Noir Posted February 9, 2019 Share Posted February 9, 2019 Kino and Enma Look familiar, sister? Enma asked as she scanned the simian-esque creatures that swarmed before the group, and the music made them out as if they were a marching band of the animal kingdom; the very thought amused her. I think not, she answered telepathically. She had yet to see any beasts in her lifetime like that of which had now gathered before them, but that did not mean she would let her guard down. Nonetheless, perhaps you would enjoy yourself for this instance. You bet! And the two sisters prepared themselves for a battle amidst the familiar land. Kino (71/95) Enma (65/65) Kino unleashes the Debarred Eulogy, splitting Enma from her in a ghostly apparition to fight by her side, costing 1/4th of Kino's maximum health. Enma attacks the Yellow Imp, dealing 1d6 + INT(9) damage to it, and marking it with Entente of Malice, which will empower Kino's next attack dealt to it. Stats: Strength: 0Dexterity: 0Intelligence: 9Constitution: 12Synergy: 9Cooldown/Ability usage:Relevant combat perks: Remnant: Kills on an enemy by any source, one per turn, restore Kino and Enma's health by SYN (9) and reduce Kino's cooldowns by one. Shepherdess: Kino gains bonus damage per summon active with Enma providing a larger bonus. (Current bonus: 2) Unholy Covenant: Healing dealt to Kino and her summons by foreign sources only have 20% of their original value. Vial of Holy Water: Kino and Enma gain a permanent health bonus per the number of times Remnant was triggered in an encounter. (Current bonus: 5) Link to comment Share on other sites More sharing options...
Chevaleresse Posted February 9, 2019 Share Posted February 9, 2019 "I recall someone mocking the 'petty theatrics' of the darkness that came upon uttering the name of a dark god, yet cautioning me to take care with the mechanics of an unfamiliar world." Mitsurugi took a look around, assessing their foes. Lesser demons, not much to be afraid of, though it seemed that the gashudakuro they were seeking may have found them instead. Troubling, but not unexpected. Perhaps Lexiel's oafishness was playing to their advantage in this case. The goddess took one calm step forward, then suddenly leapt through the air, darting forth at the yellow beast and striking it in succession with both blades. Mitsurugi attacks with her daisho, dealing 5d6+DEX (14)+SYN (14), 20% more damage to spirits. 15% ailment resistance chance. Level: 5 (7 effective) HP: 65Init: 14 Stats: 7/30+7 Constitution: 5 Dexterity: 14 Intelligence: 2 Strength: 2 Synergy: 14 Perks: Memories of Power: Mitsurugi's form and spirit remember being much more powerful than she is currently. Her effective level is 1.3x her actual level (rounded up.) Lightning Speed: Mitsurugi has lived a long life of fighting duels with both danmaku and blades; she's gotten pretty quick over it. Grants +1 DEX per level. Building Calamity: Mitsurugi adds 30% of the damage she dealt last round to each attack this round. Damage is only considered for a maximum of two targets (damaging more will not build up additional damage.) Earth and Fire Sign "Eruption": Blasts danmaku at a target in a manner reminiscent of a volcanic eruption, dealing an attack with the equipped weapon that bypasses damage resistance. 2 turn cooldown. Storm Sign "Furious Tempest": A spell card that emulates a hurricane with thrown ofuda and blindingly quick slashes at every foe in the area. Deals DEX+1d4 damage to all enemies within 5 initiative of a chosen target, 2 turn cooldown. -Level 1: DEX to all enemies, 2 turn cooldown. -Level 2: Adds 1d4 to damage, but increases cooldown by 1. -Level 3: Decreases cooldown by 1. Magic Blade (Passive): An attack by a god make in seriousness operates on both the physical and spiritual levels. When Mitsurugi makes an attack using an equipped weapon, she inflicts her synergy in damage to the primary target (does not apply to SYN weapons.) -Level 1: Adds 1/4 SYN damage to attacks. -Level 2: Increases damage bonus by 1/4 SYN. -Level 3: Increases damage bonus by a further 1/4 SYN. -Level 4: Increases damage by 1/4 SYN. This action can no longer recieve levels that increase damage based on SYN. Shukuchi: A rapid dashing strike that moves quickly enough that the user fades from sight. The user attacks with their equipped weapon twice, on a 2 turn cooldown. -Level 1: User attacks twice, 5 turn cooldown. -Level 2: 4 turn cooldown. -Level 3: 3 turn cooldown. -Level 4: 2 turn cooldown. A Sword from a Dead World: An excellently-made but fairly simple katana. It has a few enchantments placed on it, and to those perceptive magically, it feels simultaneously alive and not. -Base: Deals 1d4+DEX damage. -Level 2: Increases damage to 2d4. -Level 3: Increases damage to 3d4. -Level 4: Increases damage to 4d4. -Level 5: Daisho: Can be used as a sidearm to a complimentary weapon, increasing that weapon's damage by two dice, no larger than d8s. Robes of the Disaster God: A colorful set of robes that represent Mitsurugi's position as a god of natural disasters. They seem normal enough, but have an odd resistance to them when felt. -Base: Grants a 5% chance to resist ailments applied to the holder. -Level 2: 10% chance. -Level 3: 15% chance. Blade of the Phantom Moon: An exquisite katana made of silvery-grey metal that appears almost translucent in the right light, the very edge glows shifting from pale yellow/white to a soft teal. Deals 3d6+[Dex] Light damage to one target, Weight of 4. Level 2 - Cursed!: This weapon allows the user to interact with ghosts or spirits as if they were corporeal even if they couldn't normally, this effect works both ways. They also take/deal 20% more damage from/to ghosts and spirits. Level 3 - Phase: Once per combat the user may choose to make an attack with this weapon deal Pure damage. Level 4 - Force of Nature: Attacks made directly with this weapon are not subject to miss or failure chance, proxy actions do not benefit from this effect. Link to comment Share on other sites More sharing options...
