

 

Stats and Loadout

 

 


HP: 65
Stats:

 

  • Constitution: 5
  • Dexterity: 14
  • Intelligence: 2
  • Strength: 2
  • Synergy: 14

Perks:

Memories of Power: Mitsurugi's form and spirit remember being much more powerful than she is currently. Her effective level is 1.3x her actual level (rounded up.)

Lightning Speed: Mitsurugi has lived a long life of fighting duels with both danmaku and blades; she's gotten pretty quick over it. Grants +1 DEX per level. 

Building Calamity: Mitsurugi adds 30% of the damage she dealt last round to each attack this round. Damage is only considered for a maximum of two targets (damaging more will not build up additional damage.)

 Actions

Earth and Fire Sign "Eruption": Blasts danmaku at a target in a manner reminiscent of a volcanic eruption, dealing an attack with the equipped weapon that bypasses damage resistance. 2 turn cooldown.

 Storm Sign "Furious Tempest": A spell card that emulates a hurricane with thrown ofuda and blindingly quick slashes at every foe in the area. Deals DEX+1d4 damage to all enemies, 2 turn cooldown.
-Level 1: DEX to all enemies, 2 turn cooldown.
-Level 2: Adds 1d4 to damage, but increases cooldown by 1.
-Level 3: Decreases cooldown by 1. 

Magic Blade (Passive): An attack by a god make in seriousness operates on both the physical and spiritual levels. When Mitsurugi makes an attack using an equipped weapon, she inflicts her synergy in damage to the primary target (does not apply to SYN weapons.) 
-Level 1: Adds 1/4 SYN damage to attacks.
-Level 2: Increases damage bonus by 1/4 SYN.
-Level 3: Increases damage bonus by a further 1/4 SYN.
-Level 4: Increases damage by 1/4 SYN. This action can no longer recieve levels that increase damage based on SYN.

Shukuchi: A rapid dashing strike that moves quickly enough that the user fades from sight. The user attacks with their equipped weapon twice, on a 2 turn cooldown. 
-Level 1: User attacks twice, 5 turn cooldown.
-Level 2: 4 turn cooldown.
-Level 3: 3 turn cooldown.
-Level 4: 2 turn cooldown. 

A Sword from a Dead World: An excellently-made but fairly simple katana. It has a few enchantments placed on it, and to those perceptive magically, it feels simultaneously alive and not. 
-Base: Deals 1d4+DEX damage.
-Level 2: Increases damage to 2d4.
-Level 3: Increases damage to 3d4. 
-Level 4: Increases damage to 4d4. 

Robes of the Disaster God: A colorful set of robes that represent Mitsurugi's position as a god of natural disasters. They seem normal enough, but have an odd resistance to them when felt.
-Base: Grants a 5% chance to resist ailments applied to the holder.
-Level 2: 10% chance. 
-Level 3: 15% chance. 

Link to comment
Share on other sites

Navin pursed his lips as he looked at their opponents. The beasts weren't much of a concern, admittedly -- he'd destroyed the last ones he'd fought well enough, and putting these unfortunate creatures out of their misery and suffering didn't violate ahimsa like the violence he had committed upon humans here. Navin shook his head, to clear the guilt from that from popping back up again. What concerned Navin was the attitude of their opponent -- foolhardily arrogant, to be sure, but this was an attitude that Navin had seen before many a time. It was an attitude that often belonged to supervillains; some could not back up this attitude, to be sure, but those that thought like this and weren't failures... their attitudes often came from incredible power, power which often led to thunderous and bloody battles. Navin would have to be on his toes.

 

For now, though, he had to deal with the beasts that his shirtless enemy was using as minions. He wouldn't be able to reach the flying ones (a natural consequence of fighting with your fists), but Navin was aware that he had one of the greater concentrations of offensive power on the team, figuratively and literally, so he was going to deal with the larger beast that miss Saigai was not currently dealing with. "You will not find us banished so easily!" he shouted at Caster, and then charged the twisted aberration, feeling the pumping of his power through his circulation as he drew a fist back. Upon reaching the creatures, he swung, an explosion cracking out into the air, and used the movement from that to again deal a powerful blow and a blast to his foe.

 

Navin uses One-Two Punch in Greater Lahmu B, to deal 3d6+STR (10)+SYN (11) damage, two times!

Navin has a DEX (6)*3 chance to dodge melee attacks, 20% damage reduction against slashing and piercing attacks, 15% ailment resist chance, and a [STR (10)+SYN (11)]% chance to delete enemy buffs (all on non-bosses, one on bosses) when hitting them with a non-AOE STR+SYN attack. He also rerolls all saves twice and takes the lower result.

 

Spoiler

Level: 5
HP: 55
Init: 1d20+5

Stats:
Constitution: 5
Dexterity: 6
Intelligence: 2
Strength: 10
Synergy: 11

Perks: Vyāna: Navin's power is infused deeply within his circulation, his movement, and his body, a kind of circulatory inner energy. It's thusly that his method of using it fundamentally combines physical strikes with explosive power, and his explosions usually come with punches and vice versa. Any damaging non-weapon attack action Navin creates with +STR gets +SYN automatically, and vice versa.

Superhero: Navin wasn't born with his power, but he is a superhero and as he grows so does the strength of the power, causing him to be able to project more energy with each explosion.+SYN per level.

Fistfighter: As a superhero who fights unarmed and up close, Navin has found it a necessity to learn martial arts -- and he's learned Aikido, which gives him ample methods to redirect blows or weapon strikes directed at him. [Dex*3] chance to dodge melee attacks.

 

Shell-Shock: No, Navin isn't specialized in giving his enemies PTSD. What he does do, however, is hit them with waves of explosive force from very close by, and this is the sort of thing that tends to force people off-kilter. When Navin hits an enemy with a damaging, non-AOE STR+SYN attack, he has a [STR+SYN]% chance to remove all of their buffs (or against a boss, one buff).


Flaw: Fatalist: Navin doesn't see a way to fight his destiny. After all, he's been entangled within it ever since that fateful day outside Mhasas. Why would that stop just when it hurts? Navin rerolls all save rolls and takes the lower result.

 

Actions:
One-Two Punch (Level 4): Navin flows his energy into his right arm for an explosion punch, then he twists and smoothly circulates it into his left arm, dealing an explosive punch with that arm too. It's a fairly intensive maneuver, though, given its speed. Navin does 3d6+STR+SYN damage, twice. 4 turn cooldown.

Level 2: Upgraded from 1d6+STR+SYN to 2d6+STR+SYN damage.

Level 3: Cooldown decreased from 5 to 4 turns.

Level 4: Upgraded from 2d6+STR+SYN to 3d6+STR+SYN damage.


Piercing Strike (Level 4): A skill honed during the war against the heavily armored Kemenel in which Navin gained his fame, Navin channels an explosion through straight fingers, focused extremely effectively. Deals 4d6+STR+SYN damage and bypasses damage resistance. 2 turn cooldown.

Level 2: Upgraded from 1d6+STR+SYN to 2d6+STR+SYN

Level 3: Upgraded from 2d6+STR+SYN to 3d6+STR+SYN

Level 4: Upgraded from 3d6+STR+SYN to 4d6+STR+SYN


Rocket Shove (Level 2): Navin applies his power rather differently, boosting a push with an explosion in order to stun an opponent rather than focusing on harming them -- in fact, here, he often focuses on nonlethality. Stuns a non-gigantic enemy for a turn. 2 turn cooldown.

