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


StormLord

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With the slobber on he Bridgett was officially grossed out. so removing Trick as fast as possible was definitely the best choice for her an everyone else. So she raised Mornings arrow and pointed it at Trick and started to gather energy.

 

Bridgett raises Einherjar mode to level 2 and starts charging Mythral Buster 

 

Einherjar mode

Spoiler

Einherjar Mode: A experimental mode that grants Bridgett's spells more power as she releases its restraints, but due to its experimental nature it causes extreme strain on her body. Can be activated and deactivated as a free action. each level increase is also a free action on a separate turn after initial activation.  Each level carries the effect of the previous levels with it. initial Activation cost 20% of Bridgett's max hp and cost another 20% at the end of each turn after. The cost increase with each level increase. 

 

Level 1: Increase damage dealt by her attacks by 25%. Costs 20% of max Hp each turn after activation.
Level 2: Increase damage dealt by her attacks by a further 25% (additive). Hp Cost increased to 25% of Max Hp each turn.
Level 3: Dice rolls on all spells are maximized. Hp cost increased to 30% of Max hp each turn. Deactivation at this level causes Bridgett to lose her next turn.

 

Bridgett stuff to remember 

Spoiler

Base Stats: 
Strength: 3
Dexterity: 6
Intelligence: 3
Constitution: 7
Synergy: 12

 

Barrier Jacket: Grants a pool of 24 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish. Bridgett's barrier jacket, a light blue dress with silver gauntlets, and boots. It has a short white coat over her shoulders that go to about the middle of her back.

Free Action: Heal the user for the HP of the pool, and reduce the pool's HP to 0. Bridgett reworks the wards of her Barrier Jacket, recovering her health.

Passive: Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes. Bridgett purges her Barrier Jacket, negating an incoming attack.

 

-Base Form: Grants a pool of 20 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish.

-Craft Upgrade: Adds the following Free Action: "Heal the user for the HP of the pool, and reduce the pool's HP to 0."

-Craft Upgrade (Reactor Purge): Adds the following Passive: "Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes."

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

 

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"U-uuehh, ughhhhhh..." Perlita let out a sound of pure, unadulterated revulsion after being licked and drenched in saliva by the monster, the disgust she was feeling on multiple levels actually so strong and core that she didn't even want to think about it. Of course, even if she'd wanted to, whatever this thing had done to her ensured that it would have been difficult, so Perlita just settled for doing her job instead. It looked like 6D had taken a lot of licks for her, for which Perlita was eternally grateful... but it also looked like she was suffering for it, so Perlita's immediate action was to call a "C-- Crawford!" and then bathe 6D in teal sparkles, something which would have cleared up her malfunctions... and actually even cleaned up the slobber! How nice.

 

Perlita casts Patra on 6D, removing all ailments from her, also healing 12 HP to 6D and healing 12 HP herself (if her missing HP isn't just unupdated).

Spoiler

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

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

 

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

 

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

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

 

 

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

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

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

 

 

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"U-ugh! That's....eugh...what the hell even...."

He figured something like this would happen some day, from some Shadow they fought, but....

 

....well, Gabriel now knew what a dog toy felt like. A very well-used dog toy, the kind you chucked into the washing machine a few times, gave up on after you realised you couldn't get the damned stench out and then threw out to get a new toy from PetSmart.

 

If there was a place to buy clothes here, Gabriel was going to get some new ones and burn these. Luckily, he hadn't worn his favourites today (still safe in this cabinet back in Roswell) but damn if he didn't feel like he'd miss these things.

Freila on Trick once more, re-inflicting Sun Arcana and activating Beat of My Blood.

 

Freila: Utilising Oppenheimer, Gabriel blasts an opponent with the power of nuclear radiation, unleashing a miniature nuclear blast onto them. Gabriel does 5d6+SYN (12) damage to a single target.

Sun Arcana: Gabriel's Persona is of the Sun Arcana, the searing light that burns all who are revealed to it. Nuclear and fire attacks used by Gabriel inflict a burn on the opponent, dealing SYN/2 (6) piercing damage for three turns, each subsequent nuclear or fire attack adding an extra stack of burn. Enemies who resist radiation and fire cannot be affected by Sun Arcana's effect.
Beat of My Blood: Any Frei-line skills (including his basic attacks) upon enemies with Burn, Shock or Frozen statuses (or any analogues) deals x1.3 damage. Sun Arcana's effects qualify as Burns for Beat of My Blood.

Optimism: Even the worst kinds of situations can't bring a downer onto Gabriel's easygoing attitude. As the Persona is a reflection of the soul, Oppenheimer reflects Gabriel's unyielding optimism. Ailments have halved durations on Gabriel.

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Loadout



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

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

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

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

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

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

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

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

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

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

Move back to Colorful Blocks, use Battle Plans to buff Gabriel's Syn and Bridgett's Syn by Atton's level (7).

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"Get away from those people you ruffians!"  Iowa fires her 12 inch guns at the thugs in the Splash Zone, dealing 4d12 + 10 damage to Thug 1, and half that to all other thugs below her in the initiative order within the Splash Zone.

 

Spoiler

HP:  126

Init:  +1

 

Stats:

Str:  10

Dex:  1

Int:  1

Con:  12

Syn:  6

Concussion:  The 12 inch and 8 inch guns in Iowa’s primary and secondary batteries have devastating consequences for anyone in the general area of whoever she happens to be aiming at.  Even if she hasn’t scored a direct hit on them, anyone damaged by Iowa’s artillery suffers from the debuff Concussion for 2 rounds.  Concussion reduces damage dealt by Iowa’s unmodified strength, and does not stack with itself.  Concussion cannot be applied to enemies already suffering from it.  Any attack with a cooldown Iowa makes can apply Concussion (if a ship makes a melee attack, it's still going to hit hard enough for this).

 

Throttle Up:  Grants access to the perk-backed action “Ahead Full”.

 

Built to Brawl:  Iowa’s skin is as tough as her belt armor, a solid foot of Harveyized steel backed by ten feet of coal bunkers.  It takes a lot of damage to get through that kind of protection.  Iowa’s MHP is increased by 40%.

 

Heavy Weapons:  Grants access to the perk-backed action “12 Inch Guns”.

 

Citadel Penetration (Flaw):  Critical hits bypass Iowa’s armor, wreaking havoc on her machine rooms and crew.  Damage from critical hits is not reduced by any effects on Iowa, and being struck by a critical hit stuns her for one round as her crew makes emergency repairs.

Actions:

12 Inch Guns (Perk-Backed):  Iowa deploys her primary weapons, four 12 inch guns, to blast away at her enemies.  These weapons can fire armor piercing shells to inflict devastating damage upon extremely tough enemies, or blow away large groups of light enemies with high explosive shot.  These weapons are extremely potent, but neither subtle nor especially dexterous.  They have a maximum range of six miles, but Iowa can’t accurately hit targets more than a mile away without the assistance of a spotter.  She could as a ship, but being a woman has reduced the height and thus field of view of her fighting top and rangefinders immensely.