Irbsandcheese Posted February 12, 2019 Share Posted February 12, 2019 "Well, I'll be damned. It's a bunch of monkey's uncles! Though I reckon they ain't exactly the sociable types." Sorina reaches a hand back and grabs the butt of a large gun. Sorina hold a long barrel of fleshy blue steel that ends in a maw of teeth. The head of a shark seamlessly blends with the barrel of a minigun whose sole purpose in this moment is to spray a ray of death towards one of the green imps. A quick expression of disgust flashes across her face as she pulls out a golf ball sized, only slightly rotted toenail. After a brief deliberation with herself, she re-pockets it. Maybe whatever these creatures are happen to be particularly proficient at dying. Sorina pulls out the MiniShark, preloaded with Silver Bullets and deals 5d4+[Str]12+[Int/2]6+10% gun damage increase towards a Green Imp. Spoiler Stats: Strength: 12 Dexterity: 0 Intelligence: 12 Constitution: 6 Synergy: 0 Relevant Abilities: Jill of All Trades: Allies deal an additional 10% damage with guns. Frost Relic: If an enemy died this round, when the user is hit by an enemy, that enemy takes [Str] damage. This effect can only activate 2 times per round. Timekeeper’s Secret: When the user is reduced to below 25% HP they gain an extra action with first strike at the start of the next round, usable once per encounter. If the user is brought to 0 HP from above 25% HP while Timekeeper’s Secret has yet to activate they retain 1 HP. Tough Times: Reduce incoming physical damage by 18% Link to comment Share on other sites More sharing options...
Yours Truly Posted February 12, 2019 Share Posted February 12, 2019 Relevant Stats and Perks Level: 5 HP: 85 Init: +21 Stats: Strength: 12 Constitution: 11 Dexterity: 7+5 Intelligence: 0 Synergy: 0 Perks The Duelist: Any time Michael deals single target damage to a target he may choose to taunt them, forcing them to include him as at least one of the targets of their next action. Satisfaction, Demanded: Grants Michael access to the action "Showdown at High Noon" Quick Draw: +1 Dex per level Edge of Death: Every time Michael makes a weapon attack he gains one stack of "Patience". For every stack of Patience Michael has he deals 5% more damage.(caps at 100%) (Flaw) Likely cause of death: Michael loses every fifth round as he has to manually brake his motorcycle to prevent it from just ramming into a nearby wall Loadout (Perk Backed Level 1) Showdown at High Noon: Michael challenges a single enemy to an old fashioned style duel by stepping off his motorcycle for once, and staring them dead in whatever passes for an eye these days, or by firing a single warning shot if that doesn't work. For Three rounds if the target doesn't target Michael with an offensive action, or is helped by an outside force by healing or buffing, Michael gains a free action that can only be used to make a Weapon attack next round. Michael can end the effects of the duel early as a free action. This action has a six round cooldown TL;DR Marks a target and then grants weapon attacks against them if they do anything that isn’t attacking Mot. Level 2: Increase duration by one. (Level 1) Stunted Strike: Michael strikes an enemy with his weapon of choice before using his bike's superior speed to get the hell away from the combat zone. Mot deals Weapon damage to a single target and activates his Defend action. Three round cooldown. Level 2: The cooldown is now two rounds. Level 3: The cooldown is now one round. Level 4: The cooldown has been removed entirely. (Level 1) Confidence Booster: Michael does a comparatively easy stunt like doing a wheelie or popping an endo before shooting a nearby enemy. Deal Weapon damage and restore [Damage dealt]/4 HP. Level 2: Now [Damage dealt]/3. Level 3: Now [Damage dealt]/2. (Level 1) Mortality: Sometimes when Michael is in danger, time just seems to slow down, which allows him to pump the baddies full of lead. Michael can choose a single ally to protect with this action, when that ally is attacked with a melee attack, Michael deals Weapon Attack damage to their attacker. This effect has no duration or cooldown, but it disappears after being triggered, and only one can be active at the same time. Level 2: Now triggers twice before disappearing. (Level 1) Ten Men Dead Before I could blink: Michael quickly takes out his massive weapon of choice and discharges it on an opponent almost in the blink of an eye. Deal Weapon damage+Init difference to a single target. Two round cooldown. Level 2: Now has a one round cooldown. Level 3: Now has no cooldown. "Compassion": A parkerized Mateba Autorevolver Model 6 Uniqa Hunter that chambers some oddly high powered round that is a frankly unsafe combination of a .44 Magnum round with an excessively dense tip, and a rocket. The weapon has enough recoil to shatter the wrists of most mortal men. Total 5d10+Dex damage to one target, not subject to miss chance. Level 1 - Deals 4d6+Dex damage to one target, reduces the user’s Init by 12-[Str]. Level 2 - Inevitable: As long as Michael has this weapon equipped, he can pull of some rather ridiculously accurate shots. Attacks made with this weapon can no longer miss. Level 3 - Mortal Bane: Deals +1d damage. Level 4 - Precision: Now uses d8s. Level 5 - Impact: Now uses d10s. Biker's Outfit: Nothing but a Black leather jacket that stops just before the waist, a black motorcycle helmet that he wears when riding his bike for obvious reasons, and a tough looking pair of black pants. He just likes the color, well...almost as much as he loves the music of a certain man in black.... +12% Physical(non-magic/energy) damage resistance, reduce Init by 8-[Str](minimum 0). Pale Horse: A seemingly sentient motorcycle that he can never seem to shake off, it has currently decided that it wants to be a bone white Kawasaki Ninja, a series of stripes that form a rainbow can be seen on both sides of it. The motorcycle does it's best to follow Michael everywhere he goes, and it resists all methods of tampering with it. No matter what happens, the motorcycle will be there, watching. +9 Init, user gains a 50%-([Dex]*5) miss chance while equipped. Mot swiftly jumped on the saddle of his trusty steed the moment he saw a monkey spin out of the ground, and he pulled out his gun and casually put a bullet between the yellow monkey's eyes he opined, "Awfully nice of them to telegraph their attack so far in advance, 'course that's probably how they got the big feller to follow them here,".Mot uses Ten Men Dead Before I could Blink on the Yellow Imp, dealing 5d10+12+21 damage that can't miss, gaining a stack of Patience from his Edge of Death Perk, and taunting them with his The Duelist Perk. Link to comment Share on other sites More sharing options...