Level 2: Cooldown decreased from 3 turns to 2 turns.

 

Concussive Slap (Level 2): Navin applies a slap to his target... it's just that this slap is prefaced with a concussive explosion, widely dispersed with his outstretched palm, before it hits, staggering the enemy. Navin deals 2d6+STR+SYN damage, and reduces their INIT by his SYN. 1 turn cooldown.

Level 2: Damage increased from 1d6+STR+SYN damage to 2d6+STR+SYN damage.

 

Detonating Throw (Level 3): Navin goes for an opponent who has just made an attack, takes advantage of their momentum, and bodily throws them. With an explosion. The explosion in particular hurts what they used for the attack. 1d6+SYN+STR damage, gives the target 1 turn of cooldown on their last-used move. 1 turn of cooldown.

 

Kemenel Infantry Plates (Level 2): A set of a couple of plates looted from the armor of an alien Kemenel soldier during the Invasion. These dimpled plates, painted white, thick and straight-edged, are made of a plastic-like material that takes advantage of Kemenel hardening technology to be light and yet difficult to pierce or cut. 20% resistance vs piercing and slashing damage. 6 weight.

 Level 2: 20% resistance vs slashing damage added. 3 weight added.

 

Mhasas Ribbon (Level 3): A red ribbon tied around Navin's wrist, produced by a rather more reputable source to Navin (specifically, his little sister). It seems to bring general good luck to him. The enchantment is... difficult to ascertain as divine or not, for those with sensitivity to that. It's similar, perhaps. 15% chance to resist ailments.

Level 2: Ailment resist chance increased from 5% to 10%.

Level 3: Ailment resist chance increased from 10% to 15%.

 

Link to comment
Share on other sites

Grant takes careful stock of the situation, before whipping out his pistol and shooting the glass of wine off of Gilgamesh's throne.

"That aught to distract him." he says, looking not to Gilgamesh, but rather, to the Lahmu it falls on, dousing them.

Hedge Your Bets on Mitsu's Attack, granting it 3 Additional Rerolls, taking the best of 4.
 

Link to comment
Share on other sites

 

Combat commences!

Mitsu readies an action...

Halley sprays down the Bel Lahmu and Greater Lahmu with sparkles!  They eat a massive stack of minor debuffs.

Hikari uses Rakukaja on herself, Mitsu, and Navin, making them tougher, and Tarukaja on Mitsu, increasing her damage.

Bel Lahmu A slashes at Navin with its claws, dealing 2 damage!  Bel Lahmu B slashes at Hikari, but she dodges it with a burst from her Raptora Armor's Jump Jets.

Navin uses one-two punch on Greater Lahmu, dealing a punishing 60 damage!  Sparks fly!

Walmond tazes Bel Lahmu B (15 v 10), causing it to seize up and almost fall from the sky.  It takes 6 damage.

Lambda prepares herself to receive damage...

The Lesser Lahmu swarm around Grant, clawing and biting at him for 8, 7, and 7 damage!  Two of them break off to assault Mitsu and Halley, dealing 2 and 6 damage respectively.

The Greater Lahmu impale Navin and Mitsu upon their mighty claws, dealing 8 and 7 damage respectively.

Solomon adds 6 Slalom stacks to Gilgamesh.  Gilgamesh doesn't seem to notice or care.

Grant gives Mitsu some incredible luck...

Mitsu lashes out with her holy sword, dealing a devastating 78 damage to Greater Lahmu A!

 

A red pulse of wrongness passes over the battlefield.  Lesser Lahmu A grows wings and starts flying!  Lesser Lahmu B and C, and Bel Lahmu B bud off duplicates of themselves!  Lesser Lahmu D and Bel Lahmu A grow spiny, black shells, and appear tougher now!  Greater Lahmu A's claws start burning white.  Greater Lahmu B sprouts clawed tentacles like a squid!  Lesser Lahmu E doesn't seem to have been affected...

 

DOT effects trigger!

Initiative

Spoiler

Mitsurugi: 14
Halley: 10
Hikari: 8
Navin: 6
Walmond: 6
Lambda: 6
Lesser Lahmu: 5
Solomon: 1

Bel Lahmu: 1

Greater Lahmu: 0
Grant: 0

1

Status:

Spoiler

Mitsu: 56/65, Lightly wounded Tarukaja 2 (+12 damage), Rakukaja 2 (+7 DR/-)
Navin: 45/55, Lightly wounded, Rakukaja 2 (+7 DR/-)
Halley: 44/50, Healthy, Depleted Ribbon Barrier, Sparkling Suppressor Cooldown 2
Solomon: 70/70, Healthy
Grant: 68/90, lightly wounded, Hedge My Bets Cooldown 5
Walmond: 42/42, Healthy

Lambda: 57/57, Healthy, Defensive Modification 2 (30% DR/-)
Hikari: 55/55, Healthy, Rakukaja 2 (+7 DR/-), Jump Jet Cooldown 5

Gilgamesh: Lightly wounded, Slalom 6x, ?

 

Lesser Lahmu A: Healthy, Winged

Lesser Lahmu B: Healthy

Lesser Lahmu C : Healthy

Lesser Lahmu D : Healthy, Spiny Shell

Lesser Lahmu E: Healthy, ?

Lesser Lahmu F: Healthy

Lesser Lahmu G: Healthy

Greater Lahmu A: On Death's Door, Sparkling Suppressor 3 (-2 DR and Damage dealt, -7 initiative, 9 electric DOT), Flaming Claws

Greater Lahmu B: Badly Wounded, Sparkling Suppressor 3 (-2 DR and Damage dealt, -7 initiative, 9 electric DOT), Tentacles

Bel Lahmu A: Lightly Wounded, Flying, Sparkling Suppressor 3 (-2 DR and Damage dealt, -7 initiative, 9 electric DOT), Spiny Shell

Bel Lahmu B: Lightly Wounded, Flying, Sparkling Suppressor 3 (-2 DR and Damage dealt, -7 initiative, 9 electric DOT), Paralyzed 3 (50% chance to be stunned each action)

Bel Lahmu C : Healthy

 

 
 

 

 

 

Link to comment
Share on other sites

Walmond

 

With the paralysis clearly beginning to take effect and with Lambda beginning to move to intercept the enemy, Walmond took the time to observe the current battlefield. Most of the group were taking them head on, but there was clear modifications to the creatures now, especially with the prior surge of... Wrongness. Some were now armed with burning claws, others with new shells... Even three creating new duplicates. The changes caused Walmond to narrow his eyes, before sighing, lifting both hands out of his cloak before bringing them to the ground.

 

There was something else at work here.

 

Walmond uses Healing Field to heal Grant, Mitsu, Navin, and Halley by 2d4+9+5 health. The next attack to target Walmond will be redirected to Lambda.

 

Lambda uses Threaten the Enemy to taunt Lesser Lahmu A & E, along with Bel Lahmu C.

 

 

Action List

Spoiler

Notable Perks

 

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

 

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

 

Actions

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

 

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

 

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

 

(Perked Back) Defense Procedure: A more risky approach to Lambda’s normal protocols, getting right in the face of an opponent to practically force them to attack her. When used, Lambda taunts one enemy for two turns, and applies a 25% damage reduction to their damage towards her. Two turn cooldown.
- Level 1: Lambda taunts one enemy for two turns, and applies a 15% damage reduction to their damage towards her, which stacks with Defensive Modifications. Two turn cooldown.
- Level 2: Damage reduction increased by 10%.
 