-Level 1:  When an encounter begins or this action is used, Iowa chooses to load armor piercing or high explosive shells and this action goes on cooldown.  If this action has not been used yet, the cooldown is halved, rounded up.  When Iowa fires, this action deals 2d12 + strength + synergy damage to target enemy.  Then, an extra effect is applied depending on the shell type.  Armor piercing shells deal [level]d12 bonus damage that cannot be reduced if the target has either more MHP than Iowa or damage reduction at least equal to Iowa's level, exploding before they pass completely through the victim.  If both conditions are met, this bonus damage is applied twice, inflicting a citadel hit.  While AP penetration damage cannot be reduced, it can be prevented entirely by immunities.  High explosive shells deal 1/2 their damage to all enemies other than the initial target with less initiative than Iowa, as they are unable to avoid the explosion.  5 round cooldown.

-Level 2:  The base damage increases to 3d12 + strength.

-Level 3:  The base damage increases to 4d12 + strength.

-Level 4:  The cooldown is reduced to 4 rounds.

 

Ahead Full (Perk-Backed):  Iowa sends orders to her engine room to disregard fuel conservation, wear, and boiler test pressure, building up steam and increasing her engine power.  When not focusing on acceleration, this speed will slowly decay.

-Level 1:  Iowa gains [level x2] initiative.  She loses [level/2] of this bonus initiative whenever she ends a round in which this action was not used.

-Level 2:  Until her next turn, Iowa gains a stack of the status condition Evasive Maneuvers.  Should she be damaged while she has an Evasive Maneuver, she loses one stack of it and reduces the damage by 20% before other modifiers apply.

-Level 3:  Iowa now gains two stacks of Evasive Maneuvers from this action.

Damage Control Team (2/2):  Iowa lights herself a new cigarette while her damage control teams get to work curing status ailments.  She can also take a slug of moonshine, motivating her crew and repairing some damage received.

-Level 1:  Iowa becomes immune to status ailments until the end of the round.  Status ailments currently afflicting her are removed by this effect.  This action comes with two Repair Party charges, which are refreshed whenever an encounter begins.  When it is used, Iowa can spend a charge to give herself the non-stacking buff Repair Party.  Repair Party lasts two rounds and heals her for synergy HP per round.  If Iowa has a higher-quality drink equipped as a consumable, she can expend that along with her Repair Party charge to gain additional benefits at the GM’s discretion.  4 round cooldown.

-Level 2:  Repair Party now restores 1d4 + synergy HP per round.

-Level 3:  Repair Party now restores 2d4 + synergy HP each round.

Level 4: Iowa may choose to ignore stuns or other impairing effects when activating Damage Control Team.  Doing so causes her to gain an appropriate debuff as determined by the GM.  This debuff bypasses the immunity granted by Damage Control Team.

 

Lead like Roosevelt:  Iowa prepares herself to act.  Then, if an enemy would down an ally who moves after her, she steps in and blocks the attack with her chest, just like (she firmly believes) Teddy Roosevelt would.

-Level 1:  Grants Iowa the non-stacking buff Bull Moose.  If Iowa has Bull Moose and an ally who moves after her would be downed by an enemy’s attack, Iowa steps in and body blocks the attack, taking it instead.  The ally who first moves after her is given priority if multiple allies would be downed by a single attack.  Then this action goes on cooldown for 3 rounds.

-Level 2:  The ally protected by this action is inspired both by Iowa’s courage and the chance for vengeance.  While this action is on cooldown, they gain a +[level] attack damage buff against the enemy that would have downed them.

Gunboat Diplomacy:  If a battleship is getting in your face, it’s hard to focus on anything else.

-Level 1:  Remove all taunts applied with this action.  Then, the enemies that act closest to Iowa this round are taunted until her next turn.  Both the enemy that acts soonest before Iowa and the enemy that acts soonest after are taunted.  If they attack during this time, they must attack Iowa.  They are not forced to attack, though.  0 round cooldown (this is important).

-Level 2:  Iowa may use Gunboat Diplomacy as a free action if she gained initiative this turn.  Using this action as a free action increases the cooldown by 4 rounds.

-Level 3:  The cooldown is reduced to 3 rounds.

 

8 Inch Guns (Gear):  Iowa’s secondary battery of eight 8 inch guns is designed for delivering precision damage with a good rate of fire… for naval artillery.  Half of a salvo landing is considered excellent accuracy, and a volley every other round rapid firing.  These guns have a maximum range of 9 miles, but Iowa can’t accurately hit targets more than a mile away without the assistance of a spotter (very short range).  She could as a ship, but being a woman has reduced the height and thus field of view of her fighting top and rangefinders.  Reduces initiative by 5 – strength.

-Level 1:  Iowa fires a salvo of shots, 1d4 of which hit.  Each hit deals [level] damage.  This action always hits the enemy that acts soonest after Iowa.  If no enemy acts after Iowa, she can hit the one that acts soonest before her instead.  1 round cooldown.

-Level 2:  2d4 shots now hit per salvo.

-Level 3:  3d4 shots now hit per salvo.  The initiative reduction is increased to 10 – strength.

 

Armor Angling (Trick):  By presenting her armored belt to enemies at an angle, Iowa reduces incoming damage.  This trick only works if she can outmaneuver her foes.

-Level 1:  Grants +2 damage reduction, but only against enemies who act after Iowa.

-Level 2:  Grants +4 damage reduction, but only against enemies who act after Iowa.

-Level 3:  Grants +6 damage reduction, but only against enemies who act after Iowa.

Fire Suppression System (Trick):  Iowa employs her fire suppression systems to mitigate damage from being set ablaze.

-Level 1:  Reduces damage from fires by 17%.

-Level 2:  Reduces damage from fires by 20%.

 

Fairy Marines (10/10) (Trick): Iowa's marines open up on an enemy with her 6 pounder guns and their own rifles, dealing damage without needing micromanagement.

-Level 1:  Once per round as a free action, Iowa's marines deal 1d4 damage to target enemy.  This action has 10 charges, and uses one with each attack.  Iowa can refill all charges by consuming quality of life-enhancing items to keep her marines happy, such as better food/drink, doll furniture, 'cultural items', or receiving technological enhancements.

-Level 2: If this action has eight or more uses remaining immediately before this activation, it deals an additional 2d4 damage.  Increasing this action's maximum charges increases this effect's threshold by the same amount.

 

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Spoiler

 

 

Lyra manages to wrench the nearby thug, and the one behind him, and the one behind him, dealing a total 19 damage and mopping up the remaining thugs.

 

Atton decides that no, he doesn’t actually want to be here and bails.  He buffs Bridgett and Gabriel though.

 

Space ripples around Bridgett as she starts charging a giant friendship beam.

She takes 12 damage.

 

As it turns out, ship-to-ship weapons used on relatively normal people have a tendency to create lots of fine red mist, as is the case with Iowa’s 12inch guns and these thugs.

 

Trick uses his Paralyzing drool on Mira, 6D, and Square.

Mira takes 2 damage, 6D 1, and Square 7.

They each take 9 points of stat damage, flowing from Con over to Str.

 

6D feels a massive surge of relief as Perlita’s magic reverses the hindrance of all this drool.

 

6D’s pod tickles Trick for 0 damage...again.

6D taunts Trick, potentially not the best idea considering how these sorts of situations tend to go in...shows.

