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


StormLord

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Mira continues hacking away at Brave, dealing another 6d8+11 damage and getting yet another stack of Greed. She currently has 7 Magra, and will gain an extra bit in two turns.

 

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).

Greed: 1 charge

 

Black Heart bonus

(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. Currently at 2 charges.

 

Loadout

Spoiler

HP: 90

Strength: 11

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: (7/7)

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.

- Level 3: Decreased to one Magra every two turns. This frequency cannot be increased further.

 

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 up to eight Magra to add 1d6 to the heal each, or cleanse a debuff.
- 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.

- Level 4: Instead of adding an extra 1d6 by spending extra Magra, she can instead cleanse a debuff on herself for every Magra spent.

 

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+3d6) 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.

- Level 3: Damage increased by 1d6.
- Level 4: This action now has priority, activating before other (non-priority) actions.

 

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 (2[Weapon Dice]+Syn)x1.1 damage to 4 targets, or 4([Weapon Dice]+Syn)x1.1 to a single target, and targets are unable to dodge. However, after it is used, Mira is unable to generate Magra for the remainder of the battle. 
- Requires 8 Magra

- Level 1: Mira deals 2[W]+Syn damage to up to 4 separate enemies, or 4[W]+Syn to a single target. 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 cannot be dodged.

-Level 3: Final damage increased by +10%.


(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.

 

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Gabriel uses Freila on CFW Brave, inflicting Sun Arcana.

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: Deals SYN/2 (6) piercing damage to enemies struck by Gabriel's skills for three turns. Each subsequent nuclear or fire attack inflicted by Gabriel on these enemies inflicts another stack of Sun Arcana.

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.
Blue Jacket grants 20% resistance to radiation ailments and 40% against heat-based ailments.

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Loadout

Spoiler

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. 

More loud shouting could be heard coming from the halftrack as it drove evasively throughout the battlefield, as Atton worked himself into a religious fervor.

Atton uses Battle Plans to buff Perlita and Myra's stat of choice by his [LVL] for two rounds, also reducing a cooldown of the target's choice by 1 round.

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Iowa puffs up, preparing to take a hit for her fellows in arms.

 

“So my hand is forced.”

Brave swings his sword over the battlefield, flames roar and lash out igniting all party members.

None take any damage though, as the lingering concussion Brave is suffering prevents the flame from catching fully.

 

Perlita blasts Lyra with healing magic once more, restoring another 22 HP.

 

The first Viral A2-i recovers from stun, while the second charges chain lightning once more, firing off at Gabriel(6D intercepts), Perlita, and Atton.

They deal 19, 25, and 9 damage.

 

The two A2-i move on to Crushing Gabriel, dealing 8 and 6 damage.

 

Atton blasts buffs on his allies.

 

Bridgett overloads herself dealing 30 damage to SDHC No. 220, 20 to No. 225, and 12 to herself.

Hurstwic ticks.

 

Lyra slams her wrench into Brave’s intimidating armored form, she deals 6 and 4 damage.

 

Brave’s corrupted arm raises slowly, seeming to waiver under its own weight before fou bolts of energy? crystal? fly out.  Atton, Perlita, 6D, and Mira each feel a strange burn as the bolts make their mark, draining away their lifeforce.
Each target’s MHP is temporarily reduced to their current HP.

 

The SDHCs carpet bomb Mira and the two Falcoms again, dealing 54, 27, and 27 damage.

 

The two girls together thoroughly finish off the remaining two High Bit Custom robots.

 

Gabriel fires off more nuclear fire dealing 52 damage to Brave and inflicting Sun Arcana.

Sun Arcana ticks.

 

Mira, bloodied and beaten, drags her sword over Brave once again, extracting a scream as several plates fall off of Brave’s form, revealing servos and hydraulics entwined with tendrils of twitching glowing artifacts. She deals another 54 damage.

 

 

SDHC No. 218 and No. 224 become Viral!

 

 

6D's action is held until the start of the next round.