Defensive Modifications: Lambda takes a second to switch her blades for shields. For two turns, Lambda cannot attack, but gains a 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%.
 
Emergency Repair: Lambda stops fighting for a few moments to initiate self repairs. Heals Lambda for 1d6+SYN health, and ignores the reduction from her perk.
- Level 1: Lambda heals herself, without the normal reduction from her perk, by 1d6+SYN.
 
Electrical Charge: Lambda charges her blades to deal additional electrical damage. The charge actually causes Lambda’s eyes to glow much brighter than they normally do, along with her blades beginning to charge up with electricity. When used, Lambda gains a SYN+1d4 boost to her next damaging action, and can be stacked up twice. 
- Level 1: Until her next damaging action, Lambda’s blades gain a SYN bonus points of electrical damage.
- Level 2: Damage granted by this action now increases to SYN+1d4 bonus points of damage.
- Level 3: Damage granted by this action now stack, up to two times. The damage is still lost when she attacks, however.

 

Link to comment
Share on other sites

Halley lowered her aim a bit and took a look at the monsters' new modifications. If the surge of wrongness was of any indication, the monsters likely got their upgrades externally. She looked around, but the only possible culprit she could see was the arrogant man sitting on his throne.

She raised her arm cannon against the King of Heroes, and revealed a lustrous beam sword. With a swift spin, she sent a sonic boom flying straight for his smug face.

 

 

Action: Halley uses Variable Sword on Gilgamesh, dealing 2d6+SYN+DEX = 2d6+9+10 damage (+ a d4 for every debuff on Gilgamesh, + 6 for the 6x Slaloms on Gilgamesh)

5*INT% = 30% chance of using Wide Sword instead, dealing an additional 1d6+SYN+DEX/2 = 1d6+9+5 damage to Greater Lahmu A and Greater Lahmu B (+ a d4 for every debuff on them).

Variable Load α: Apply debuff: Increase damage taken by [Level] = 5 for three turns.

Variable Load β: Apply debuff: Disable the last action taken for two turns.

 

Relevant Perks:

Spoiler

Variable Load α: Halley can attach a debuff of choice from the list below to any of her offensive actions.

- Increases damage taken by [Level] for three turns.

- Forces the next die rolled to be 1. (In case of multiple dice rolls, 2d4 becomes 1+1d4, etc.)

- Lowers init by 1.5*[Level] for three turns.

 

Variable Load β: Halley can attach a debuff of choice from the list below to any of her offensive actions.

- Inflicts SYN/2+DEX/2 electric damage on each of the target’s turns, lasting three turns.

- Disables the last action taken for two turns.

- Reduces damage dealt by [Level] for three turns.

 

Heroine Soul: Halley deals an extra d4 damage to her target(s) for every debuff active on each of them.

 

Action List:

Spoiler

Variable Sword: A shapeshifting beam sword that extends out of Halley’s arm cannon, capable of firing off sonic booms. Deals 2d6+SYN+DEX damage to one target. Has a 5*INT% chance to deal 1d6+SYN+DEX/2 damage to two other targets as well (specified preemptively).

-Level 1: 1d6+SYN damage.

-Level 2: Adds a d6 of damage.

-Level 3: Adds half of Halley’s Dexterity to the damage.

-Level 4: 5*INT% chance to execute a Wide Sword instead, dealing 1d6+SYN damage to two other targets. (Crit of some sorts)

-Level 5: Uses full Dexterity instead of half, and adds half of Halley’s Dexterity to the Wide Sword’s splash damage.

 

Plasma Shot: A potent blast of yellow plasma is fired at one target, dealing 2d6+SYN damage + a d4 for every consecutive use, up to 3d4. Additionally increases all of the target’s active debuffs’ duration by 2 turns.

-Level 1: 1d6+SYN damage.

-Level 2: Adds a d6 of damage.

-Level 3: Increases all of the target’s active debuffs’ duration by 1 turn.

-Level 4: Adds a d4 to the damage for every consecutive use, up to 3d4.

 

Sparkling Suppressor: A shining array of energy that hits SYN/2 enemies, dealing SYN damage and lowering their damage output and damage reduction by 2 for three turns. Two turns CD.

-Level 1: SYN damage to SYN/2 targets. Two turns CD.

-Level 2: Reduces the targets’ damage output by 2 for three turns.

-Level 3: Reduces the targets’ damage reduction by 2 for three turns as well.

 

Repair Module: A module that repairs damage when Halley’s defending. Restores INT HP and removes a debuff of choice when Defend is used.

-Level 1: Restores INT HP to self when defending.

-Level 2: Additionally removes a debuff of choice from self.

 

Equips:

Spoiler

(Equiped) Nanometal Jumpsuit: A jumpsuit that Halley wears. Its design improves agility. Boosts DEX by 3.

-Base: Boosts DEX by 1.

-Craft Level: Boosts DEX by 2 instead.

-Craft Level: Boosts DEX by 3 instead.

 

(Equipped) Flashy Ribbons: Red ribbons with reflective paint. Can be used in combat to absorb damage. Starts each battle with a 3 HP barrier that essentially acts as a one-time damage reduction. Barrier HP is restored by 2 every time the user defends.

-Base: 2 HP Barrier (Damage taken beyond the barrier’s HP is inflicted on the user), 4 weight.

-Craft Level: Regenerative fibers are incorporated into the ribbons. Defending restores the Barrier’s HP by 1.

-Craft Level: An upgrade in base materials’ durability increases the barrier HP by 1.

-Craft Level: The rate of regeneration of the fibers is improved. The amount of barrier HP restored by defending is increased by 1.

 

(Equipped) Armanté Venetian Armor Jacket: A very stylish looking jacket made out of modern and bullet proof materials.

-Bulletproof: 2 damage reduction against projectile and shrapnel-based weaponry. 4 weight.

 

Active Cooldown(s):

Sparkling Suppressor - One turn left.

Link to comment
Share on other sites

In an unfortunately common display of petty dickery, Solomon elected to insult Greater Lahmbu B's choice of mutations in a way that implies that it chose said mutation due to a secret fetish it had in a past or current life as opposed to any benefits it might have gotten from grappling someone with it.


Action: (Level 1) Running Mockumentary on Greater Lahmu B to reduce the damage they deal by the difference between Solomon's intelligence+3 and theirs for four rounds.

Tokens: 6
Relevant effect: Cursed Eldritch Ring increases the duration of debuffs by 1 round for both Solomon and anyone he targets, and also increases their effect by 10% if they are affecting Solomon

 

Stats



Level: 5

 

HP: 70/70
Init: +1
Stats:
Constitution: 8
Dexterity: 1
Intelligence: 12
Strength: 6
Synergy: 8

 

Perks



Reference Librarian: +1 INT Per Level
Twisted Tales: Every time Solomon inflicts a debuff or instance of DoT he gains one "Story Token", that he can use to activate a secondary effect present in his actions by spending the specified amount of tokens, any additional stack or instance of debuffs granted with the use of story tokens do not give Story Tokens.
Lost in the Stacks:  Each and every debuff or ailment Solomon inflicts counts as a separate and unique instance, allowing him to inflict multiple stacking instances of the same debuff and making them harder to remove.