GodofGamingRWBY Posted February 12, 2019 Author Share Posted February 12, 2019 Battle Theme Spoiler Mot jumps on his “horse”, then shoots the Yellow Imp in the face for a hefty 70 damage. It’s not dead, but it’s certainly wounded. And a bit angry at him as well. And then, before the Yellow Imp managed to take a step towards the gunslinger, the Goddess of Calamity herself had launched herself at it, her slash managing to split the creature in half for a second before the two parts put themselves back together, taking 54 damage from her attack. It was still alive, but now it seemed close to death. Meanwhile, Spicy HG charges the Red Imp closest to her, being the one coming from the path, causing the Imp to raise its guitar as a shield as she went to town on it, slashing at it 11 times, shattering the shield into pieces with the first six hits, before carving into the poor Imp with the other six, dealing 25 damage. The Imp is wounded, but it’s clearly still willing to go. The Green Imps charge forth, two of them gunning for the Goddess Mitsu, while the other two went for Sorina and Mot respectively. The first two slash at Mitsu, dealing 7 and 10 damage respectively (17), while the others deal 10 damage to both Sorina and Mot. Sorina pulls out her Minishark, then blasts the Green Imp in front of her, a respectful explosion dealing 23 damage to the poor demon. The two Red Imps begin their own advances, the one stabbed by Spicy clawing at the Goddess, dealing 12 damage to her, while the other goes for Lexiel, pulling the guitar off its back as it jumped in the air, slamming it down upon her when it came back down, dealing 17 damage. With a screech, the Yellow Imp grabs the drum off its back, slamming it onto the ground in front of it… Before simply jumping on top as it spun around, digging itself back into the ground. Lexiel summons her first minion, the Soul Warden, healing everyone in the encounter for 5 HP! Kino summons her dead sister (which let's Lexiel heal everyone for another 5 HP), who then attempts to strike at the Yellow Imp. Problem was, it was underground, and moving rather quickly for something that was digging via drum. At that point, another large, skeletal hand rose from the cliffside, grasping at the ground, quickly finding a foothold that allowed the two hands to pull the rest of the body up. As expected, a large humanoid skeleton was what rose over the cliff side, but with burning red eyes, and a flaming core, two large swords stuck in its ribcage. Then, with what appeared like a silent roar, the demon lifted both of its arms, then drew both of the swords. Shortly after, two new demons flew up behind the Gashadokuro… Appearing as human sized Koi, wearing a robe and geta, and having two large fins acting like wings. Ako For the most part, Ako didn’t require much for her travels. Just her collection of prayer slips (blank or not), a small amount of Yen so she could buy things in emergencies, her ink pots, and then her brush. It wasn’t much, but it was all she personally needed. So, with her things in order, Ako headed out, offering one small prayer to Amaterasu before she opened the door of the Shrine- And saw demons, including a Gashadokuro, right on what was practically her front lawn. “... Huh” was all Ako could really say to the sight, before she drew three prayer slips, each between her fingers, and ran out to assist. Ako and the Gashadokuro have joined the fight. With Ako joining, Lexiel heals the party for another 5 HP! Turn Order Spoiler Michael Mot: 21 Mitsurugi: 14 Spicy HG: 11 Green Imps: 10 Ako: 7 Sorina: 6 Red Imps: 6 Dead Fish: 4 Yellow Imp: 2 Lexiel: 1 Kino: 0 Gashadokuro: 0 Status Spoiler Party Lexiel: 88/90 Wounded Soul Warden: 12/12 Spicy HG: 70/70 Healthy Michael Mot: 85/85 Healthy, 1 Patience Mitsurugi: 63/65 Wounded, Divine Sorina: 72/72 Healthy Kino: 74/90 Missing a portion of themself, spooky Enma: 60/60 Healthy, even spookier Ako: 80/80 Healthy, 5 Ink Pots Demons Gashadokuro: Healthy Green Imp 1: Healthy Green Imp 2: Healthy Green Imp 3: Wounded Green Imp 4: Healthy Dead Fish 1: Healthy Dead Fish 2: Healthy Red Imp 1: Healthy, guitar intact Red Imp 2: Wounded, guitar broken Yellow Imp: Heavily wounded, burrowed, taunted towards Mot. Link to comment Share on other sites More sharing options...