6D applies deflections to herself.

6D finally strikes, dealing 17 damage, the crushing blow staggering Trick back a bit and causing him to lose focus.

 

Gabriel blasts Trick with another wave of nuclear fire, he deals 51 damage and inflicts a second burn.

Sun Arcana deals 6 damage.

 

Square uses Curaga on Bridgett restoring 23 HP and removing her -4 Con ailment.

 

Trick slowly shakes himself back into focus.

 

The two Evac teams start rounding up scared civilians and moving towards the fence break exits.

 

Punch uhh screams more?  That’s what is sounds like at least.

 

Mira slashes at Trick once more, this time dealing 34 damage and gaining another Greed stack.

 

Trick attacks Mira, 6D, and Square with his Paralyzing drool once more.

Mira takes 8 damage, 6D 0, and Square 12.

They each take 7 points of stat damage, overflowing from Con to Str to Dex.

 

 

Init:

Spoiler

14 Lyra,

14 Atton,

11 Bridgett,

10 CFW Trick,

9 Perlita,

9 6D,

9 Gabriel,

9 Iowa,

8 Square,

8 CFW Trick,

6 Evac Team(x2),

4 Punch,

4 Thugs(x2),

0 Mira,

0 CFW Trick

 

Status:

Spoiler

CFW Trick: 148/400, +34 Con, +17 Str, +2 Dex, Sun Arcana(two and three rounds), Taunted(two rounds, 6D)

Thugs A: Dead,

Thugs B: Dead,

 

 

Evac Team A: Escaped,

Evac Team B: Escaped,

Square: 41/60, -6 Con, -8 Str, -2 Dex,

 

Mira: 80/90, 6 DR/all for one round, -12 Con, -9 Str, 3 Greed,

6D: 85/85, 6 DR/all for one round, Deflection(x3), -7 Con,

Bridgett: 60/65, 11/24, 6 DR/all for one round, +7 Syn for two rounds,

Atton: 72/93,

-Half Track: 52/52,

Perlita: 70/70, Interception(x1),

Gabriel: 67/75, -5 Con, +7 Syn for two rounds,

Iowa: 126/126,

Punch: 55/55, +3 Str(x3), -4 Con,

Lyra: 50/50,

 

Notes:

Spoiler

The return of the map:
https://docs.google.com/spreadsheets/d/1Jo5LqlD5ImdDOBSDsX8Bw9HrzvEKD3SMkMAjFI9Zw5A/edit?usp=sharing

 

Square's stats:

Square:

 

Level 5

 

HP: 60

Init: 8

 

Con: 6

Str: 8

Syn: 12

Int: 0

Dex: 8

 

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

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

 

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


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

Haste: Two allies gain first strike next round.

Double: One ally takes an extra action.

 

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Mira

 

While Mira would never admit it, the paralysis was beginning to take its toll on her. She could feel her body beginning to shut down as Trick's saliva began working through her armor, despite her own Magra trying to counteract it. Whatever properties were in it, it was effective. If she wasn't in that scenario, she'd have tried to simply cut off the beast's tongue once it tried again, but unfortunately, she didn't think she had the speed to do so as of this moment. So, she simply had to finish it off before it could get the job done.

 

With her most recent strike done, Mira stepped back, flipping her sword around and impaling it into the ground. A mere instant afterwards, a fairly large amount of Magra began to pour into the sword, and the ground, by extension, creating what was more of a black mass then a sword. Then, with a single word spoken in an amplified, distorted way, the armored woman dragged the sword towards Trick.

 

"FALL."

 

Mira attacks Trick with Half-Moon: Crescent Slash, expending four Magra in order to deal (6d8+STR)+4d6 damage. She also gains one Magra at the end of her turn, and will gain a bonus Magra in three turns.

Magra: 1/8

Loadout

Spoiler

HP: 90

Normal Strength: 11

Normal Con: 12

Dex: 0

Syn: 12

 

Perks

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


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

 

Growing Power

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

 

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

 

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

 

Actions: (9/9)

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

 

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

 

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

 

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


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


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


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

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

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

 

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

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

 

(Equipment) Helmet of the Judge: 

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

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

 

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Stupid of them to all stand so close together. None of the Drift’s factions did that - and one made spaceships with duct tape and parts from old blenders.

 

Now to return to the rest of the team.

 

Lyra begins moving to Colorful Blocks!

 

 

Adrenaline Dodging: Cooling down. 1/3 turns left.

Blur: 2/3 Attacks

Fiasco: 1/4 Dodges

Point-Blank Throw: Ready!

Taunt: Cooling down. 1/3 turns left.

Damaged Item Teleporter: Ready!

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

Damaged Rechargeable Emergency Shield: Ready!

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Punch uses Vortex Kick on CFW Trick dealing STR+1d6 damage and inflicting Dizzy For two rounds. 

Punch has a Natural Strength Stat of 12 and her Current strength stat is 21, due to the effects of Charge Up.
Following her Attack, at the end of this round, she will lose one stack of Charge

  Hide contents

Color Strike: The user wraps their arm in colorful energy and visual effects, before attacking. Deals Str Damage and forces the target to make a perception check. If they fail, the damage taken is elemental and they take an associated status ailment chosen by the GM. The element is determined by the user

            

        Level 2: Damage is now STR+1d4, And the user may declare one physical damage type, in addition to the elemental damage. This does not trigger a second check, and is instead tied to the elemental check

 

Vortex Kick: The user jumps and spins in the air, before delivering a powerful kick to a target. The imparted kinetic and bodily energy then forces the target to spin rapidly. Deals STR+1d6 and Inflicts Dizzy for two rounds. This move has a three-round cooldown. Dizzy causes the afflicted target to have a 50% miss chance.

 

Phase: The user performs a combination of movements, and intent based manipulation of the energy in their body, which allows them to phase through matter. With this ability they may phase through matter up to a thickness roughly equivalent to the distance of one step.

        Level 2: Choose one target, for one round the first attack they make against the user is dodged

 

Charge up: The user excites the energy in their body in such a way their power is magnified. Each turn spent charging up increases Str by 3, and at the end of every turn that is not spent charging, the charged strength drops by 3.

 

Quick Change: The user has mastered the art of changing Clothes, Tactics, and Mannerisms in the blink of an eye, allowing them to perform Quickswaps. When used, the user may swap one action or equipment, out of their loadout, and bring in something else, as a free action. Three turn cooldown.

    

    Level 2: The user may perform a second Quickswap in addition to the first one, however, each simultaneous Quickswap increases the cooldown by one.


 

Roaring White Dragon’s Hidden Gem: The user unleashes a powerful special technique. Creating a large explosive orb of icy energy, and launching it at a target, before following up powerful strike of spectral claws.

Deals 4d6+strength Ice damage. If double the damage Dealt would kill the target, the damage is doubled. Once per battle

 

Level 2: When a target is killed by this attack an icy shard is created, which strikes a random foe for 1d6+[Str/2]

 

Flowing Blue Rain: The user performs a series of movements, realigning and amplifying bodily energy. All Debuffs and status ailments are purged from the user. Including those that would restrict movements, or the ability to act.