 

 

Init:

Spoiler

22 Iowa

17 CFW Brave

16 Perlita

15 A2-i

14 Atton

11 Bridgett

10 Lyra

10 CFW Brave

10 SDHC

10 Falcom and Falcom

9 6D

9 Gabriel

4 Punch

0 Mira

 

Status:

Spoiler

All: Burning(2),

 

Atton: 62/62,
-Half Track: 52/52,
Bridgett: 55/65(12/24), Hurstwic(1),
Lyra: 61/65,
Perlita: 47/47, +7 Syn(2),
6D: 74/74, Hurstwic(1), Defend, (Burning twice),
Gabriel: 66/75,  Hurstwic(1), (NOT Burning),
Punch: 43/55,
Iowa: 111/126, Bullmoose,
Mira: 14/69, +7 Str(1),
 
Falcom(older): 41/70
Falcom(younger): 33/65

 

 

CFW Brave: Wounded, Taunt(6D, x1), Sun Arcana(3),

 

Viral A2-i No. 150: 69, Sun Arcana(1),
Viral A2-i No. 151: 85, Exposed,


A2-i No. 152: 69,
A2-i No. 153: 69,

 

SDHC No. 218: Lightly Wounded, Viral!,
SDHC No. 219: Lightly Wounded,
SDHC No. 220: Badly Wounded, Viral!,
SDHC No. 221: Wounded,
SDHC No. 222: Healthy, Viral!,

SDHC No. 223: Wounded,
SDHC No. 224: Healthy, Viral!,
SDHC No. 225: Critical,

 

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Iowa blasts Brave with her 8 inch guns, dealing 4d4 x 5 damage and re-applying Concussion!  Iowa will have reloaded her main battery with AP in 1 round...  Iowa loses 2 initiative...  Iowa is feeling a bit out of sorts...

 

Loadout:

https://docs.google.com/document/d/1dyzBDTo5n3y4MdzfEDe8yK8zfUeNzXKhT1yfgbwem34/edit?usp=sharing

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Burning, all over. Couldn't let that stop her. Couldn't let that break her momentum. Two swings, hard as she could.

 

Lyra uses Fiasco to hit CFW Brave with Crush twice, dealing 4d4+8 damage twice and reducing Brave's damage output by 5 for 2 turns!

 

Adrenaline Dodging: Ready!

Blur: Ready!

Fiasco: Ready!

Concussion: Ready!

Taunt: Ready!

Swapper: 1/1 Charges left.

 

Spoiler

Level: 5

 

HP: 30+(5*7) = 61/65

Init: 10-0(For now) = 10

 

Stats: 10(Base)+20(4*Level 5)=30/30 Stat Caps: 5(Base)+7.5(1.5*Level 5)= 12

            Constitution: 7

            Dexterity: 8

            Intelligence: 7

            Strength: 8

            Synergy: 0

Perks: 2(Base)+1(Level 5)+1(Flaw) = 4/4

 

Adrenaline -

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

Note: The cooldown counter for this ability ticks at the end of the entire turn.

 

Blur -

After landing three attacks, Lyra can dodge one attack with a guaranteed chance of success. Note: Blur can recharge in the middle of a turn if Lyra performs an attack before an enemy attack hits her.

 

Fiasco -

Lyra can use the perk-backed action “Fiasco”, which hits multiple times.

 

Copycat -

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) Proud -

All forms of support (buffs, healing, status cures) Lyra received from others are halved. If the support cannot be halved (in the case of a debuff cure, for instance), the support has a 50% chance of failing and having no effect.

 

Actions: 18/18

Action Limit: 7/7 (Includes passive actions, but not perk-backed ones)

 

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.

 

Fiasco -

Active (Perk-Backed)

Lyra performs a melee attack twice. Three turn cooldown. If Fiasco reduces an enemy to 0 HP or less, the cooldown is two turns instead of three.

    Level 1 (Base) -

Lyra chooses a melee attack to hit her enemy with. This attack hits twice. Three turn cooldown.

Level 2 -

If Fiasco reduces an enemy to 0 HP or less, the cooldown is two turns instead of three.

 

Breathe

Active

Lyra heals herself for 1d6+INT damage.

    Level 1 (Base) -

    Lyra heals herself for 1d6+INT damage.

    Level 2 -

    Lyra now heals herself for 2d6+INT damage.

 

Rush

Active

Lyra performs two attacks with her wrench, each one dealing 1d8+DEX/2 damage. If Lyra attacks the same target twice and then attacks them the next turn with a move other than Rush, that move has 1 damage die added.

NOTE: Buffs only apply to Lyra’s first attack.

NOTE: Lyra can target a different foe with each attack.

    Level 1 (Base) -

    Lyra attacks twice, hitting enemies for 1d6+DEX/2 damage each time.

    Level 2 -

    If Lyra attacks the same target twice and then attacks them the next turn with a move other than Rush, that move has 1 damage die added.