 

Actions and Equipment



Actions (7/7):

(Level 1) Running Mockumentary: Solomon throws a book charged with magical energy at whatever passes for the target's head, causing it to bounce off and allow them to sneak in a glance into a tiny fragment of a randomly chosen page that seemingly displays the circumstances surrounding their impending doom, and presumably causing them to notice Solomon's presence. He then opens his mouth and claims that act has allowed him to establish a link to the target's mind, just before he starts to insult their intelligence. The sheer confusion and annoyance caused by Solomon consistently distracting them in combat causes the damage they deal to be reduced by the difference between their intelligence and Solomon's intelligence for three rounds. This action has a three round cooldown.

Token Backed effect: Solomon can spend two tokens to treat the target's intelligence as being halved for the purpose of determining how much their damage is reduced.
Level 2: Solomon's intelligence is treated as being +3 higher than it actually is by this action.

(Level 1) Narrative Causality: 
"It is ready because the story says it is ready dammit"
Solomon draws harm to a chosen target by kindly asking his patron to drawn upon some of their power to actively fuck with reality in an attempt to encourage others to cause the target's downfall. This action inflicts Recompense (Allies targeting the victim with a negative action will have 1 less cooldown on that action.) 2 Duration, 3 Cooldown.
(Token Granted Effect): Solomon can choose to spend two tokens to apply an additional 'Bonds' debuff, that causes the next three attacks that hit the target to heal Solomon by 10% of the damage dealt by the attack.
Level 2: Recompense now lets the beneficiaries apply the cooldown reduction on any of their actions.

(Level 1) Predestination: Solomon casts a spell on himself to seemingly grant him the ability to see in the future and discern the weak points present in his opponent before he fires several books in their direction, dealing 1d6+Int damage to them.
Token Backed Effect: Solomon can choose to spend two tokens to remove all debuffs currently affecting the target and add an additional d6 of damage dealt by the attack for every stack or instance of debuff that is removed from the target.
Level 2: Adds half of Solomon's synergy to the damage.
Current formula: 1d6+Int+Syn/2

(Level 1) Slalom: Solomon spontaneously creates a series of obstacles using the many vaguely magical books he has at his disposal to try and delay,
harass and otherwise inconvenience his enemies. This action allows him to distribute a total of four 'Slalom' stacks to up to four targets, causing them to take 1 more point of damage for every stack that is affecting them. This action has a two round round cooldown.
Token Backed effect: Solomon can choose to spend 4 tokens to be able to distribute a total of [Current amount]*1.5 Slalom stacks instead.
Level 2: Solomon can now distribute a total of 6 'Slalom' stacks to up to four targets. (I honestly have no idea how to increase this or otherwise improve the action)

(Level 1) Geas: Solomon attempts to control a target's movements by summoning a small book based spirit to harass them into performing a certain action a specified amount of times by hurling insults and book in their direction. The target will take Solomon's Intelligence/2 in damage every round until they perform a specified action twice, and the damage dealt will be halved after they perform the specified action once.
The specified action can only be a type of action that the target has already performed, or a basic defense action.
Token Effect: Solomon can spend two tokens to reduce the target's Intelligence by his Synergy/2 until this effect ends.
(2 AP) (I have no idea if this is threatening enough to warrant the target using the specified action to try and remove it without the token effect.)

(Level 1) A Vision of Impending Doom: Solomon takes out his ring and blasts a single target with a ray of energy, causing them to periodically see a mental image of them being smashed into the ground by a progressively larger stack books as a distant voice attempts to goad them into performing a certain action. This vision becomes a reality if they perform the specified action, dealing 2d4 psychic damage, with an additional 1d4 damage being added for every round that passes without the effect being triggered. Only one character can be affected by this debuff at a time.
Token Backed effect: Solomon can choose to spend two tokens to increase the die size by 1 step.
Level 2: This action now deals 2d6 psychic damage, with an additional 1d6 being added for every round that passes without the effect being triggered.
(3 AP)

Cursed Eldritch Ring: A small ring made out of gold that may or may not do more to hinder Solomon than it helps him.
Level 1: The ring increases the duration of debuffs lasting more than one turn by one, on both the wearer and victims.
Level 2: The ring now also increases the effect of debuffs on himself by 10%

Link to comment
Share on other sites

Navin surveyed the battlefield, his fists up in a ready position to strike if engaged, but he planned to go on the offensive himself -- he just had to figure out which of the beasts he wanted to actually strike, especially seeing as the wave of strange changes to the enemies had complicated things. Navin may not have had the most tactical mind, something he would admit himself readily, but at the least he figured that he couldn't really hit the flying ones, that it would be a waste to hit the near-dead big ones, and that if some of the little ones had developed armor then it would fall into his skillset to deal with them. Navin had a lot of experience in dealing with armored foes, after all. With a "Hyah!" Navin charged at one of the smaller twisted beasts, one of the ones with the shells, and extended his hand into a knife-hand, swinging a powerful blow that would be prevented from breaking his fingers largely from the focused, armor-cracking explosion preceding it.

Navin uses Piercing Strike on Lesser Lahmu D, dealing 4d6+STR (10)+SYN (11) damage and bypassing all defenses!

Navin has a DEX (6)*3 chance to dodge melee attacks, 20% damage reduction against slashing and piercing attacks, 15% ailment resist chance, and a [STR (10)+SYN (11)]% chance to delete enemy buffs (all on non-bosses, one on bosses) when hitting them with a non-AOE STR+SYN attack. He also rerolls all saves twice and takes the lower result.

 

 

Spoiler

 

Level: 5
HP: 55
Init: 1d20+5

Stats:
Constitution: 5
Dexterity: 6
Intelligence: 2
Strength: 10
Synergy: 11

Perks: Vyāna: Navin's power is infused deeply within his circulation, his movement, and his body, a kind of circulatory inner energy. It's thusly that his method of using it fundamentally combines physical strikes with explosive power, and his explosions usually come with punches and vice versa. Any damaging non-weapon attack action Navin creates with +STR gets +SYN automatically, and vice versa.

Superhero: Navin wasn't born with his power, but he is a superhero and as he grows so does the strength of the power, causing him to be able to project more energy with each explosion.+SYN per level.

Fistfighter: As a superhero who fights unarmed and up close, Navin has found it a necessity to learn martial arts -- and he's learned Aikido, which gives him ample methods to redirect blows or weapon strikes directed at him. [Dex*3] chance to dodge melee attacks.

 

Shell-Shock: No, Navin isn't specialized in giving his enemies PTSD. What he does do, however, is hit them with waves of explosive force from very close by, and this is the sort of thing that tends to force people off-kilter. When Navin hits an enemy with a damaging, non-AOE STR+SYN attack, he has a [STR+SYN]% chance to remove all of their buffs (or against a boss, one buff).


Flaw: Fatalist: Navin doesn't see a way to fight his destiny. After all, he's been entangled within it ever since that fateful day outside Mhasas. Why would that stop just when it hurts? Navin rerolls all save rolls and takes the lower result.

 

Actions:
One-Two Punch (Level 4): Navin flows his energy into his right arm for an explosion punch, then he twists and smoothly circulates it into his left arm, dealing an explosive punch with that arm too. It's a fairly intensive maneuver, though, given its speed. Navin does 3d6+STR+SYN damage, twice. 4 turn cooldown.

Level 2: Upgraded from 1d6+STR+SYN to 2d6+STR+SYN damage.

Level 3: Cooldown decreased from 5 to 4 turns.

Level 4: Upgraded from 2d6+STR+SYN to 3d6+STR+SYN damage.


Piercing Strike (Level 4): A skill honed during the war against the heavily armored Kemenel in which Navin gained his fame, Navin channels an explosion through straight fingers, focused extremely effectively. Deals 4d6+STR+SYN damage and bypasses damage resistance. 2 turn cooldown.