StormLord Posted February 16, 2019 Share Posted February 16, 2019 "Well that can't be good. Mitsurugi, come'on." Spicy HG turned to face the new arrival before flying into another burst of speed and death. Spicy HG uses Coupling Attack with Mitsurugi on the Gashadokuro, they each get to use a weapon or action attack with no cooldown on it. They also both deal an extra 2d4 damage with the first hit of their attack. Spicy HG's attack is Rush Technique dealing 5 damage 4d4+4 times and an extra 2d4 damage with the first hit. Spoiler Effects: .EXE Gauge: 11/32(1/4 levels) 15% Physical damage resistance. Fire damage immunity. 100% Cold damage weakness. Stats: Constitution: 8 Dexterity: 0 Intelligence: 0 Strength: 10 Synergy: 12 Equipment/Tricks: Vorpal Glaive: An incredibly sharp blade of polished steel, engraved with the Jabberwocky poem, and mounted on a haft nearly six feet in length and made of Ash, sanded and stained. Deals 2d10+[Str] damage, reduce user’s Init by 8-[Str]. Level 2 - Vorpal: Defensive effects cannot reduce damage dealt below 25%. Trapezohedron: A shiny black bangle made of polygons and math. +12% Physical(non-magic/energy) damage resistance, reduce Init by 8-[Str](minimum 0). Level 2 - Fundamental Origins: +3%. Level 3 - Move Memory: Increase user’s Init by 3. Level 4 - Action Memory: Further increases user’s Init by 3.(15% DR, +6 Init) Actions: Defend: "Guard" use your weapon and movement skills to avoid 50% damage. Rush Technique: Ravage your enemy with a flurry of blows. Total: 4d4+4 attacks for [LVL] damage each, each attack ignores the first 3 points of damage reduction. Level 1: Attack 1d4 times for [LVL] damage each. Level 2: +1d4 attacks. Level 3: Each attack now ignores 3 points of damage reduction. Level 4: +1d4 attacks. Level 5: +1 attack for each die rolled. Level 6: +1d4 attacks. Sealing Slash: Cloak your weapon in binding energy and attack an enemy. Make a weapon attack against one enemy at 75% damage that disables all of their non-item actions for 2 turns, cooldown=2. Coupling Attack(perk)(1lvl): Choose one ally, 50% chance to gain a lily rank with that ally(no more than one rank per ally per combat), then you both make a weapon or zero cooldown attacks against the same enemy and each add 1d4 damage to your attack for each lily rank you share, takes an extra turn to use, doesn't require a slot, cooldown=3. Level 2: Removes charge turn. .EX Megadaptor(2lvls): “I’ll make that brain of yours a little smarter, and that body a little stronger.” Increase [Stat of choice] of one target by your [Syn] for 3 turns, boosting the same stat multiple times doesn’t stack, cooldown=2. Level 2: -1 Cooldown. CPU Form: Now also causes the target to gain half as much flat DR. .EXE Flame Bind(-1lvl): Cloak your weapon in captive flame boosting its effectiveness. Add [Syn] fire damage to the next attack of four targets, yourself or allies, choosing the same target multiple times stacks this effect, cooldown=2. CPU Form: Attacks buffed in this fashion cannot miss or be dodged, buff must be applied after transformation. .EXE Conflagration(-2lvls): Raw power and fury flow through your veins boiling your blood and turning almost everything around you(even dust in the air) into a possible incendiary. Inflicts all enemies with a burn effect that deals 3d6+[Syn] damage each round for three rounds. CPU Form: Damage becomes Holy/Fire and when enemies die they transfer their remaining DoT to another random enemy. Transform!(-2lvls): After generating enough energy to kickstart a short cutscene her divine form Spicy HG transforms into the CPU Blood Heart, gaining all the benefits there in, this action doesn’t require a slot. Link to comment Share on other sites More sharing options...
Chevaleresse Posted February 16, 2019 Share Posted February 16, 2019 And that would be their gashadokuro friend, as she had suspected. Convenient, if worrying that it was willing to approach this shrine. One would think the presence of the local shrine maiden would have discouraged the thing's presence; these were times where "extermination" didn't imply tea and cookies. She nodded at Spicy's words, putting the burrowing imp to the side for a moment mentally - it would be making an issue of itself shortly, but one needed priorities. She darted towards the beast, a faint telltale shimmer of divine power surrounding her larger blade as she slashed upward at the thing in tandem with Spicy. She made her own followup strike, a rising slash that left her hanging in the air above the thing to survey the damage she had dealt, before she made another attack in rapid succession, returning to ground quickly enough to nearly defy sight and pausing briefly at her landing. Her blade rang with the repeated impacts upon the thing's twisted bones as she turned to face it once more. Mitsurugi uses her free attack to strike with her Blade of the Phantom Moon, and then uses Shukuchi to strike two more times, dealing a total of 3 attacks at [5d6+14 (DEX)+14 (SYN)+16 (from perk)] = 5d6 + 44 damage, all targeted at the Gashadokuro. (total damage is 15d6+132) Level: 5 (7 effective)HP: 65Init: 14 Stats: 7/30+7 Constitution: 5 Dexterity: 14 Intelligence: 2 Strength: 2 Synergy: 14 Perks:Memories of Power: Mitsurugi's form and spirit remember being much more powerful than she is currently. Her effective level is 1.3x her actual level (rounded up.)Lightning Speed: Mitsurugi has lived a long life of fighting duels with both danmaku and blades; she's gotten pretty quick over it. Grants +1 DEX per level. Building Calamity: Mitsurugi adds 30% of the damage she dealt last round to each attack this round. Damage is only considered for a maximum of two targets (damaging more will not build up additional damage.) Earth and Fire Sign "Eruption": Blasts danmaku at a target in a manner reminiscent of a volcanic eruption, dealing an attack with the equipped weapon that bypasses damage resistance. 