 

Perks 

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Fox Chimera Heart: This character has the innate ability to selectively copy Fox traits. When this character encounters any fox or fox-based creature, magical or otherwise, its powers and qualities are added to a list which this character can pull from. In order to take on these traits, they must permanently convert Craft tokens, into Fox Tokens.

Fox Tokens may be invested to realize these traits and powers as trick level abilities. These abilities cannot be upgraded by any means other then the spending of AP.

Fox tokens may be put into or removed from a fox trait at will, outside of encounters, during which Fox Tokens may only be moved around when selecting the initial load out. Some simple traits, like color, may be adapted without Fox Tokens

 ------------------------------- 

Doppelganger: This character has the innate ability to selectively copy the traits and forms of others through disguises. They may copy the abilities and form of an ally, or enemy. An enemy must be studied before it can be copied.

 

 An action may be spent to learn individual moves and traits in battle as a target uses them, or a captured live enemy, can be studied outside of battle to create a more complete copy. When a move or trait is learned via copying, it is added to a list this character may pull from.

 

In order to realize these traits This character must permanently convert AP into CP (Copy points) CP May be invested to realize the copied traits and moves as Action level Abilities. These copied actions cannot be upgraded by any means other than the spending of AP and exist at the original level of the copied action minus one (minimum one)

 

CP may be put into or removed from a copied trait at will, outside of encounters, during which CP may only be moved around when selecting the initial loadout. Perk backed actions cannot be copied, as they are to advanced and complex to copy unless the user is using it in the moment, instead they gain "Assist" actions. An assist action allows this character to join an ally in performing the associated perk backed action, granting a buff to that action. Some simple traits like color may be adapted without CP

--------------------------------------
 

MasterActor: This character may attempt to fool others in various displays of acting and trickery, through their powers and skill. This can include impersonating someone specific, taking on a more general role or disguise to blend in or get away with things they otherwise wouldn't, Or even assume the likeness of an inanimate object, to throw off pursuers.

      Subject to GM fiat, 50% boost to relevant checks and/or the ability to use them where you wouldn't normally be able to.


Stats

  Hide contents

 

Level: 5

 

HP: 55

Init:

 

Stats:

Constitution:5

Dexterity:4

Intelligence:6

Strength: 12

Synergy:3

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6D fell back after the flurry of actions, getting into a defensive posture and bracing for Trick's attacks. 

 

Defend!

 

Spoiler

Level: 5

 

HP: 85

 

Init: +9

 

Stats: 30/30

 

Constitution: 11

Dexterity: 9

Intelligence: 2

Strength: 8

Synergy: 0

 

Perks:

 

Self-Repair Systems:

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

 

Lightning Speed:

 

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

 

Combat Preparation:

 

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

 

Confrontation Protocol:

 

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

 

Flaw:

 

Glory To Mankind: 6D cannot attack or debuff human foes. She can still defend herself and others against their attacks, but not directly harm them.

 

Actions: (19/19 AP)

 

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

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

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

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

 

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

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

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

 

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

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

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

 

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

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

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

 

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

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

 

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

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

-Level 2: Increase duration by 1 turn.

-Level 3: Decrease cooldown by 1 turn.

-Level 4: Remove cooldown.

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

 

Equipment:

YorHa Uniform (Trick, 3 tokens)

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

-Base: 1 damage reduction, 5 weight.

-Craft Level 2: Reduce effective weight by 1.

-Craft Level 3: Increases damage reduction by 1.

 

Type-4O Blade (Equipment, 2 tokens)

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

Base: Weight 8, damage 2d8+STR.

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

 

Tactical Support Pod (Equipment, 2 tokens)

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

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

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

 

 

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With the charging complete Bridgett braces herself and fires at Trick.

 

Bridgett raises to Einherjar mode level 3 and fires Mythril buster at Trick using dealing 6(WD){3s4}+Syn(12) maximized+50% and spends 4 cartridges to ignore targets damage reduction.

 

Mythril Buster and Einherjar mode

Spoiler

Einherjar Mode: A experimental mode that grants Bridgett's spells more power as she releases its restraints, but due to its experimental nature it causes extreme strain on her body. Can be activated and deactivated as a free action. each level increase is also a free action on a separate turn after initial activation.  Each level carries the effect of the previous levels with it. initial Activation cost 20% of Bridgett's max hp and cost another 20% at the end of each turn after. The cost increase with each level increase. 

 

Level 1: Increase damage dealt by her attacks by 25%. Costs 20% of max Hp each turn after activation.
Level 2: Increase damage dealt by her attacks by a further 25% (additive). Hp Cost increased to 25% of Max Hp each turn.
Level 3: Dice rolls on all spells are maximized. Hp cost increased to 30% of Max hp each turn. Deactivation at this level causes Bridgett to lose her next turn.

 

Mythral Buster: A high powered single target spell that deals 5[WD]+syn damage with one turn of charge.With a Cooldown of 5 turns. Can use 4 cartridges to have it ignore targets damage reduction.

 

Bridgett stuff to remember 

Spoiler

HP: 65
Initiative: 6+{LVL}
 
Base Stats: 
Strength: 3
Dexterity: 6
Intelligence: 3
Constitution: 7
Synergy: 12

 

Mornings Arrow. Bridgett's Personal device. It sets the dice for actions that use dice to 3d4.  As a free action can use boost mode to increase damage done by 10% for each cartridge used for 3 turns with a cooldown of 5 turns. Can use up to 2 cartridges in this ability.


-Base Set Damage die for actions that  use them to 1d4
-Craft level 1: Boost Mode: as a free action Increase Bridgett's damage by 10% for each cartridge used For 3 turns with a cooldown of 5 turns. Can only use a max of 2 cartridges when used.
-Craft level 2: increase the damage die by 1d4

-Craft level 3: Increase the damage die by 1d4

 

Barrier Jacket: Grants a pool of 24 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish. Bridgett's barrier jacket, a light blue dress with silver gauntlets and boots. It has a short white coat over her shoulders that go to about the middle of her back.

Free Action: Heal the user for the HP of the pool, and reduce the pool's HP to 0. Bridgett reworks the wards of her Barrier Jacket, recovering her health.

Passive: Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes. Bridgett purges her Barrier Jacket, negating an incoming attack.

 

-Base Form: Grants a pool of 20 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish.

-Craft Upgrade: Adds the following Free Action: "Heal the user for the HP of the pool, and reduce the pool's HP to 0."

-Craft Upgrade: Adds the following Passive: "Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes."

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

 

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Loadout



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

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

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

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

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

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

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

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

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

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

Use Naught but a flesh wound to heal Mira and himself by 1d4+Int, also curing a status.

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Iowa starts loading the armor piercing shells as she heads back to help the team with Trick now that the friendlies are safe. She uses Full Ahead again as she does her best to not think about what happened to her hapless targets. 

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Freila on Trick again, re-inflicting Sun Arcana and activating Beat of My Blood.

 

Freila: Utilising Oppenheimer, Gabriel blasts an opponent with the power of nuclear radiation, unleashing a miniature nuclear blast onto them. Gabriel does 5d6+SYN (12) damage to a single target.