Level 2: Upgraded from 1d6+STR+SYN to 2d6+STR+SYN

Level 3: Upgraded from 2d6+STR+SYN to 3d6+STR+SYN

Level 4: Upgraded from 3d6+STR+SYN to 4d6+STR+SYN


Rocket Shove (Level 2): Navin applies his power rather differently, boosting a push with an explosion in order to stun an opponent rather than focusing on harming them -- in fact, here, he often focuses on nonlethality. Stuns a non-gigantic enemy for a turn. 2 turn cooldown.

Level 2: Cooldown decreased from 3 turns to 2 turns.

 

Concussive Slap (Level 2): Navin applies a slap to his target... it's just that this slap is prefaced with a concussive explosion, widely dispersed with his outstretched palm, before it hits, staggering the enemy. Navin deals 2d6+STR+SYN damage, and reduces their INIT by his SYN. 1 turn cooldown.

Level 2: Damage increased from 1d6+STR+SYN damage to 2d6+STR+SYN damage.

 

Detonating Throw (Level 3): Navin goes for an opponent who has just made an attack, takes advantage of their momentum, and bodily throws them. With an explosion. The explosion in particular hurts what they used for the attack. 1d6+SYN+STR damage, gives the target 1 turn of cooldown on their last-used move. 1 turn of cooldown.

 

Kemenel Infantry Plates (Level 2): A set of a couple of plates looted from the armor of an alien Kemenel soldier during the Invasion. These dimpled plates, painted white, thick and straight-edged, are made of a plastic-like material that takes advantage of Kemenel hardening technology to be light and yet difficult to pierce or cut. 20% resistance vs piercing and slashing damage. 6 weight.

 Level 2: 20% resistance vs slashing damage added. 3 weight added.

 

Mhasas Ribbon (Level 3): A red ribbon tied around Navin's wrist, produced by a rather more reputable source to Navin (specifically, his little sister). It seems to bring general good luck to him. The enchantment is... difficult to ascertain as divine or not, for those with sensitivity to that. It's similar, perhaps. 15% chance to resist ailments.

Level 2: Ailment resist chance increased from 5% to 10%.

Level 3: Ailment resist chance increased from 10% to 15%.

 

Link to comment
Share on other sites

Mitsu raised a hand, and thunder boomed overhead in response. A flurry of magical bolts, reminding one of an artist's rendition of a hurricane devastating a harbor but far more directed and deadly in purpose, burst outward from her, striking every monster surrounding them yet neatly evading her allies (sometimes by only a hair's breadth.) 

 

Storm Sign for 14+1d4+23+12=49+1d4 damage on all enemies!

 

Stats and Loadout

 

 


HP: 65
Stats:

 

  • Constitution: 5
  • Dexterity: 14
  • Intelligence: 2
  • Strength: 2
  • Synergy: 14

Perks:

Memories of Power: Mitsurugi's form and spirit remember being much more powerful than she is currently. Her effective level is 1.3x her actual level (rounded up.)

Lightning Speed: Mitsurugi has lived a long life of fighting duels with both danmaku and blades; she's gotten pretty quick over it. Grants +1 DEX per level. 

Building Calamity: Mitsurugi adds 30% of the damage she dealt last round to each attack this round. Damage is only considered for a maximum of two targets (damaging more will not build up additional damage.)

 Actions

Earth and Fire Sign "Eruption": Blasts danmaku at a target in a manner reminiscent of a volcanic eruption, dealing an attack with the equipped weapon that bypasses damage resistance. 2 turn cooldown.

 Storm Sign "Furious Tempest": A spell card that emulates a hurricane with thrown ofuda and blindingly quick slashes at every foe in the area. Deals DEX+1d4 damage to three enemies, 2 turn cooldown.
-Level 1: DEX to three enemies, 2 turn cooldown.
-Level 2: Adds 1d4 to damage, but increases cooldown by 1.
-Level 3: Decreases cooldown by 1. 

Magic Blade (Passive): An attack by a god make in seriousness operates on both the physical and spiritual levels. When Mitsurugi makes an attack using an equipped weapon, she inflicts her synergy in damage to the primary target (does not apply to SYN weapons.) 
-Level 1: Adds 1/4 SYN damage to attacks.
-Level 2: Increases damage bonus by 1/4 SYN.
-Level 3: Increases damage bonus by a further 1/4 SYN.
-Level 4: Increases damage by 1/4 SYN. This action can no longer recieve levels that increase damage based on SYN.

Shukuchi: A rapid dashing strike that moves quickly enough that the user fades from sight. The user attacks with their equipped weapon twice, on a 2 turn cooldown. 
-Level 1: User attacks twice, 5 turn cooldown.
-Level 2: 4 turn cooldown.
-Level 3: 3 turn cooldown.
-Level 4: 2 turn cooldown. 

A Sword from a Dead World: An excellently-made but fairly simple katana. It has a few enchantments placed on it, and to those perceptive magically, it feels simultaneously alive and not. 
-Base: Deals 1d4+DEX damage.
-Level 2: Increases damage to 2d4.
-Level 3: Increases damage to 3d4. 
-Level 4: Increases damage to 4d4. 

Robes of the Disaster God: A colorful set of robes that represent Mitsurugi's position as a god of natural disasters. They seem normal enough, but have an odd resistance to them when felt.
-Base: Grants a 5% chance to resist ailments applied to the holder.
-Level 2: 10% chance. 
-Level 3: 15% chance. 

Link to comment
Share on other sites

  • 3 weeks later...

Hikari Takino

 

Rakukaja on Walmond

 

Spoiler

 

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.1): Heals three allies by SYN

Base: Heals three allies by SYN

 

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).

 

 

18/18

 

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

 

Inventory:

 

Ivory’s Spear (Trick, 2 tokens):

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

Base: 1d4+DEX damage

Craft Lvl1: 2d4+DEX damage.

 

Ivory’s Armor (Trick, 3 tokens)

Green armor fit for a rider of wyverns. Reduces damage from slashing and piercing weapons by two in exchange for 4-STR reduction in initiative.

-Base: 1 damage reduction, 5 weight.

-Craft Level: Improved fittings reduce effective weight by 1.

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

 

 

Link to comment
Share on other sites

  • 2 weeks later...

You thought you were about to get an exciting, complex turn of epic battles, but actually it was me!  Mitsu!

The goddess fires her Storm Sign and deals 50 damage to all enemies.  Everything dies.  Except Bel Lahmu A and Bel Lahmu C.

Halley uses her Variable Sword on Gilgamesh, dealing 48 damage, reducing his damage by [level] for 3 rounds and disabling the last action he used for 2 rounds.

Hikari boosts Walmond's DR by 7/- for 2 rounds with Rakukaja.

Navin finds his initial target has been disintegrated by his waifu, so he instead mulches Bel Lahmu C.

Walmond uses Healing Field to restore 16 HP to Grant, Mitsu, Navin, and Halley.

Lambda finds that the only things left to taunt are Gilgamesh, who doesn't seem to notice/care, and Bel Lahmu A.

Solomon finds that the only things left to mock are Gilgamesh, who doesn't seem to care, and Bel Lahmu A.

Bel Lahmu A twitches pitifully on the ground, suffering from so many damage debuffs that it is actually unable to do anything except gently caress the hem of Mitsu's robes.

Grant misses Gilgamesh completely.

Bel Lahmu A dies of DOT from Sparkling Suppressor.