2 turn cooldown. Storm Sign "Furious Tempest": A spell card that emulates a hurricane with thrown ofuda and blindingly quick slashes at every foe in the area. Deals DEX+1d4 damage to all enemies within 5 initiative of a chosen target, 2 turn cooldown. -Level 1: DEX to all enemies, 2 turn cooldown. -Level 2: Adds 1d4 to damage, but increases cooldown by 1. -Level 3: Decreases cooldown by 1. Magic Blade (Passive): An attack by a god make in seriousness operates on both the physical and spiritual levels. When Mitsurugi makes an attack using an equipped weapon, she inflicts her synergy in damage to the primary target (does not apply to SYN weapons.) -Level 1: Adds 1/4 SYN damage to attacks. -Level 2: Increases damage bonus by 1/4 SYN. -Level 3: Increases damage bonus by a further 1/4 SYN. -Level 4: Increases damage by 1/4 SYN. This action can no longer recieve levels that increase damage based on SYN. Shukuchi: A rapid dashing strike that moves quickly enough that the user fades from sight. The user attacks with their equipped weapon twice, on a 2 turn cooldown. -Level 1: User attacks twice, 5 turn cooldown. -Level 2: 4 turn cooldown. -Level 3: 3 turn cooldown. -Level 4: 2 turn cooldown. A Sword from a Dead World: An excellently-made but fairly simple katana. It has a few enchantments placed on it, and to those perceptive magically, it feels simultaneously alive and not. -Base: Deals 1d4+DEX damage. -Level 2: Increases damage to 2d4. -Level 3: Increases damage to 3d4. -Level 4: Increases damage to 4d4. -Level 5: Daisho: Can be used as a sidearm to a complimentary weapon, increasing that weapon's damage by two dice, no larger than d8s. Robes of the Disaster God: A colorful set of robes that represent Mitsurugi's position as a god of natural disasters. They seem normal enough, but have an odd resistance to them when felt. -Base: Grants a 5% chance to resist ailments applied to the holder. -Level 2: 10% chance. -Level 3: 15% chance. Blade of the Phantom Moon: An exquisite katana made of silvery-grey metal that appears almost translucent in the right light, the very edge glows shifting from pale yellow/white to a soft teal. Deals 3d6+[Dex] Light damage to one target, Weight of 4. Level 2 - Cursed!: This weapon allows the user to interact with ghosts or spirits as if they were corporeal even if they couldn't normally, this effect works both ways. They also take/deal 20% more damage from/to ghosts and spirits. Level 3 - Phase: Once per combat the user may choose to make an attack with this weapon deal Pure damage. Level 4 - Force of Nature: Attacks made directly with this weapon are not subject to miss or failure chance, proxy actions do not benefit from this effect. Link to comment Share on other sites More sharing options...
Yours Truly Posted February 17, 2019 Share Posted February 17, 2019 Mot let out a slight sigh as he rode off with his motorcycle and drove off towards the Dead Fish at break neck speeds, before he stood up and fired his six shooter at the closest one, causing a loud explosion to be heard just before the man quickly popped a wheelie and turned his entire rig around. Mot uses Ten Men Dead Before I could Blink on Dead Fish 1, dealing a modest (5d10+12+21)+5% damage and gaining another patience stack. Link to comment Share on other sites More sharing options...
DragonRage Posted February 17, 2019 Share Posted February 17, 2019 Lexiel casts Lightning Helix, dealing 1d4 + 6 damage to the Yellow Imp, and healing Mitsu 1d4 + 6 HP. Soul Warden: 12/12 HP, deals 5 damage when attacking by whacking the enemy with its staff. Body-blocks attacks made on whoever it is blocking for, and counters all attacks that damage it with its own attack, even if the damage kills it, even if it isn't currently blocking. When the Soul Warden or another ally, foe, or summon enters the encounter, heal Lexiel, her allies, and her summons 5 HP apiece. CURRENTLY BLOCKING FOR LEXIEL. Spoiler Lexiel's Perks: Spoiler Power of the Land: Whenever Lexiel begins a round, she gains a mana bond, even if she is prevented from acting. Lexiel’s actions all have a mana cost, and cannot be used unless she has at least that many mana bonds. However, the more mana required to use them, the stronger they are, and some have effects that scale with the number of bonds she has. Mana bonds are not retained between encounters. Adept Summoner: Lexiel can summon creatures using raw aether and stored patterns. These creatures will have a basic attack, and the ability to body-block actions for allies. When they are summoned, Lexiel orders them to attack target enemy or block for target ally, and they will do so until she changes her orders using the perk-backed action ‘master warcraft’ or they die. Some creatures have extra abilities, which can be used without altering their orders. Lexiel’s creatures can block for her. Blocking creatures counterattack with their basic attack while taking damage. Summons’ action effects are determined by Lexiel’s stats and mana bonds. Lexiel’s summons can’t attack on the turn they are summoned; if given an attack order, they start attacking on her next turn. Creature summons are spells. Lexiel’s summons share her initiative. Strike Captain: Some of Lexiel’s summons are more than just aether and imagination. They are unique. They are heroes. They are legends. Legendary creatures are not easy to summon. Each one has a Champion cost, which is the number of lesser creatures that must be sacrificed to call them. And each one can only be summoned once per encounter. However, legendary creatures have good stats, powerful abilities, and autonomy. They can act as they choose or by Lexiel’s orders without relying on ‘master warcraft’. Legendary