Sun Arcana: Gabriel's Persona is of the Sun Arcana, the searing light that burns all who are revealed to it. Nuclear and fire attacks used by Gabriel inflict a burn on the opponent, dealing SYN/2 (6) piercing damage for three turns, each subsequent nuclear or fire attack adding an extra stack of burn. Enemies who resist radiation and fire cannot be affected by Sun Arcana's effect.
Beat of My Blood: Any Frei-line skills (including his basic attacks) upon enemies with Burn, Shock or Frozen statuses (or any analogues) deals x1.3 damage. Sun Arcana's effects qualify as Burns for Beat of My Blood.

Optimism: Even the worst kinds of situations can't bring a downer onto Gabriel's easygoing attitude. As the Persona is a reflection of the soul, Oppenheimer reflects Gabriel's unyielding optimism. Ailments have halved durations on Gabriel.

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Spoiler

 

 

Lyra begins her jog back to the main battlefield without much to remark on.

 

Atton inspires Mira(and himself a little along the way) to restore 19 HP and remove 6 points of stat damage.

 

Bridgett summons up her power and fires a HUGE friendship beam at Trick, it hits burning away at him for 132 damage.  She takes 16 damage.

Trick takes several ragged breaths as he slowly pushes himself up from the attack.

 

Trick uses Draining Drool on 6D, Gabriel, and Perlita.

Gabriel takes 4 damage while 6D not only resists any damage, but also steps in the path of the blow heading for Perlita and absorbs it as well.

Gabriel suffers 10 points of stat damage, 6D suffers it twice.

Damage flows from Con>Syn>Int>Str>Dex.

 

Drenched in drool 6D sluggishly raises a guard as the monster’s tongue makes ready for another pass at her.  

The floating robot behind her hardly tickling Trick anymore.

 

Sun Arcana ticks for 13 damage.

Gabriel blasts more nuclear fire at Trick dealing 39 damage and inflicting a stack of Sun Arcana

 

Trick gasps as Gabriel lands his attack, his breathing slows and his flesh starts to warp and roil.

 

Iowa moves and reloads, not super exciting but she gains some initiative from it.

 

Square uses Curaga on herself curing 6 stat damage and restoring 17 HP.

 

Trick uses his Paralyzing Drool on 6D, Mira, and Square.

6D takes 1 damage, Mira 17, and Square 18.

They each suffer 6 stat damage.

Damage flows from Con>Str>Dex>Syn>Int.

 

6D collapses onto the ground from the strain of repeated weakening attacks.  Trick opens his mouth comically wide and slams it down over 6D before swallowing her(and a little bit of the concrete) whole.

 

Punch finally finishes her wind-up and clunks Trick on the head for 15 damage, Trick becomes Dizzy.

 

Mira’s power attack slams into the quickly wavering Trick’s side dealing 50 damage.

 

Gurgling on blood and tearing at the seams Trick struggles to make and more attacks.

He hits Perlita, Bridgett, and Atton with Draining Drool.

Perlita and Atton take 15 damage, while Bridgett takes 11.

They each suffer 10 stat damage.

Damage flows from Con>Syn>Int>Str>Dex.


 

Spoiler

 

Trick’s shuttering form finally reaches its limit.  As fails it splits down the middle and peels open blooming like some kind of morbid flower, but instead of red flesh and blood it reveals leathery white skin and exposed bleached bones with a few reddish pustules.

 

This “flower” sits only long enough for the party to be disgusted by its grotesque appearance before exploding outward in “growth”.  Five titanic alien limbs pull themselves out of the flower, a sixth smaller limb grows outward with a long claw swiping at the nearest party members, next a larger mass connecting the various limbs at odd angles grows outward from the flower top creating an uneven, asymmetric platform of sorts.  Nodules grow from the bottom of the platform and the occasional cluster of huge pustules form all over the creature.

 

The thing lifts itself from the ground high into the air before moving three legs overhead and flipping 180 so that Trick’s remains are on top.  Then it slowly start meandering around the park, ignoring the party for now.

 

Conveniently most segments of the roller-coaster ride are at or near the perfect level for attacking the monster.

 

Init:

Spoiler

19 Iowa,

14 Lyra,

14 Atton,

11 Bridgett,

10 CFW Trick(Paralyze/Drain Tongues),

9 Perlita,

9 6D.

9 Gabriel,

8 Square,

8 CFW Trick(Claw),

4 Punch,

0 Mira,

0 CFW Trick(Melee tongue),



Status:

Spoiler

Trick Ascended: +66 Con, +12 Syn, +2 Int, +31 Str, +11 Dex, Sun Arcana(one, two, and three rounds), Dizzy(two rounds),

-Paralyzing Tongue: 70/70,

-Draining Tongue: 70/70,

-Claw: 120/120, 

-Melee Tongue: 120/120,

-CFW Trick: 299/400, Protected,

 

Square: 40/60, -6 Con, -8 Str, -2 Dex,

 

Mira: 90/90, -12 Con, -9 Str, 3 Greed,

6D: 84/85, -11 Con, -2 Int, -8 Str, -9 Dex, Incapacitated(All stats 0 or less),

Bridgett: 38/65, 3/24, +7 Syn for one round, -7 Con, -3 Syn,

Atton: 76/93, -9 Con, -1 Syn,

-Half Track: 52/52,

Perlita: 55/70, -8 Con, -2 Syn,

Gabriel: 63/75, -9 Con, -6 Syn, +7 Syn for one round,

Iowa: 126/126,

Punch: 55/55, +3 Str(x3), -4 Con,

Lyra: 50/50,

 

Notes:

Spoiler

Everyone may move to the roller-coaster tile for free, the map isn't really relevant anymore.

 

For those of you interested in using the roller-coaster you're in luck because it gives various bonuses and penalties to the riders each round, consider the effects and post like normal.

For those of you not interested in using the roller-coaster with another way you want to pursue the boss tag me on Discord and we'll figure something out.

For those of you neither interested in using the roller-coaster nor able to effectively pursue the boss otherwise....sit this one out I guess?

 

6D isn't dead, but did get knocked out of the battle.

 

Bridgett and Gabriel's Syn buffs run out at the end of Atton's turn before their own.

 

 

Next round's roller-coaster effect:

"Climb: +1 Support action targets, -30% damage outgoing and incoming."

Upcoming roller-coaster effect:

"Loop: +Melee damage, -Support effectiveness."

 

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Lyra had only just reached the Roller Coaster before she saw... that thing.

 

The only time she'd ever seen the likes of that thing was in one of those cheesy sci-fi vids... But the heroes in those vids had access to armored vehicles, cannons that could vaporize mountains, and even nuclear weapons.

 

Lyra had a wrench and a gun.

 

At most she could maybe shoot at one part of it, but she had no idea what to attack at all - so she just pointed her gun at one of the tongues, began firing, and hoped for the best.

 

Lyra attacks Trick Ascended's Paralyzing Tongue with her Gun ([2d4+10]*.7)!

 

Adrenaline Dodging: Cooling down. 2/3 turns left.

Blur: 2/3 Attacks

Fiasco: 1/4 Dodges

Point-Blank Throw: Ready!

Taunt: Cooling down. 2/3 turns left.

Damaged Item Teleporter: Ready!

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

Damaged Rechargeable Emergency Shield: Ready!