    Level 3 -

    Rush now deals 1d8+DEX/2 damage per attack.

 

Concussion

Active

Lyra swings her wrench at an enemy’s head, stunning them for one turn and dealing 1d6 damage. One turn cooldown.

    Level 1 (Base) -

    Lyra stuns an enemy for one turn. One turn cooldown.

    Level 2 -

    Concussion now deals 1d6 damage.

 

Crush

Lyra swings her wrench at full force, reducing their damage output by LVL/2 points for two turns and dealing 4d4+STR damage. The damage debuff stacks with itself.

    Level 1 (Base) -

    Lyra reduces an enemy’s damage output by LVL/2 points for two turns and deals 1d4+STR damage.

    Level 2 -

    Crush now deals 2d4+STR damage.

    Level 3 -

    Crush now deals 3d4+STR damage.

    Level 4 -

    Crush now deals 4d4+STR damage.

 

Taunt

Lyra shouts at up to three enemies to make herself seem like a bigger threat, forcing them to attack her for three turns.

Note: The target enemies must target Lyra if they attack, and she must be the sole target of all AoE attacks. Three turn cooldown.

    Level 1 (Base) -

    Lyra taunts an enemy, forcing them to attack her for three turns. Five turn cooldown.

    Level 2 -

    Taunt now has a four turn cooldown.

    Level 3 -

    Taunt now has a three turn cooldown.

    Level 4 -

    Lyra can now taunt up to two enemies.

    Level 5 -

    Lyra can now taunt up to three enemies.

    Level 6 - 

    Taunt now counts as one attack for the purposes of Blur.

   

 

Gear: 2(Base)+5(Level 5)+1(Character Rework)= 6/8

 

Experimental Reactive Armor-

+4 DR against physical attacks. Weight of 7. After being attacked once, +2 DR for the rest of the turn.

    Level 1 (Base) -

    +2 DR. Weight of 6.

    Level 2 -

    After being attacked once, +2 DR for the rest of the turn. +3 weight (Now 9).

Level 3 -

Weight reduced by 2 (Now 7).

Level 4 -

Weight reduced by 2 (Now 5).

Level 5 -

Base DR increased by 1 (Now 3). Weight increased by 1 (Now 6).

Level 6 -

Base DR increased by 1 (Now 4). Weight increased by 1 (Now 7).

 

Swapper -

Once per battle, Lyra can either switch places with her target or prepare a Swapshot on her target. The latter will dodge the target’s attacks.

NOTE: This device works by destroying the user’s (and the target’s) body, and then recreating it in a different place.

    Level 1 (Base) -

    Once per battle, Lyra can use this device to switch places with her target. This causes all attacks that would hit her to hit her target, and vice versa. The target can still attack her even after switching places.

    Level 2 -

    Instead of immediately switching places with her target, Lyra can instead ready her Swapper for a Swapshot - when her enemy attacks, Lyra will then switch places with them immediately, dodging any attacks they launch. Attacks from other foes will not trigger Swapshot. Swapshot lasts for one turn, similar to Defend. If Lyra is not attacked by her target, the Swapper’s charge is not used.

 

Stash:

 

Lead Pipe -

Currently carrying 3.

Deals 1d4+STR damage to one target.

 

Handgun -

Currently carrying 4.

Deals 1d4+DEX damage to one target. 

 

Improvised Rifle -

This strange weapon fires a burst of rays that transform mid-flight into various improvised weapons.

Deals 3d6+INT damage to one target with a 5% chance to deal no damage and a 5% chance to deal triple damage(1 or 20 on a d20).

 

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Mira

 

Mira barely reacted to the heat of Brave's sword, her armor and Magra taking the brunt of the seemingly half-hearted attempt to keep her back. What she did react to was the bombing that occurred shortly afterward, violently erupting the ground beneath her very feat before she could avoid it.  Yet through the dust and smoke, Mira continued, wisps of Magra holding her armor together even as she brought Black Heart into Brave's armor, tearing off a multitude of plates to reveal the inner mechanisms of the being.

 

This was the only opening she needed.

 

Focusing entirely on the revealed circuitry, Mira took one step forward, her foot grounding itself deep into the ground as Magra began to erupt from her being, far more than what the warrior normally demonstrated. However, the newly generated Magra was swiftly pulled back towards Mira, traveling through her armor and into the palm of her free hand, taking the form of a small, condensed black orb. And with one word, Mira closed her fist around the orb, using her momentum to throw a punch into Brave's opening,

 

"DIE."