creatures can have special ‘ultimate’ abilities, which can only be used if Lexiel sacrifices mana bonds to fuel them. Once per plot, Lexiel can create a contract with a willing NPC to produce a legendary summon action without spending AP. Contracting a legendary summon in this way requires a crafting token. Spell Library: Lexiel can keep any number of actions memorized at a time, irrespective of her action slots. However, all her actions can only be levelled up through crafting tokens (3 per upgrade), and they all have cooldowns equal to their mana cost or champion cost, whichever they have (though spells with champion costs can only be cast once per encounter anyway). Equipment is exempt from this perk’s effects and doesn’t need a mana cost; however, Lexiel only gets three action slots to put them in. Unstable Balance (Flaw): Lexiel’s nature is a delicate balance between darkness and light, order and chaos, past and future. She’s also recovering from a long-term infection/infestation by Phyrexian oil, Reaper nanites, and an acute case of PTSD. Corruptive attacks deal 50% more damage to her compromised defenses, and any status they inflict lasts 50% longer than usual. Lexiel's Actions: Spoiler The Doomfist (Equipment): The legendary left-handed gauntlet of the mighty Doomfist, said to be able to level skyscrapers with a single punch. -Level 1: A mighty punch to the face deals 1d6 + strength damage and banishes the target for 1 round. Banished targets can neither affect nor be affected by anything but themselves. 4 round cooldown. -Level 2 (AP): The damage is increased to 2d6 + strength. Overwatch-Issue Body Armor: This tough, sky blue armor is light and bullet resistant. -Level 1: As long as Lexiel has more HP left than half her MHP, reduce damage received by 5%. -Level 2: The damage reduction while over the HP threshold is increased to 10%. Recall Nobunaga (Champion 3, red, white, and blue): Lexiel calls in an old friend from her adventures with the Trespassers squad, former Archer-class servant Oda Nobunaga, to annihilate supernatural threats with her potent attacks. Contracted during the Fate plot. Recall Feather (Champion 6, red and white): Lexiel calls in her old friend and mentor, former Boros guildmistress Piera’kor vas Vinrenn D’rav, to show the enemy why they should have respected the law. Decree of Justice (4 mana, white): Lexiel summons a small army of barely-autonomous units inspired by Overwatch operators or Boros angels to the battlefield. Summons X Soldier Tokens, or X/3 Angel Tokens. X is the number of mana bonds Lexiel has. Furyborn Zealot (3 mana, red): Lexiel summons an incoherently furious Protoss zealot to assault her enemies. -Level 2: Increases Zealot damage die size to d6s. Soul Warden (1 mana, white): Lexiel summons a Boros cleric to help heal her allies. Wall of Denial (3 mana, blue and white): Lexiel creates a tough, warded wall to protect her allies. Chronostutter (6 mana, blue): Lexiel disrupts the flow of time around target enemy, afflicting them with the status condition Time Warp. Time Warp lasts until cleansed, or the encounter ends, and it must be cleansed twice before it is removed. The actions of Time Warped characters have a 1 round travel time between when they are used and when they take effect. Render Silent (3 mana, blue and white): Lexiel chooses target enemy. Should that enemy use a magical action before her next turn, that action is countered and negated. Then, that enemy is rendered unable to use magic until the end of their next turn. This spell does not go on cooldown unless it counters an action. Dragonshift (3 mana, blue and red): Lexiel polymorphs target non-dragon ally or summon into a dragon for 1 round. Dragons can fly, have MHP equal to Lexiel’s MHP, and get +Lexiel’s synergy to their damage dealt. The dragon’s full MHP replaces the beneficiary’s current and maximum HP while this effect is active, but when it ends the beneficiary is returned to their former state. Dragons retain access to all their non-gear actions, but cannot use gear while a dragon. Lexiel can cast this spell for 7 mana to have it hit each eligible target. This spell cannot self-target. Affected allies look like they would if they had been born a dragon rather than whatever they currently are. -Level 2: The duration is increased to 2 rounds. Lightning Helix (2 mana, red and white): Lexiel fires a bizarre lightning bolt that deals [synergy] damage to target enemy and heals target ally for [synergy] HP. -Level 2: The damage and healing are increased to 1d4 + synergy. Mana Potion: This single use consumable will boost Lexiel's mana bond supply for 1 encounter. Lexiel's Summons: Spoiler Oda Nobunaga, Champion of Progress Legendary Creature – Human Avatar MHP = Lexiel’s MHP Basic Attack with saber and guns deals [level/2]d4 + intelligence damage. Tenka Fubu – Innovation: Nobunaga deals 3d4 bonus damage to enemies who can cast at least 3 spells, and 3d4 bonus damage to enemies with divine powers or heritage. These bonuses can stack with each other. Magic Resistance B: Hostile supernatural actions used on Nobunaga get +1 rounds of casting time. Three Thousand Worlds: Nobunaga fires a volley of bullets that deal [intelligence] damage to a number of different enemy targets less than or equal to Lexiel’s [level/2]. The damage dealt after Tenka Fubu applies is doubled against enemies using a mount or vehicle. Tenka Fubu applies separately to each enemy hit. 4 round cooldown. Economic Incentives: If Nobunaga was healed or buffed by somebody last round, she can use use Economic Incentives on one of her benefactors as a free action. The target gets +intelligence to their damage and healing caused this round. Demon King of the Sixth Heaven (Ultimate): “Return to ash, relics of stagnation! It cannot be helped!” Nobunaga deploys