 

Spoiler

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

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

 

Stats:           

            Constitution: 4

            Dexterity: 10

            Intelligence: 8

            Strength: 8

            Synergy: 0

 

Perks:

 

Adrenaline Dodging -

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

 

Blur -

 

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

 

Fiasco -

 

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

 

Learn From One’s Betters -

 

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

 

(Flaw) Always Someone Better -

 

All forms of support Lyra receives are halved.

 

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

 

 

Defend

 

Active

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

Level 0 -

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

 

Ex-Glitcher

 

Passive

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

Level 1 (Base) -

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

 

Counterattack

 

Passive

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

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

 

Point-Blank Throw

 

Active

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

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

Level 5 -

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

 

Taunt

 

Active

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

Level 1 (Base) -

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

Level 2 -

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

Level 3 -

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

Level 4 -

Taunt’s effects now last for an additional turn.

 

Equipment:

 

 

Wrench -

 

Inflicts 3d4 + STR damage.

    Weight of 6 (INIT Penalty of 6-STR)

Level 1 (Base) - Wrench

Inflicts 3d4+STR damage.

 

Damaged Item Teleporter -

 

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

    Level 1 - (Base) Damaged Item Teleporter

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

 

Safety-Bypassed Rechargeable Medium-Capacity Swapper -

 

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

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

Level 1 (Base) - Damaged Rechargeable Swapper

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

Level 2 - Medium-Capacity

The can be used three times per battle.

Level 3 - Safety Bypass

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

 

Damaged Rechargeable Emergency Shield -

 

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

Level 1 (Base) - Damaged Rechargeable Emergency Shield

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

 

Gun -

 

Inflicts 2d4+DEX damage.

    Weight of 2 (INIT Penalty of 2-STR)

Level 1 (Base) - Gun

Inflicts 2d4+DEX damage.

 

Tactical Gear -

 

Adds an additional action slot that equipment can take.

Level 1 (Base) - Tactical Gear

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

 

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For a while, slight whimpering sounds and hushed swear word punctuated exclamations were all that could be heard coming from Atton's half track, as Trick's transformation had a...profound effect on the soldier's morale. Before a slight static sound cuts through the noise, and Atton's...not very smooth voice shouts out, "I've fought with and against dragons and demons before, this isn't the most disturbing thing I've seen, and God willing, it won't be, so I say charge at the damned Trickster and run over its tongues!."

Use Naught but a flesh wound to heal Perlita and Gabriel by 1d4+Int, also curing some of the status damage. Along with healing Bridgett as well due to environmental effects.

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Now that.

 

That was bad.

 

Gabriel swallows a little nervously as he heads after.......whatever the hell Trick WAS, following the crowd on the rollercoaster. Shadows didn't tend to do this sort of thing; this was the kind of thing a villain in a TV show would do. Or the boss in a video game. Then again....

...a larger target meant more things to hurt.

Move to the rollercoaster, Mafreila against all available targets, re-inflicting Sun Arcana on targets already afflicted, inflicting it on targets not damaged and activating Beat of My Blood.

 

Mafreila: Gabriel blasts all enemies with a burst of nuclear energy, less taxing and powerful than its stronger counterpart. Deals SYN (12)+2d4 damage to all enemies, 3 turn cooldown.

Sun Arcana: Gabriel's Persona is of the Sun Arcana, the searing light that burns all who are revealed to it. Nuclear and fire attacks used by Gabriel inflict a burn on the opponent, dealing SYN/2 (6) piercing damage for three turns, each subsequent nuclear or fire attack adding an extra stack of burn. Enemies who resist radiation and fire cannot be affected by Sun Arcana's effect.
Beat of My Blood: Any Frei-line skills (including his basic attacks) upon enemies with Burn, Shock or Frozen statuses (or any analogues) deals x1.3 damage. Sun Arcana's effects qualify as Burns for Beat of My Blood.

Optimism: Even the worst kinds of situations can't bring a downer onto Gabriel's easygoing attitude. As the Persona is a reflection of the soul, Oppenheimer reflects Gabriel's unyielding optimism. Ailments have halved durations on Gabriel.

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Mira

 

Now that... Was disgusting. Mira had killed quite a lot of strange creatures in her lifetime, she didn’t really care how she got paid after all, but this was out of her field of experience, and this was after it had literally devoured one of her allies. As Mira stood on the ground, brushing off some of the saliva that remained on her armor, she looked at both the creature and the surroundings, trying to figure out a method of attack. She couldn’t be sure if she could cut apart the legs, and there didn’t seem to be a weak point… Unless Trick’s body was that weakpoint.

 

… That probably was the weak point, now that she thought about it.

 

“Bastard…” Mira muttered under her breath, rolling her shoulders once before sprinting after Trick, quickly reaching the bottom of the roller coaster and bounding up the stairs. She wasn’t going to let this thing get away from her that easily.


Mira attacks Trick’s Melee Tongue with Black Heart, dealing 6d8+STR damage, and gaining a fourth stack of greed, giving her a new total of +2 Syn and -2 DR. Her Magra Generator will generate an extra Magra in two turns.

Magra: 2/8

 

Noticable effects right now:

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

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

 

Spoiler

HP: 90

Normal Strength: 11

Normal Con: 12

Dex: 0

Syn: 12

 

Perks

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


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

 

Growing Power

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

 

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

 

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

 

Actions: (9/9)

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

 

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

 

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

 

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


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


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


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

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

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

 

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

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

 

(Equipment) Helmet of the Judge: 

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

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

 

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Perlita stared with her eyes wide and hr hand over her mouth as 6D was... was... devoured. She barely paid much attention to the transformation, disgusting as it was, but to fear what had happened to 6D. Was she... was she dead? Was it Perlita's fault for not acting in time? She... she couldn't afford to stand around in shock, not if she wanted to prevent this from happening to the others, but Perlita's visage seemed a little dazed as she followed the others to the roller coaster. She wasn't even focusing on how bizarre a fight on a fucking rollercoaster WAS, instead she was simply climbing on. "..." Perlita sighed, downcast -- but there was nothing to be done about it, right now. All she could do was cast Patra as many times as she could, right now. "Crawford!"

 

Perlita gets on the Roller-Coaster, and then casts Patra on Mira and Gabriel, removing all ailments from them!

 

Spoiler

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

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

 

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

 

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

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

 

 

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

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

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

 

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  • 2 weeks later...

Bridgett moves onto the roller coaster and begins to charge Valkyrie Breaker.

 

Bridgett stuff to remember 

Spoiler

HP: 65
Initiative: 6+{LVL}
 
Base Stats: 
Strength: 3
Dexterity: 6
Intelligence: 3
Constitution: 7
Synergy: 12

 

Mornings Arrow. Bridgett's Personal device. It sets the dice for actions that use dice to 3d4.  As a free action can use boost mode to increase damage done by 10% for each cartridge used for 3 turns with a cooldown of 5 turns. Can use up to 2 cartridges in this ability.