 

Mira uses Shattered Moon: Eclipse on Brave, dealing an undodgeable (4[6d8]+13)x1.1 damage to him in exchange for all her current Magra. Her Magra passives are now irrelevant, due to the fact that she cannot gain anymore.

 

 

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).

Greed: 2 charges

 

Black Heart bonus

(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. Currently at 2 charges.

 

Spoiler

HP: 90

Strength: 11

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: (7/7)

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.

- Level 3: Decreased to one Magra every two turns. This frequency cannot be increased further.

 

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 up to eight Magra to add 1d6 to the heal each, or cleanse a debuff.
- 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.

- Level 4: Instead of adding an extra 1d6 by spending extra Magra, she can instead cleanse a debuff on herself for every Magra spent.

 

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+3d6) 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.

- Level 3: Damage increased by 1d6.
- Level 4: This action now has priority, activating before other (non-priority) actions.

 

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 (2[Weapon Dice]+Syn)x1.1 damage to 4 targets, or (4[Weapon Dice]+Syn)x1.1 to a single target, and targets are unable to dodge. However, after it is used, Mira is unable to generate Magra for the remainder of the battle. 
- Requires 8 Magra

- Level 1: Mira deals 2[W]+Syn damage to up to 4 separate enemies, or 4[W]+Syn to a single target. 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 cannot be dodged.

-Level 3: Final damage increased by +10%.


(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.

 

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Perlita let out a sound that probably started as a muffled, suppressed curse but turned into a sound that was nothing but incomprehensible. Not only was she very much on fire, and even if she hadn't exactly been burned to a crisp yet, it still hurt like hell and she could feel it spreading, but the corrupted robot felon had done-- something-- to her, something which had an entirely separate burn to it, which she could feel was diminishing her. And that was a terrible thing for a Persona user to feel indeed, somebody who had taken power from exploring more and more of their soul and being. "Ghngnnh!" She wanted to try to remove it and the burning flames from herself, but through watering eyes she saw Mira near falling, her armor barely holding together, and sacrificing all defense for a reckless attack.

 

Of course. 

 

Taking another sound of pain and pushing it deep down within herself, Perlita turned towards Mira, choked out a "Crawford!" and yanked her hand violently through the air. Pink magic enveloped Mira like it had enveloped so many others, healing her wounds... even if at the cost of the person casting the spell beginning the process of being brought low herself.

 

Perlita uses Diarama on Mira, healing her for 6d4+SYN (12)+SYN (12) HP, and healing herself for SYN (12) as well (though she's probably fucked if she needs it).

Spoiler

Level: 5
HP: 70
Init: 1d20+9

Stats:
Constitution: 8
Dexterity: 9
Intelligence: 4
Strength: 2
Synergy: 12

 

Passive Flaw:

Flaw: Psi Weakness: Most every Persona has a weakness, and Crawford is no exception, being weak to attacks of the Psi element -- or attacks that are close enough, thanks to a crippling fear of judgement reflecting itself within her Persona. Perlita takes double damage from mental attacks.
 

Actions:
Diarama (Level 7): 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 7d4+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

Level 7: Upgraded from 6d4+SYN to 7d4+SYN

 

Media (Level 5): 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 1d4+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.

Level 4: Upgraded from SYN healing to 1d4+SYN healing.

Level 5: Upgraded from 1d4+SYN to 2d4+SYN healing.


Patra (Level 3): 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.

 

Hama (Level 2): Perlita summons Crawford and performs a more esoteric attack. She envelops the opponent in a glaring sphere of light containing words inscripted upon the inside, which remains for a couple of seconds, at which point the ability’s unreliable magic kicks in, either doing a great amount or not much at all. Does SYN light damage, but with a 30% *2 crit chance.
Level 3: Deals 1d4+SYN light damage, but with a 30% *2 crit chance.

 

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 of resistance 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.


Effort Choker: A little black and white choker which embodies focus and pushing oneself hard, letting an occasional spell be strengthened but taking some serious effort in the process. Once a plot, Perlita can add [SYN] to a single target heal or attack, but at the cost of adding 2 turns of cooldown to it.

 

Symbol of Lumabella: A holy item in the shape of a stylized bow in a beam of sunlight. While Perlita may be both Catholic and fairly religious, her background as a Persona-user means she isn't squeamish about other religion and mythology. Can be activated as a free action once per battle to cause the user's ally-targeting actions to remove a single debuff from allies for the round. If said action already removes debuffs, it will instead heal them by user SYN/2.