 

Status:

Spoiler

Mitsu: 65/65, Healthy, Tarukaja 1 (+12 damage), Rakukaja 1 (+7 DR/-)
Navin: 55/55, Healthy, Rakukaja 1 (+7 DR/-)
Halley: 44/50, Healthy, Depleted Ribbon Barrier, Sparkling Suppressor Cooldown 1
Solomon: 70/70, Healthy
Grant: 84/90, Lightly Wounded, Hedge My Bets Cooldown 4
Walmond: 42/42, Healthy, Rakukaja 2 (+7 DR/-)

Lambda: 57/57, Healthy, Defensive Modification 1 (30% DR/-)
Hikari: 55/55, Healthy, Rakukaja 1 (+7 DR/-), Jump Jet Cooldown 4

 

Initiative:
 

Spoiler

Mitsurugi: 14
Halley: 10
Hikari: 8
Navin: 6
Walmond: 6
Lambda: 6
Solomon: 1

Grant: 0

Dracolich:  0

 

A shadow passes over what sunlight remains in this dark and wretched land, and a chill runs down your spines, as something massive flies over you before landing with a deafening clatter of bones-on bones.

 

Image result for dracolich

Link to comment
Share on other sites

Walmond uses Tazer on the Dracolich, dealing 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. The next attack against Walmond will be redirected to Lambda.

 

Lambda herself uses Electrical Charge to grant herself a 1d4+Syn damage boost to her next damaging action. Her Defensive Modifications will expire at the end of this round.

 

 

Action List

Spoiler

Notable Perks

 

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

 

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

 

Actions

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

 

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

 

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

 

(Perked Back) Defense Procedure: A more risky approach to Lambda’s normal protocols, getting right in the face of an opponent to practically force them to attack her. When used, Lambda taunts one enemy for two turns, and applies a 25% damage reduction to their damage towards her. Two turn cooldown.
- Level 1: Lambda taunts one enemy for two turns, and applies a 15% damage reduction to their damage towards her, which stacks with Defensive Modifications. Two turn cooldown.
- Level 2: Damage reduction increased by 10%.
 
Defensive Modifications: Lambda takes a second to switch her blades for shields. For two turns, Lambda cannot attack, but gains a 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%.
 
Emergency Repair: Lambda stops fighting for a few moments to initiate self repairs. Heals Lambda for 1d6+SYN health, and ignores the reduction from her perk.
- Level 1: Lambda heals herself, without the normal reduction from her perk, by 1d6+SYN.
 
Electrical Charge: Lambda charges her blades to deal additional electrical damage. The charge actually causes Lambda’s eyes to glow much brighter than they normally do, along with her blades beginning to charge up with electricity. When used, Lambda gains a SYN+1d4 boost to her next damaging action, and can be stacked up twice. 
- Level 1: Until her next damaging action, Lambda’s blades gain a SYN bonus points of electrical damage.
- Level 2: Damage granted by this action now increases to SYN+1d4 bonus points of damage.
- Level 3: Damage granted by this action now stack, up to two times. The damage is still lost when she attacks, however.

 

Link to comment
Share on other sites

Navin found himself shaking his hands a bit painfully as he watched the dragon return to haunt them -- he'd pushed his special form of Vyana a bit hard, and he doubted he was going to be able to get anything out of certain motions for a little while. He might be able to form an explosion from a sideways motion, and from his palm, like he often did... his Concussive Slap. He then looked at the only target he'd be able to use it on -- the gigantic skeletal dragon. "...oh." He looked back at his palm. "Oh." He looked back at the dragon. "This is just begging to become difficult, isn't it?" Navin sighed... he didn't really have much of a choice, did he? No, no he did not. And so with a half-terrified shout, Navin rushed at the dragon, prepared to leap up and hit it with an explosion and then a literal slap.

Navin uses Concussive Slap on the Dracolich, dealing 2d6+STR (10)+SYN (11) damage, and reducing its INIT by his SYN (11)! He also has a 21% chance to delete a buff on the Dracolich, if it has one.

His dodge chance is 18%, but only against melee attacks.

 

Active Cooldowns: One-Two Punch (2 remaining turns), Piercing Strike (1 remaining turn)

Spoiler

Level: 5
HP: 55
Init: 1d20+5

Stats:
Constitution: 5
Dexterity: 6
Intelligence: 2
Strength: 10
Synergy: 11

Perks: Vyāna: Navin's power is infused deeply within his circulation, his movement, and his body, a kind of circulatory inner energy. It's thusly that his method of using it fundamentally combines physical strikes with explosive power, and his explosions usually come with punches and vice versa. Any damaging non-weapon attack action Navin creates with +STR gets +SYN automatically, and vice versa.

Superhero: Navin wasn't born with his power, but he is a superhero and as he grows so does the strength of the power, causing him to be able to project more energy with each explosion.+SYN per level.

Fistfighter: As a superhero who fights unarmed and up close, Navin has found it a necessity to learn martial arts -- and he's learned Aikido, which gives him ample methods to redirect blows or weapon strikes directed at him. [Dex*3] chance to dodge melee attacks.

 

Shell-Shock: No, Navin isn't specialized in giving his enemies PTSD. What he does do, however, is hit them with waves of explosive force from very close by, and this is the sort of thing that tends to force people off-kilter. When Navin hits an enemy with a damaging, non-AOE STR+SYN attack, he has a [STR+SYN]% chance to remove all of their buffs (or against a boss, one buff).


Flaw: Fatalist: Navin doesn't see a way to fight his destiny. After all, he's been entangled within it ever since that fateful day outside Mhasas. Why would that stop just when it hurts? Navin rerolls all save rolls and takes the lower result.

 

Actions:
One-Two Punch (Level 4): Navin flows his energy into his right arm for an explosion punch, then he twists and smoothly circulates it into his left arm, dealing an explosive punch with that arm too. It's a fairly intensive maneuver, though, given its speed. Navin does 3d6+STR+SYN damage, twice. 4 turn cooldown.

Level 2: Upgraded from 1d6+STR+SYN to 2d6+STR+SYN damage.

Level 3: Cooldown decreased from 5 to 4 turns.

Level 4: Upgraded from 2d6+STR+SYN to 3d6+STR+SYN damage.


Piercing Strike (Level 4): A skill honed during the war against the heavily armored Kemenel in which Navin gained his fame, Navin channels an explosion through straight fingers, focused extremely effectively. Deals 4d6+STR+SYN damage and bypasses damage resistance. 2 turn cooldown.

Level 2: Upgraded from 1d6+STR+SYN to 2d6+STR+SYN

Level 3: Upgraded from 2d6+STR+SYN to 3d6+STR+SYN

Level 4: Upgraded from 3d6+STR+SYN to 4d6+STR+SYN


Rocket Shove (Level 2): Navin applies his power rather differently, boosting a push with an explosion in order to stun an opponent rather than focusing on harming them -- in fact, here, he often focuses on nonlethality. Stuns a non-gigantic enemy for a turn. 2 turn cooldown.

Level 2: Cooldown decreased from 3 turns to 2 turns.

 

Concussive Slap (Level 2): Navin applies a slap to his target... it's just that this slap is prefaced with a concussive explosion, widely dispersed with his outstretched palm, before it hits, staggering the enemy. Navin deals 2d6+STR+SYN damage, and reduces their INIT by his SYN. 1 turn cooldown.

Level 2: Damage increased from 1d6+STR+SYN damage to 2d6+STR+SYN damage.