her Reality Marble and bathes the battlefield in the purifying flames that purged Japan’s stagnant, superstitious past. At the end of each of Nobunaga’s turns, she deals 1d4 + synergy damage to each enemy. Tenka Fubu applies separately to each enemy hit. This action costs 1 mana bond for each round it has been active, paid at the start of each of Lexiel’s turns. It can only be used once per encounter. Feather, Gateless Archangel Legendary Creature – Angel Soldier MHP = Lexiel’s MHP Basic Attack with flaming mace deals [level/3]d6 + synergy damage. Double Strike: Feather can choose to take two actions in a turn, but one of them can only be a basic attack. Haste: Feather can attack during the turn she was summoned. Search Warrant: Feather reveals the names of all actions, perks, and gear possessed by target enemy. Then, for each name revealed target ally is healed HP equal to Lexiel’s level. The healing can self-target. Restore the Peace: Everyone, ally or enemy, who dealt damage this round is banished for 1 round. Banished beings are cleansed of all temporary effects, and immune to anything that would affect things other than themselves and whatever they are carrying. Cannot be cast during consecutive rounds. Banished summons are instantly killed, as their existence is a temporary effect. Right to Remain Silent: Target enemy cannot use actions this round. This does not prevent the use of gear. Inspiring Glory: All allies gain a +[level/3]d6 bonus to damage dealt for 1 round. 4 round cooldown. Arrest (Ultimate): “Come with me to the station. We’ve got some questions for you.” Feather detains target enemy, banishing them and herself for up to 3 rounds (unlike Lexiel’s other banish effects, this does not kill summons instantly). This effect pauses all durations and cooldowns on the affected beings. She can choose to end the banishment sooner if she wants to. Upon returning, Feather reveals all possible details about the targeted enemy’s capabilities, current HP, resource meter values, buffs, status conditions, and debuffs. Then, the targeted enemy is stunned for 1 round. This ultimate costs 5 mana bonds to use. Soldier Token: Soldier tokens have 1 HP, and a basic attack that deals 1d6 + level damage. Angel Token: Angel tokens HP equal to 2x Lexiel’s constitution, and a basic attack that deals [level/3]d8 + synergy damage. Their light armor reduces all damage received by 10%. Protoss Zealot: The zealot has HP equal to Lexiel’s constitution, and a basic attack that deals [mana bonds]d6 + synergy damage. He is so angry that he is incapable of blocking, and if his current victim dies will assault the enemy closest to Lexiel in the initiative order on his next turn. Soul Warden: The soul warden has HP equal to Lexiel’s constitution and a basic attack that does damage equal to her level. Whenever someone enters the encounter (a summon, reinforcements for either side, etc), the soul warden heals all allies and allied summons HP equal to Lexiel’s level. Wall of Denial: The wall has HP equal to ½ Lexiel’s MHP, and cannot attack. It is completely impervious to damage and status, except from weapon-based attacks. Natural weapons count as weapons. It is made of pure magic, and thus cannot bleed or be poisoned. Link to comment Share on other sites More sharing options...
Noir Posted February 19, 2019 Share Posted February 19, 2019 Kino (81/95) Enma (60/60) Wraith Howler (9/9) Wraith Howler (9/9) Kino casts Voices of Resentment, dealing 5 health to herself as she summons two Wraith Howlers to fight for her. Enma attacks the Green Imp 4 dealing 1d6 + INT(9) damage to it, and marking it with Entente of Malice, which will empower Kino's next attack dealt to it. The two Wraith Howlers follow suit, dealing 1d6 damage each to the same Green Imp 4. Stats: Strength: 0Dexterity: 0Intelligence: 9Constitution: 12Synergy: 9Cooldown/Ability usage:Relevant combat perks: Remnant: Kills on an enemy by any source, one per turn, restore Kino and Enma's health by SYN (9) and reduce Kino's cooldowns by one. Shepherdess: Kino gains bonus damage per summon active with Enma providing a larger bonus. (Current bonus: 4) Unholy Covenant: Healing dealt to Kino and her summons by foreign sources only have 20% of their original value. Vial of Holy Water: Kino and Enma gain a permanent health bonus per the number of times Remnant was triggered in an encounter. (Current bonus: 5) Link to comment Share on other sites More sharing options...
GodofGamingRWBY Posted February 23, 2019 Author Share Posted February 23, 2019 Battle Theme Spoiler With new, dead fish flying in the air, Mot fires at one of them with his gun, dealing a heavy 63 damage. And, not only did he put a new hole in the creature, specifically through the eye, he also managed to put a hole in one of its wings, sending it crashing into the ground. Mitsurugi and Spicy, on the other hand, began slashing at the towering skeleton, which seemed to let out a silent groan as it began turning to the two. However, before it could do anything, Mitsurugi rapidly struck at its ribcage, the cursed bones groaning at the impacts as she dealt 231 damage in total. And, during Mitsu’s assault, Spicy unleashed another flurry of blows, hitting the Gashadokuro’s torso 12 times to deal 65 damage. The two Green Imps that attacked Mitsu seemed pretty proud of themselves to striking a Goddess… Only to watch as she practically ignored them, running the Gashadokuro. For a split second, they gave each other a confused look, mostly accomplished by the tilt of their heads, before splitting up, one chasing after Mitsu, while the other went for Spicy. The others focus on Mot and the new ghost, Enma. Shortly after they went for their targets, each began slashing at them, dealing 10, 11, 9, and 10 damage to Mitsu, Spicy, Mot, and Enma respectively. Ako