 

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First action: Interception Protocol on Mira.

 

Second action: Deflection Protocol.

 

Lightning Speed Count: 2

 

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.

 

Flaws:

 

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.

 

Voracious Greed: If there is an enemy at 50% or lower HP, any actions that 6D takes that do not involve dealing damage to that enemy inflicts\ [Level] damage on herself. If there are multiple enemies at 50% HP or lower, it only needs to hit one to qualify. 

 

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 targeting 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.

 

Automated Reboot (Trick): At the beginning of combat or when this action is equipped 6D chooses a threshold. When the total number of debuffs 6D is suffering from reaches this threshold this passive automatically purges all status buffs and debuffs and then stuns her. Two round cooldown

 

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.

 

Unequipped: 

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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"Perlita!"

Gabriel hissed as he saw Perlita being scorched by flames. She'd survive, true; the power of a Persona would ensure that.

 

But seeing her hurt brought something out of him that he was more than a little bit scared of. The normally calm boy clenched his teeth, commanding Oppenheimer to strike.

"Puta! Look over here! Pick on someone your own size!"

Gabriel casts Freila on Brave, inflicting Sun Arcana and activating Beat of My Blood.
Freila: 6d6+SYN(12) damage on a single target.
Sun Arcana: Deals SYN/2 (6) piercing damage to enemies struck by Gabriel's skills for three turns. Each subsequent nuclear or fire attack inflicted by Gabriel on these enemies inflicts another stack of Sun Arcana.
Beat of My Blood: Enemies inflicted with Burn, Shock or Freeze statuses (or equivalents) struck by Gabriel's Frei-line attacks take x1.3 damage from Gabriel. Sun Arcana's stacks activate 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.
Blue Jacket grants 20% resistance to radiation ailments and 40% against heat-based ailments.

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Bridgett moves up to Einherjar mode level two and use Valkyrie Break targeting Viral A2-i No. 150, Viral A2-i No. 151, SDHC No. 218, SDHC No. 222, and SDHC No. 224. using four cartridges to ignore charge. dealing 2.5[WD] (3d6)+3d12+ 50% to each of them

 

Valkyrie Breaker and Einherhar mode

Spoiler

Valkyrie Breaker: A wide area bombardment spell that deals 2.5[WD] damage to 4 targets. Requires 1 turn of charge before firing. Each turn passed adds 1d12 to the total roll. has a cooldown of 3 turns. Can use 4 cartridges to ignore the turn of charge.
-Level 1: deals 2[WD] damage to 4 targets. Requires 1 turn of charge before firing. Each turn passed adds 1d8 to the total roll. has a cooldown of 3 turns. Can use 4 cartridges to ignore the turn of charge.
-Level 2: dice from turns passed upgrade to d12's
-level 3: upgrade damage from 2[WD] to 2.5[WD]

 

Einherjar Mode: An 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. It 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 

Spoiler

Level: 5
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 Level 1: Set Damage die for actions that use them to 1d4
-Craft level 2: 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 3: increase the damage die by 1d4
-Craft level 4: Increase the damage die by 1d4
-Craft level 5:- Arcanadynamic Exchange: On the fourth round of combat Morning's Arrow increases its dice by one step until the end of the encounter, to a maximum of d12
 
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 Craft level 1: 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 2: Adds the following Free Action: "Heal the user for the HP of the pool, and reduce the pool's HP to 0."
-Craft Upgrade 3: 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 4: Increase pool to 24 HP (20 -> 24)

 

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  • 2 weeks later...

Sensing a lull of sorts in the fight despite the wave of life sapping crystals blasting in his direction, Atton shouted out yet another rallying cry at the party, hoping to inspire 6D and Mira to maintain a stiff upper lip through the fires and the flame.

 

That, is naught but a flesh wound on Mira and 6D, healing them for 1d4+Int (15) HP, and curing one ailment.

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Theme:

Spoiler

 

 

Iowa’s shots rattle over Brave’s shattered armor, dealing 44 damage.

Brave becomes Concussed.

 

Brave raises his sword in both hands, shaking.  He pauses, writhing his head back and forth in some great conflict before letting out a low roaring “ENOUGH!”.  He twists his left hand sharply, wrenching the sword out of the right and sending it falling towards the ground where it lands tip-first and quickly extinguishes.  He reaches up to his helmet with his left hand, swiping to try and grab at the tentacle growing from the large bullet hole over his right eye.
The flames flare up, but seem to do nothing.