-Base Set Damage die for actions that  use them to 1d4
-Craft level 1: Boost Mode: as a free action Increase Bridgett's damage by 10% for each cartridge used For 3 turns with a cooldown of 5 turns. Can only use a max of 2 cartridges when used.
-Craft level 2: increase the damage die by 1d4

-Craft level 3: Increase the damage die by 1d4

 

Barrier Jacket: Grants a pool of 24 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish. Bridgett's barrier jacket, a light blue dress with silver gauntlets and boots. It has a short white coat over her shoulders that go to about the middle of her back.

Free Action: Heal the user for the HP of the pool, and reduce the pool's HP to 0. Bridgett reworks the wards of her Barrier Jacket, recovering her health.

Passive: Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes. Bridgett purges her Barrier Jacket, negating an incoming attack.

 

-Base Form: Grants a pool of 20 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish.

-Craft Upgrade: Adds the following Free Action: "Heal the user for the HP of the pool, and reduce the pool's HP to 0."

-Craft Upgrade: Adds the following Passive: "Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes."

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

 

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2 rounds until Iowa's main battery reloads with AP...

 

Seeing that 6D has been somehow incapacitated by a disgusting coating of slime, Iowa uses Lead Like Roosevelt, giving herself the Bull Moose buff.  She's ready to step in and body block for imperiled allies!  Iowa also climbs onto the roller coaster with some trepidation.  Is this thing really safe?

 

 

Spoiler

HP:  126

Init:  +1

 

Stats:

Str:  10

Dex:  1

Int:  1

Con:  12

Syn:  6

Concussion:  The 12 inch and 8 inch guns in Iowa’s primary and secondary batteries have devastating consequences for anyone in the general area of whoever she happens to be aiming at.  Even if she hasn’t scored a direct hit on them, anyone damaged by Iowa’s artillery suffers from the debuff Concussion for 2 rounds.  Concussion reduces damage dealt by Iowa’s unmodified strength, and does not stack with itself.  Concussion cannot be applied to enemies already suffering from it.  Any attack with a cooldown Iowa makes can apply Concussion (if a ship makes a melee attack, it's still going to hit hard enough for this).

 

Throttle Up:  Grants access to the perk-backed action “Ahead Full”.

 

Built to Brawl:  Iowa’s skin is as tough as her belt armor, a solid foot of Harveyized steel backed by ten feet of coal bunkers.  It takes a lot of damage to get through that kind of protection.  Iowa’s MHP is increased by 40%.

 

Heavy Weapons:  Grants access to the perk-backed action “12 Inch Guns”.

 

Citadel Penetration (Flaw):  Critical hits bypass Iowa’s armor, wreaking havoc on her machine rooms and crew.  Damage from critical hits is not reduced by any effects on Iowa, and being struck by a critical hit stuns her for one round as her crew makes emergency repairs.

 

Actions:

12 Inch Guns (Perk-Backed):  Iowa deploys her primary weapons, four 12 inch guns, to blast away at her enemies.  These weapons can fire armor piercing shells to inflict devastating damage upon extremely tough enemies, or blow away large groups of light enemies with high explosive shot.  These weapons are extremely potent, but neither subtle nor especially dexterous.  They have a maximum range of six miles, but Iowa can’t accurately hit targets more than a mile away without the assistance of a spotter.  She could as a ship, but being a woman has reduced the height and thus field of view of her fighting top and rangefinders immensely.

-Level 1:  When an encounter begins or this action is used, Iowa chooses to load armor piercing or high explosive shells and this action goes on cooldown.  If this action has not been used yet, the cooldown is halved, rounded up.  When Iowa fires, this action deals 2d12 + strength + synergy damage to target enemy.  Then, an extra effect is applied depending on the shell type.  Armor piercing shells deal [level]d12 bonus damage that cannot be reduced if the target has either more MHP than Iowa or damage reduction at least equal to Iowa's level, exploding before they pass completely through the victim.  If both conditions are met, this bonus damage is applied twice, inflicting a citadel hit.  While AP penetration damage cannot be reduced, it can be prevented entirely by immunities.  High explosive shells deal 1/2 their damage to all enemies other than the initial target with less initiative than Iowa, as they are unable to avoid the explosion.  5 round cooldown.

-Level 2:  The base damage increases to 3d12 + strength.

-Level 3:  The base damage increases to 4d12 + strength.

-Level 4:  The cooldown is reduced to 4 rounds.

 

Ahead Full (Perk-Backed):  Iowa sends orders to her engine room to disregard fuel conservation, wear, and boiler test pressure, building up steam and increasing her engine power.  When not focusing on acceleration, this speed will slowly decay.

-Level 1:  Iowa gains [level x2] initiative.  She loses [level/2] of this bonus initiative whenever she ends a round in which this action was not used.

-Level 2:  Until her next turn, Iowa gains a stack of the status condition Evasive Maneuvers.  Should she be damaged while she has an Evasive Maneuver, she loses one stack of it and reduces the damage by 20% before other modifiers apply.

-Level 3:  Iowa now gains two stacks of Evasive Maneuvers from this action.

Damage Control Team (2/2):  Iowa lights herself a new cigarette while her damage control teams get to work curing status ailments.  She can also take a slug of moonshine, motivating her crew and repairing some damage received.

-Level 1:  Iowa becomes immune to status ailments until the end of the round.  Status ailments currently afflicting her are removed by this effect.  This action comes with two Repair Party charges, which are refreshed whenever an encounter begins.  When it is used, Iowa can spend a charge to give herself the non-stacking buff Repair Party.  Repair Party lasts two rounds and heals her for synergy HP per round.  If Iowa has a higher-quality drink equipped as a consumable, she can expend that along with her Repair Party charge to gain additional benefits at the GM’s discretion.  4 round cooldown.

-Level 2:  Repair Party now restores 1d4 + synergy HP per round.

-Level 3:  Repair Party now restores 2d4 + synergy HP each round.

Level 4: Iowa may choose to ignore stuns or other impairing effects when activating Damage Control Team.  Doing so causes her to gain an appropriate debuff as determined by the GM.  This debuff bypasses the immunity granted by Damage Control Team.

 

Lead like Roosevelt:  Iowa prepares herself to act.  Then, if an enemy would down an ally who moves after her, she steps in and blocks the attack with her chest, just like (she firmly believes) Teddy Roosevelt would.

-Level 1:  Grants Iowa the non-stacking buff Bull Moose.  If Iowa has Bull Moose and an ally who moves after her would be downed by an enemy’s attack, Iowa steps in and body blocks the attack, taking it instead.  The ally who first moves after her is given priority if multiple allies would be downed by a single attack.  Then this action goes on cooldown for 3 rounds.

-Level 2:  The ally protected by this action is inspired both by Iowa’s courage and the chance for vengeance.  While this action is on cooldown, they gain a +[level] attack damage buff against the enemy that would have downed them.

Gunboat Diplomacy:  If a battleship is getting in your face, it’s hard to focus on anything else.

-Level 1:  Remove all taunts applied with this action.  Then, the enemies that act closest to Iowa this round are taunted until her next turn.  Both the enemy that acts soonest before Iowa and the enemy that acts soonest after are taunted.  If they attack during this time, they must attack Iowa.  They are not forced to attack, though.  0 round cooldown (this is important).

-Level 2:  Iowa may use Gunboat Diplomacy as a free action if she gained initiative this turn.  Using this action as a free action increases the cooldown by 4 rounds.