 

Detonating Throw (Level 3): Navin goes for an opponent who has just made an attack, takes advantage of their momentum, and bodily throws them. With an explosion. The explosion in particular hurts what they used for the attack. 1d6+SYN+STR damage, gives the target 1 turn of cooldown on their last-used move. 1 turn of cooldown.

 

Kemenel Infantry Plates (Level 2): A set of a couple of plates looted from the armor of an alien Kemenel soldier during the Invasion. These dimpled plates, painted white, thick and straight-edged, are made of a plastic-like material that takes advantage of Kemenel hardening technology to be light and yet difficult to pierce or cut. 20% resistance vs piercing and slashing damage. 6 weight.

 Level 2: 20% resistance vs slashing damage added. 3 weight added.

 

Mhasas Ribbon (Level 3): A red ribbon tied around Navin's wrist, produced by a rather more reputable source to Navin (specifically, his little sister). It seems to bring general good luck to him. The enchantment is... difficult to ascertain as divine or not, for those with sensitivity to that. It's similar, perhaps. 15% chance to resist ailments.

Level 2: Ailment resist chance increased from 5% to 10%.

Level 3: Ailment resist chance increased from 10% to 15%.

 

Link to comment
Share on other sites

Action: Halley uses Variable Sword on the Dracolich, dealing 3d6+SYN+DEX = 3d6+9+10 damage. 5*INT% = 30% chance of executing a Wide Sword instead, dealing SYN+DEX/2 = 9+10/2 damage to Gilgamesh. (+40% damage if Dracolich/Gilgamesh has more than 50% of their HP remaining, lower damage output and increase damage taken by [Level]=5 for two turns otherwise)

 

 

Perks:

Spoiler

Incapacitate: Halley deals 40% more damage to targets with equal or more than 50% of their HP remaining.

 

Neutralize: If a target has less than 50% of their total HP left and is hit by Halley's attacks, it receives a debuff that lowers damage output and increases damage taken by [Level] for two turns.

 

Action List:

Spoiler

Variable Sword: A shapeshifting beam sword that extends out of Halley’s arm cannon, capable of firing off sonic booms. Deals 3d6+SYN+DEX damage to one target. Has a 5*INT% chance to deal SYN+DEX/2 damage to four other targets as well (specified preemptively).

-Level 1: 1d6+SYN damage.

-Level 2: Adds a d6 of damage.

-Level 3: Adds half of Halley’s Dexterity to the damage.

-Level 4: 5*INT% chance to execute a Wide Sword instead, dealing SYN damage to two other targets. (Crit of some sorts)

-Level 5: Adds a d6 of damage to the primary damage.

-Level 6: Adds half of Halley's Dexterity to Wide Sword's splash damage.

-Level 7: Uses full Dexterity instead of half for the primary damage.

 

Plasma Shot: A potent blast of yellow plasma is fired at one target, dealing 2d6+SYN damage. Additionally increases all of the target’s active debuffs’ duration by 1 turn.

-Level 1: 1d6+SYN damage.

-Level 2: Adds a d6 of damage.

-Level 3: Increases all of the target’s active debuffs’ duration by 1 turn.

 

Sparkling Suppressor: A shining array of energy that hits SYN/2 enemies, dealing SYN damage.

-Level 1: SYN damage to SYN/2 targets. Two turns CD.

-Level 2: Additionally disables the last action taken for one turn.

 

Repair Module: A module that repairs damage when Halley’s defending. Restores INT HP and removes a debuff of choice when Defend is used.

-Level 1: Restores INT HP to self when defending.

-Level 2: Additionally removes a debuff of choice from self.



Equips:

Spoiler

(Equiped) Nanometal Jumpsuit: A jumpsuit that Halley wears. Its design improves agility. Boosts DEX by 3.

-Base: Boosts DEX by 1.

-Craft Level: Boosts DEX by 2 instead.

-Craft Level: Boosts DEX by 3 instead.

 

(Equipped) Flashy Ribbons: Red ribbons with reflective paint. Can be used in combat to absorb damage. Starts each battle with a 3 HP barrier that essentially acts as a one-time damage reduction. Barrier HP is restored by 2 every time the user defends.

-Base: 2 HP Barrier (Damage taken beyond the barrier’s HP is inflicted on the user), 4 weight.

-Craft Level: Regenerative fibers are incorporated into the ribbons. Defending restores the Barrier’s HP by 1.

-Craft Level: An upgrade in base materials’ durability increases the barrier HP by 1.

-Craft Level: The rate of regeneration of the fibers is improved. The amount of barrier HP restored by defending is increased by 1.

 

(Equipped) Armanté Venetian Armor Jacket: A very stylish looking jacket made out of modern and bullet proof materials.

-Bulletproof: 2 damage reduction against projectile and shrapnel-based weaponry. 4 weight.

 

 

Link to comment
Share on other sites

Solomon had a panicked expression on his face as he frantically attempted to prepare and cast a certain spell to drop on the skeledragon, "OH FOR FUCK'S SAKE WHY DO WE HAVE TO DEAL WITH THE BIG GUY?".

 

Solomon activates the following action's token backed effect, spending 2 out of 7 tokens to afflict the buffed version of this action to the Dracolich.

 

(Level 1) Narrative Causality: 
"It is ready because the story says it is ready dammit"
Solomon draws harm to a chosen target by kindly asking his patron to drawn upon some of their power to actively fuck with reality in an attempt to encourage others to cause the target's downfall. This action inflicts Recompense (Allies targeting the victim with a negative action will have 1 less cooldown on that action.) 2 Duration, 3 Cooldown.
(Token Granted Effect): Solomon can choose to spend two tokens to apply an additional 'Bonds' debuff, that causes the next three attacks that hit the target to heal Solomon by 10% of the damage dealt by the attack.
Level 2: Recompense now lets the beneficiaries apply the cooldown reduction on any of their actions.

 

Tokens: 7

Link to comment
Share on other sites

Hit the dragon with my sword for 15+14+14+12= 55 + 4d4 damage. 

 



HP: 65
Stats:

 
  • Constitution: 5
  • Dexterity: 14
  • Intelligence: 2
  • Strength: 2
  • Synergy: 14

Perks:

Memories of Power: Mitsurugi's form and spirit remember being much more powerful than she is currently. Her effective level is 1.3x her actual level (rounded up.)

Lightning Speed: Mitsurugi has lived a long life of fighting duels with both danmaku and blades; she's gotten pretty quick over it. Grants +1 DEX per level. 

Building Calamity: Mitsurugi adds 30% of the damage she dealt last round to each attack this round. Damage is only considered for a maximum of two targets (damaging more will not build up additional damage.)

 Actions

Earth and Fire Sign "Eruption": Blasts danmaku at a target in a manner reminiscent of a volcanic eruption, dealing an attack with the equipped weapon that bypasses damage resistance. 2 turn cooldown.

 Storm Sign "Furious Tempest": A spell card that emulates a hurricane with thrown ofuda and blindingly quick slashes at every foe in the area. Deals DEX+1d4 damage to three enemies, 2 turn cooldown.
-Level 1: DEX to three enemies, 2 turn cooldown.
-Level 2: Adds 1d4 to damage, but increases cooldown by 1.
-Level 3: Decreases cooldown by 1. 