Perlita’s healing spell restores 52 HP to Mira, and fails to have any meaningful effect on herself.

 

Chain lightning rocks across the battlefield again, hitting Gabriel, Perlita, and Wrench and Bridgett, Falcom(older), and Falcom(younger).
They deal 15, 17, [Blur Dodge] and 8, 13, 5 damage.

 

The two non-transformed A2-i slam into Atton, dealing 12 and 12 damage.

 

Atton tries to heal Mira and 6D, but only manages to mend a few scratches on Mira.

 

Bridgett creates and incinerating wall of magical energy that washes over several of the drones, leaving them as molten slag on the ground.
(All five targets destroyed)

She takes 16 damage in backlash.

 

Lyra wedges her wrench between some loose armor plates in Brave, dealing 13 and 15 damage.

 

Brave continues to struggle with the infection in his right half, eventually dropping to his knees and screaming as he finally grabs a hold of the tentacle and starts pulling on it.  His right arm takes several swift movements, striking his own chest and ribs several times.

“I will be used NO MORE.”

 

The SDHC bots prepare for another carpet bombing, hitting Mira(6D) and Gabriel for 25 damage each.

 

The older of the two girls strikes down the most wounded SDHC, while the younger pulls out a small glowing orb that expands up, sending down a healing rain on herself, the older girl, and Iowa.  It restores 16 HP each.

 

6D prepares to deflect incoming attacks.

 

Gabriel’s stream of nuclear fire strikes Brave for 29 damage.

Sun Arcana ticks.

 

Theme Override:

Spoiler

 

Mira’s attack causes stray energy to wash over Brave, shattering armor plates and mechanical servos to reveal even more corruption within. 

With another scream he manages to tear the tentacle protruding from his skull away, dropping it on the ground and watching it fester and boil away.  Cloud cover that moved in during the fight begins to darken as Brave wavers in the rubble on his knees.  He manages to finally pin down his right arm, only to watch several more tentacles like the one he’d torn from his skull pry out from between armor plates.  He takes what seem to be a few ragged breaths before looking up with the light in his one good eye flickering and fading.

“Do it, kill me, and make sure I never come back again.”

 

 

 

Status:

Spoiler

Atton: 38/62,

-Half Track: 52/52,

Bridgett: 45/65(4/24),

Lyra: 61/65,

Perlita: 30/47, +7 Syn(1),

6D: 49/74, (Burning twice), Deflection(x4),

Gabriel: 32/75, (NOT Burning),

Punch: 43/55,

Iowa: 126/126, Bullmoose,

Mira: 69/69,

 

Falcom(older): 44/70

Falcom(younger): 44/65

 

 

 

CFW Brave: Critical!

 

 

 

 

Viral A2-i No. 150: Dead,

 

Viral A2-i No. 151: Dead,

A2-i No. 152: Lightly Wounded,

A2-i No. 153: Lightly Wounded,

 

SDHC No. 218: Dead,

 

SDHC No. 219: Lightly Wounded,

SDHC No. 220: Badly Wounded, Viral!,

SDHC No. 221: Wounded,

SDHC No. 222: Dead,

SDHC No. 223: Wounded,

SDHC No. 224: Dead,

SDHC No. 225: Dead,

 

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Mira's second Theme Override

Spoiler

 

 

Though normally stoic and focused, Mira couldn’t help but be surprised at Brave’s reaction towards the fight. Tossing his sword away made Mira initially think that he would attempt to face her head on with his own, but instead he… Reached up and attempted to tear out the tentacles growing from within. He wasn’t just fighting them. He was fighting himself, or rather, the very thing that seemed to bring him life. It confused her, considering it didn’t seem like it brought any consequences. Why would he wish to rid himself of his newfound power in the middle of a fight against his enemies, especially when he had a chance to take them out here and...

 

“I will be used NO MORE!”

 

For the briefest moment, Mira hesitated, her attack seeming to linger in the air longer than it should have. But whatever caused her to hesitate, she quickly clamped down on it, pushing forward to send her punch straight through Brave’s torso, a wave of dark Magra flowing from behind her, kicking up dust that enveloped both warriors. 