-Level 3:  The cooldown is reduced to 3 rounds.

 

8 Inch Guns (Gear):  Iowa’s secondary battery of eight 8 inch guns is designed for delivering precision damage with a good rate of fire… for naval artillery.  Half of a salvo landing is considered excellent accuracy, and a volley every other round rapid firing.  These guns have a maximum range of 9 miles, but Iowa can’t accurately hit targets more than a mile away without the assistance of a spotter (very short range).  She could as a ship, but being a woman has reduced the height and thus field of view of her fighting top and rangefinders.  Reduces initiative by 5 – strength.

-Level 1:  Iowa fires a salvo of shots, 1d4 of which hit.  Each hit deals [level] damage.  This action always hits the enemy that acts soonest after Iowa.  If no enemy acts after Iowa, she can hit the one that acts soonest before her instead.  1 round cooldown.

-Level 2:  2d4 shots now hit per salvo.

-Level 3:  3d4 shots now hit per salvo.  The initiative reduction is increased to 10 – strength.

 

Armor Angling (Trick):  By presenting her armored belt to enemies at an angle, Iowa reduces incoming damage.  This trick only works if she can outmaneuver her foes.

-Level 1:  Grants +2 damage reduction, but only against enemies who act after Iowa.

-Level 2:  Grants +4 damage reduction, but only against enemies who act after Iowa.

-Level 3:  Grants +6 damage reduction, but only against enemies who act after Iowa.

Fire Suppression System (Trick):  Iowa employs her fire suppression systems to mitigate damage from being set ablaze.

-Level 1:  Reduces damage from fires by 17%.

-Level 2:  Reduces damage from fires by 20%.

 

Fairy Marines (9/10) (Trick): Iowa's marines open up on an enemy with her 6 pounder guns and their own rifles, dealing damage without needing micromanagement.

-Level 1:  Once per round as a free action, Iowa's marines deal 1d4 damage to target enemy.  This action has 10 charges, and uses one with each attack.  Iowa can refill all charges by consuming quality of life-enhancing items to keep her marines happy, such as better food/drink, doll furniture, 'cultural items', or receiving technological enhancements.

-Level 2: If this action has eight or more uses remaining immediately before this activation, it deals an additional 2d4 damage.  Increasing this action's maximum charges increases this effect's threshold by the same amount.

 

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Spoiler

 

 

Iowa prepares to take one for the team.

 

Lyra’s handgun fire hit Trick’s Paralyzing tongue for 11 damage

 

Atton heals Parlita and Gabriel 17 HP and removes 6 points of stat damage each.

 

Bridgett climbs aboard and begins charging her area bombardment spell.

She takes 16 self harm and her barrier jacket reaches 0.

 

Trick’s two more disgusting appendages lash out.

(57,58,5)Gabriel and Perlita are Drained, they each take 9 damage and are drained for 11 stat points, but Bridgett manages to pull out of the way.

(Con>Syn>Int>Str>Dex)

(53,75,23) Mira and Lyra, are Paralyzed, they each take 8 damage and are drained for 9 stat points, but Iowa manages to pull out of the way.  Mira in particular feels dangerously weak.

(Con>Str>Dex>Syn>Int)

 

Luckily for Mira, Perlita comes to the rescue.  Healing magic surges over both Mira and Gabriel restoring them to their normal selves.

 

Gabriel fills the air with nuclear hellfire that somehow only hurts Trick.  He deals 13 damage to most of Trick’s appendages, 9 to the claw, and 0 to Trick’s remains.

Sun Arcana ticks.

 

Square climbs onto the coaster and throws a heavy attack in the direction of one of Trick’s nastier appendages.  She deals 21 damage to the Draining tongue.

 

(92, 31,)The clawed appendage pulls back before swiping at the two carts containing Bridgett and Perlita.

Perlita ducks dodging the attack, and Iowa dashes forward to stop the craw from hitting Bridgett taking the damage herself.  Her armor reduces it to 30.

 

Mira slashes at tongue designed more for blunt smashing than inflicting any status and deals 26 damage.

 

 

 

Init:

Spoiler

17 Iowa,

14 Lyra,

14 Atton,

11 Bridgett,

10 CFW Trick(Paralyze/Drain Tongues),

9 Perlita,

9 6D.

9 Gabriel,

8 Square,

8 CFW Trick(Claw),

4 Punch,

0 Mira,

0 CFW Trick(Melee tongue),

 

Status:

Spoiler

Trick Ascended: +76 Con, +35 Syn, +2 Int, +38 Str, +11 Dex, Dizzy(one round),

-Paralyzing Tongue: 45/70, Sun Arcana(three rounds),

-Draining Tongue: 36/70, Sun Arcana(three rounds),

-Claw: 111/120, Sun Arcana(three rounds),

-Melee Tongue: 107/120, Sun Arcana(three rounds),

-CFW Trick: 281/400, Protected, Sun Arcana(one and two rounds), 

 

Square: 40/60, -6 Con, -8 Str, -2 Dex,

 

Mira: 83/90, 4 Greed,

6D: 84/85, -11 Con, -2 Int, -8 Str, -9 Dex, Incapacitated(All stats 0 or less),

Bridgett: 22/65, 0/24, -7 Con, -3 Syn, 

Atton: 76/93, -9 Con, -1 Syn,

-Half Track: 52/52,

Perlita: 61/70, -8 Con, -5 Syn,

Gabriel: 66/75,

Iowa: 96/126,

Punch: 55/55, +3 Str(x3), -4 Con,

Lyra: 42/50, -4 Con, -5 Str,

 

Notes:

Spoiler

Current roller-coaster effect:

"Climb: +1 Support action targets, -30% damage outgoing and incoming."

 

Next round's roller-coaster effect:

"Loop: +15% Outgoing melee damage, -20% Support effectiveness(Non-binary support effects only)."

 

Upcoming roller-coaster effect:

"Corkscrew: ++Ranged targets, +Incoming damage."

 

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Mira

 

And just like that, when she was about to collapse from her joints freezing in place, Perlita's magic washed over her to bring her back into top condition. Considerate, enough so that Mira considered giving her a thanks... If not for the fact taht she was preoccupied with killing Trick. The thanks would come latter, once their mission was complete. For now, rolling her shoulders back in order to get rid of the rest of the paralysis her body felt, Mira swung at the malformed monster once again, this time aiming for the tongue that had tried to open her up to share the same fate as 6D.

 

She wasn't about to give it the chance to try again.

 

Mira attacks Trick’s Paralyzing Tongue with Black Heart again, dealing 6d8+STR damage, and gaining a fifth stack of greed, giving her a total of +2 Syn and -2 DR. Her Magra Generator will generate an extra Magra in one more turn.

Magra: 3/8

 

Noticable effects right now:

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

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

 

Loadout

Spoiler

HP: 90

Normal Strength: 11

Normal Con: 12

Dex: 0

Syn: 12

 

Perks

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


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

 

Growing Power

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

 

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

 

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

 

Actions: (9/9)

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

 

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

 

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

 

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


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


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


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

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

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

 

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

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

 

(Equipment) Helmet of the Judge: 

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

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

 

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