Magic Blade (Passive): An attack by a god make in seriousness operates on both the physical and spiritual levels. When Mitsurugi makes an attack using an equipped weapon, she inflicts her synergy in damage to the primary target (does not apply to SYN weapons.) 
-Level 1: Adds 1/4 SYN damage to attacks.
-Level 2: Increases damage bonus by 1/4 SYN.
-Level 3: Increases damage bonus by a further 1/4 SYN.
-Level 4: Increases damage by 1/4 SYN. This action can no longer recieve levels that increase damage based on SYN.

Shukuchi: A rapid dashing strike that moves quickly enough that the user fades from sight. The user attacks with their equipped weapon twice, on a 2 turn cooldown. 
-Level 1: User attacks twice, 5 turn cooldown.
-Level 2: 4 turn cooldown.
-Level 3: 3 turn cooldown.
-Level 4: 2 turn cooldown. 

A Sword from a Dead World: An excellently-made but fairly simple katana. It has a few enchantments placed on it, and to those perceptive magically, it feels simultaneously alive and not. 
-Base: Deals 1d4+DEX damage.
-Level 2: Increases damage to 2d4.
-Level 3: Increases damage to 3d4. 
-Level 4: Increases damage to 4d4. 

Robes of the Disaster God: A colorful set of robes that represent Mitsurugi's position as a god of natural disasters. They seem normal enough, but have an odd resistance to them when felt.
-Base: Grants a 5% chance to resist ailments applied to the holder.
-Level 2: 10% chance. 
-Level 3: 15% chance. 

Link to comment
Share on other sites

Hikari

 

Rakukaja on Halley

 

(Note: Session buff should be on Mitsurugi and Walmond as they were the targets of single-target support actions. And Halley after this action. Quote from the perk:
"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.")

 

Spoiler

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.1): Heals three allies by SYN

Base: Heals three allies by SYN

 

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).

 

 

18/18

 

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

 

Inventory:

 

Ivory’s Spear (Trick, 2 tokens):

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

Base: 1d4+DEX damage

Craft Lvl1: 2d4+DEX damage.

 

Ivory’s Armor (Trick, 3 tokens)

Green armor fit for a rider of wyverns. Reduces damage from slashing and piercing weapons by two in exchange for 4-STR reduction in initiative.

-Base: 1 damage reduction, 5 weight.

-Craft Level: Improved fittings reduce effective weight by 1.

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

 

Link to comment
Share on other sites

Mitsu decides to sword a dragon!  She deals 42 damage as her sword skates across the enormous undead's bones.  A deep scratch now runs across the Dracolich's body, but the damage seems too spread out to hamper it much...

 

Navin slaps a dragon!  His explosive blast seems more effective than Mitsu's sword was despite being a weaker blow, dealing 14 damage but causing small cracks to spread along some of the creature's bones.  He feels some resistance as the creature's dark, magical aura saps at his powers, but its fell sorcery is unable to completely halt his attack.  The damage is too spread out to hamper it much, though...

 

Halley also decides to sword a dragon!  However, her blade is backed by a lot less muscle than Mitsu's is, and a piddly 5 damage gets through as the blade utterly fails to penetrate any of the dragon's bones...

 

Solomon attempts to apply Narrative Causality upon the Dracolich, but it feels strangely hard to cast his spell upon it!  He pushes as hard as he can, but the Dracolich's black magic overwhelms his efforts.  The tokens spent are refunded, and Narrative Causality does not go on cooldown.

 

Grant fires his Roulette Pistol at Gilgamesh.  Gilgamesh laughs at him.

 

Walmond tazes the Dracolich!  Electricity plays over its body.  Then, Walmond remembers his basic biology, and realizes that without any nerves or muscles for his taser to act on, such a low powered electric attack is unlikely to do much...

 

Lambda charges up her next attack, boosting its damage output by 6!

 

Hikari uses Rakukaja on Halley, applying Session and granting DR 7/- for 2 rounds!  Somewhere in space, Zoe Walker snaps her fingers, time warps briefly, and Session is retconned into affecting Mitsu and Walmond as well.

 

The Dracolich cackles, clattering its jawbones together, and then makes several arcane gestures with its forelimbs.  It then abruptly starts moving at twice the speed it did before, bony limbs lashing out in all directions!  It smacks Halley with both its wings, dealing 13 damage, and inflicting two stacks of Chill Touch!  It smacks Navin and Mitsu each with one of its claws, dealing 12 damage to the superhero and 9 damage to the goddess!  Both are afflicted with a stack of Chill Touch!  Then it bites at Mitsu and swings its tail at Navin!  Mitsu gets chomped for 17 damage, but Navin, forwarned by its previous attack, ducks out of the way!  Mitsu recieves another stack of Chill Touch!

 

State-based effects tick down...

 

A final attack splashed against Caster's throne, and the ancient Sumerian hero-king finally stood up, expression gone from vague boredom to a twisted rictus of rage. "ENOUGH!" His voice rang out sharply though the battlefield, and a tremor accompanied it. "You mongrels have sullied my si̛g͞ht for f̶a̴r t̴o̡o ̷ļon͝g̸!̵" The tremors intensified, and something disturbing started to become clear. The earth beneath the heroes was quite still. It was a tremor in the air, perhaps even the very fabric of reality. "Įt ̴i̛s̷ tim̵e ̛f҉or͜ y͝ou̧ t̸̀o͏ ̶͝l̴e͢a̛rn ͢y̵͜͞ou̵͝r̸̡͡ ̢́͞pl͏͏a͠c̵̨͞ę̵́!̴̛" The man's voice was becoming more and more distorted, unnatural, but with a strange singsong note behind it. Something started to leak from the space beneath the golden throne, a sort of unholy mud that seemed to twist one's eyes from simply viewing it, something indescribably foul and alien. 

https://www.youtube.com/watch?v=Gv6Y0z8-m78

Gilgamesh shouted one last time, but what he said couldn't be heard over what sounded like a woman singing. The shaking of space intensified, and Gilgamesh seemed to fold in on himself before. . . something else took his place. His form twisted first into what seemed to be a woman's, with red eyes and pale blue hair, before twisting further and further into truly monstrous proportions. Arms lengthened turned an ugly mixture of red and black, not unlike the corrupted forms of the other Servants. The legs flowed outward, becoming less limbs and more one continuous structure as "Gilgamesh" bent to stand on all fours. The torso of the creature seemed almost human, if now scaled up to gigantic size, but the head looked more like something a dragon might see in its nightmares, with a maw running partway down the neck full of razor-sharp teeth and flesh replaced with armored plates and scales. Two massive horns sprouted from the head, curling backward over the beast.

Tiamat had come.

 

Status:

Spoiler

Mitsu: 56/65, Healthy, Session, Chill Touch 2x (-3 dexterity per stack)
Navin: 43/55, Healthy, Chill Touch 1x (-3 dexterity per stack)
Halley: 31/50, Depleted Ribbon Barrier, Chill Touch 2x (-3 dexterity per stack), Rakukaja 2 (+7 DR/-)
Solomon: 70/70, Healthy
Grant: 84/90, Lightly Wounded, Hedge My Bets Cooldown 3
Walmond: 42/42, Healthy, Rakukaja 1 (+7 DR/-), Session

Lambda: 57/57, Healthy
Hikari: 55/55, Healthy, Jump Jet Cooldown 3

 

Dracolich:  Lichy.  Slightly scuffed.  Haste ?.

 

Initiative:
 

Spoiler

Mitsurugi: 14
Halley: 10

Dracolich:  10
Hikari: 8
Navin: 6
Walmond: 6
Lambda: 6
Solomon: 1

Grant: 0

 

 

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...