 

However, despite having the clear opportunity to strike, Mira initially waited for the smoke to die down, still as a statue despite Brave actively struggling against his own corruption. The orb in her hand had yet to break, and she could shatter it with nothing more than a bit of pressure, but she remained silent. It was only when he stopped to give his final words that the Dark One reacted, two red orbs flickered to life from within Mira’s helmet, offering naught but a face for the resurrected warrior to look at, along with a barely noticeable tilt of her head.

A gesture of recognition, or at least the best she could give.

 

“Shattered Moon…”

 

Brave wished for a complete death, one that would ensure that he would never return. Though she had already planned on using it, Mira found it pleasing that she would be able to grant that one wish with her initial attack. It was exhausting, but… She needed a bit to stretch, for once.

 

ECLIPSE!

 

With that final word, Mira’s fist shattered the orb, a sound of breaking glass resonating throughout the ruined battlefield. Instantly, the air of the area changed, suddenly being pulled towards Brave and Mira. This change only occurred for a mere moment, before being violently blown back as an explosion of pure darkness erupted from within Brave, quickly enveloping Mira as well before expanding outwards. Aside from the few waves of Magra that burst from the explosion (serving only to continue pushing things away with their force), the only other noticeable thing about the explosion was its size, reaching to about 15 meters in size before suddenly dissipating into the air. The result of the explosion was rather obvious, leaving behind a blackened, smoldering crater; and Mira, still standing in the same position as she was when she had shattered the orb. At least, for a few moments, before she suddenly fell to her knees, barely managing to plant her sword into the ground and support herself on it, her other arm hanging limply to her side. That attack was still never easy to recover from, but she could at least use it without nearly passing out. She was still fully aware, enough to note that Brave was successfully disposed of, her Shattered Moon obliterating whatever remained of him.

 

She was also aware enough to recall those words of his. They were both tools of war, even if their purposes differed. Yet where she embraced her role, Brave had rebelled, choosing to fight by his own choices than by what commanded him to.

 

… Did he have a choice to become a weapon? Did she ever have a choice?

 

… She didn’t know, aside from that this was all she knew how to do.

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With Brave's total obliteration the drones surrounding the party shut down or collapsed into rubble, allowing everyone a sudden sigh of relief.


The only remaining trace of Brave, beyond the rampant destruction of the local area, was the sword that still rested where it had fallen.

Loot:

Spoiler

Sword of Bravery: A huge magical flaming sword, it has a red blade with white edge and winged crossguard and a yellow core.

Deals 3d12+[Str] damage to one target, weight of 24.

Smite the Wicked: Once per plot as a free action the user guarantees max damage rolls and cannot miss with their next attack with this weapon.

Level 5.

 

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Iowa staggers from the recoil of her guns, far more than should be expected.  A greenish-grey tinge slowly spreads across her face as she wavers on her feet.  "I... don't feel so good."

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Lyra stared at the crater where Mira was kneeling, Looked over at the results of Bridgett's own power, and looked at Iowa's... sickly coloration?

 

Shit. As if they didn't have enough to worry about already. Lyra rushed over to the ship-turned-human, calling out, "Perlita! Come over here! Iowa's not looking so good!" The contractor felt worse than she already did, having to rely on Perlita so much, but she couldn't think about that now. Right now, a member of the team was barely able to stand. Lyra got ready to catch Iowa in case she fell...

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  • 3 weeks later...

Perlita sighed and allowed herself to crouch down a little in the time that Mira’s dispatching of Brave took — it was only a precious few seconds, of course, but she needed absolutely any time she could manage to snatch to decompress. She knew that sue was going to have to tend to some people after the battle, of course... but it was just exhausting to sling so much healing magic with so little break. There was a bone-deep weariness that using one’s Persona for too much magic always imparted, and Perlita in particular almost always found herself in that state sooner or later. At home it had been at the end of runs through alien facilities, having kept Malachi and Gabriel and Diane and all the others topped up through the dungeon, and now it was... well, now it was after every single one of these awful, grueling, life or death battles that everyone kept going through. It was hard, especially when dealing with whatever that robot man thing had done to her, but... well, it was extremely apparent that they needed her.

 

And then she heard herself being called over by Lyra and she sighed, popping back to full height. ”Who needs help?” Now, she scanned over everyone real fast... Atton was a little banged up but fine, just like her (actually... she could tell she would really be hurting later, thanks to both the lightning and... crystal energy thing), 6D was on fire still oh no, and Iowa was fainting for some reason, looking... green. Triaging the two... well, 6D WAS ON FIRE. ”H—hold on for just a moment, Iowa!” Perlita dashed towards 6D, wincing at the running with her exhaustion, and then channeled a Patra spell into her, stopping the fires cold. Then she ran over to Iowa, nearly stumbled and fell herself, balanced herself on Lyra, then let out a frustrated huff. ”Here, just hang on, let me...” Perlita used another Patra, wincing hard now as she felt the exhaustion tangibly sink in further, but at least Iowa was looking better, though Perlita had no idea what the problem had been.

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Perlita's spell helps... somewhat, in that it gets Iowa to a healthier color, but she's still having trouble keeping her balance, both hands clamped over her stomach as her rigging vanishes, "I... don't think that got everything.  I feel... seasick?  On dry land?  That doesn't... seem right."

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Lyra'd treated her own wounds - and even the wounds of others - more than a few times, but this was outside her area of experience.. Despite that, after what Iowa said, she had an idea as to what might be the cause...

 

"Iowa... maybe something similar is happening to you? Maybe this is happening because you're on the land when you'd previously spent your whole life at sea..."

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Mira

 

Finally catching her breath, Mira pushed herself onto her feet, keeping a hand resting on her sword's pommel as she stared into the sky. As much as she hated to admit it, Brave's last words struck her in a way that she couldn't describe. She was smart enough to note the similarities between the two, weapons of war designed to follow orders and destroy. Yet Brave, a machine with no humanity to speak of, developed enough sense to fight back and act on their own. Despite living to the role of a cold, emotionless, weapon, Mira couldn't help but keep going over his words, raging through her mind and making her begin question herself.

 

... Not as a person, however, but rather as a weapon. Though she had won, she was letting herself be vulnerable enough to let a machine plant seeds of doubt in a mind that had long sense become used to her role. She was still lacking in her goal, which merely meant that she'd have to keep working on stamping out her pesky emotions for good. Yes, that's the lesson she had to take from Brave's death.

 

Giving herself a short nod, Mira tore Black Heart from the ground, clipping it to her waist as she made sure to grab Brave's fallen weapon, dragging it behind her as she slowly walked over the edge of the crater. At the top, her helmet's dark void hid her eyes as she took in what had happened while she was in there, namely Iowa's apparent lack of health, "... And what's up with her?" Mira asked, the modified deep and masculine voice now gone, mostly since the Dark One couldn't be bothered to keep it up for now. She had little Magra left as it was.

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"That would make... a lot of sense," Iowa reasons, "Ships aren't supposed to fight on land.  I can clearly do it if I have to, but...  not for long I guess.  Oh, the horizon's not supposed to be moving."  She sits down heavily on the ground.  "That's a bit better."

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The two red headed girls each take out large potion bottles after the fight and patch up with other smaller healing items.  Eventually they make their way to the main group of people and the older one asks.
"Hey so do any of you know what was going on with that guy?  We've fought him before but not like that."
The younger one furrows her brow at the older's question and taps her on the arm.
"Wait you're saying you don't know what's going on here?  Shouldn't you?"
The older shrugs, not really phased by the question.
"Nope, as new to me as it is to you."
The younger one looks like she's about to have an aneurysm.

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Lyra waved at the two redheads for them to come over. "Hey, do either of you know where the nearest beach or docks or something is? Iowa here isn't doing so well, and I think if we bring her to a body of water she'll recover!"

 

This was a bit of a long shot - the contractor hoped to hell she wasn't wrong about her theory. "Iowa, just... just stay calm, okay? We're gonna get you some help. Bring you to the ocean, maybe. See if that helps things. Stay calm, all right?" Those words would probably have been more convincing if Lyra sounded like she knew what she was doing.

 

She didn't because she really, really didn't. Lyra looked over to Perlita, hoping maybe she could say something more reassuring...

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Perlita paused for a long moment, crouched down near Iowa. "So, um... there's not really much I can do about whatever the, like... the core thing is that is causing this to happen. And I'm... not really sure if there's an ocean nearby. But, ummmm..." Perlita paused for a moment, trying to figure something out. "Well, I guess I don't... really know how it works, but sometimes people just... leave? I don't really know quite how it works." Of course, back in that one war world with the castles and, uh, history people and all (Servants?), some of those people had showed up in some weird poker room, but that might have just been some sort of illusion and she doubted that everyone went there even if it wasn't. "I think that maybe if you're not able to fight anymore for some reason, the same thing that brought you here might take you back? I'm honestly not quite sure, but I think that that's something that might help if you need it."

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