pulls out two new slips, then throws them at both Mitsurugi and Mot. The prayer slips stop in midair, just before hitting the two, and begin floating around them as a nearly invisible shield begins to develop around them. Mot and Mitsu both gain 1+15% damage reduction for two rounds. The Red Imp that struck at Lexiel seems startled at the appearance of Soul Warden, hastily pulling back its guitar… Before lifting it above its shoulder, and bashing the summon, dealing 11 damage, though getting hit back for 5 damage. The other, ignores the fact that Spicy ran right past it… Instead choosing to get the fuck outta there. The still flying Dead Fish reaches behind itself, grabbing its fin-wings before throwing them like boomerangs, both slashing at Ako to deal 13 damage, before grabbing both when they flew back, placing the two back on its back as if nothing had happened. The other, however, quickly gets up from the ground and, sensing the most noticeable presence around it, scrambled over to Mitsurugi, jumping into the air and latching onto the goddess as soon as she hit the ground. The ground rumbles again, an otherworldly drum banging itself as the Yellow Imp burrowed back to the surface… Behind Mot, following the latter’s motorcycle movements. As soon as its feet touched the ground, the Imp grabbed its drum, holding it on its shoulder as the front portion opened up. Then, it fired like a cannon, blasting Mot for 42 damage. Thankfully, the slip Ako set up managed to hold itself against most of the blast, but a simple slip of divine paper could only do so much. Lexiel zaps the newly emerged Yellow Imp for 10 damage, healing Mitsu at the same time for 8 HP. Kino starts talking about resentment, summoning two Wraith Howlers (and healing everyone for 10 HP thanks to Lexiel’s Soul Warden). Said Howlers, along with Enma, charge the poor Green Imp 4, hitting it multiple times to deal 18 damage in total, and marking it with MALICE. The Gashadokuro lets out another silent roar, before pulling back one of its arms. Then, it lets out a gigantic slash across the entire battlefield, completely demolishing the bell in front of the shrine and dealing 42 damage to everyone (Mot takes 35 damage, and Mitsurugi takes 43 damage). The Soul Warden blocks as much damage as it can, but ultimately it broken by the Gahsadokuro’s slash, though it manages to throw its weapon at the Gashadokuro, the weapon bouncing off its head for 5 damage. Turn Order Spoiler Michael Mot: 21 Mitsurugi: 14 Spicy HG: 11 Green Imps: 10 Ako: 7 Sorina: 6 Red Imps: 6 Dead Fish: 4 Yellow Imp: 2 Lexiel: 1 Kino: 0 Gashadokuro: 0 Status Spoiler Lexiel: 48/90 Wounded Spicy HG: 27/70 Wounded Michael Mot: 2/85 Wounded, 1+15% DR (1) Mitsurugi: 22/65 Wounded, Divine, 1+15% DR (1), grabbed. Sorina: 30/72 Wounded Kino: 39/90 Missing a portion of themself, spooky Enma: 10/60 Almost dead again Ako: 35/80 Wounded, 5 Ink Pots Green Imp 1: Healthy Green Imp 2: Healthy Green Imp 3: Wounded Green Imp 4: Wounded, Entente of Malice Dead Fish 1: Grounded, grabbing Mitsu. Dead Fish 2: Healthy Red Imp 1: Healthy, guitar intact Red Imp 2: Ran like a little bitch. Yellow Imp: Heavily wounded, burrowed. Gashadokuro: Rib Cage: Several ribs broken Core: Intact Swords: Intact Link to comment Share on other sites More sharing options...
Irbsandcheese Posted February 26, 2019 Share Posted February 26, 2019 Sorina accidentally zones out for a round, astounded by the extreme impact and power of those who she has found company with. And also the immense power of the giant skeletal creature knocking the entire battlefield down a peg. Coming back to her senses, she adjusts the aim of the MiniShark at the Gashadokuro's center. After letting loose a flurry of bullets, she wordlessly and reluctantly realizes that this is a fight that will not end quickly. The toenail reemerges from her pocket and with one last regretful look at it, she takes a large bite out of the rotting and molding toenail from who-knows-where. A shiver runs down her spine as a large disembodied foot stomps down from the sky to hammer the imp closest to her with fungus-infested toes. Sorina re-aims the MiniShark at the Gashadokuro dealing 5d4+[Str]12+[Int/2] 6 +20% damage when using firearms Mom's Toenail deals 1d4 +[Str] 12 to the closest Imp (Cooldown 2) Spoiler Stats: Strength: 12 Dexterity: 0 Intelligence: 12 Constitution: 6 Synergy: 0 Jill of All Trades: Allies deal an additional 10% damage with guns. Frost Relic: If an enemy died this round, when the user is hit by an enemy, that enemy takes [Str] damage. This effect can only activate 2 times per round. Timekeeper’s Secret: When the user is reduced to below 25% HP they gain an extra action with first strike at the start of the next round, usable once per encounter. If the user is brought to 0 HP from above 25% HP while Timekeeper’s Secret has yet to activate they retain 1 HP. Tough Times: Reduce incoming physical damage by 18%, Increases Init by 6 Link to comment Share on other sites More sharing options...
StormLord Posted February 28, 2019 Share Posted February 28, 2019 "Oh shit, geeze, ouch, that guy hurts a lot" Spicy HG takes the Defend action, reducing incoming damage by 50%. Spoiler Effects: .EXE Gauge: 23/32(2/4 levels) 15% Physical damage resistance. Fire damage immunity. 100% Cold damage weakness. Stats: Constitution: 8 Dexterity: 0 Intelligence: 0 Strength: 10 Synergy: 12 Equipment/Tricks: Vorpal Glaive: An incredibly sharp blade of polished steel, engraved with the Jabberwocky poem, and mounted on a haft nearly six feet in length and made of Ash, sanded and stained. Deals 2d10+[Str] damage, reduce user’s Init by 8-[Str]. Level 2 - Vorpal: Defensive effects cannot reduce damage dealt below 25%. Trapezohedron: A shiny black bangle made of polygons and math. +12% Physical(non-magic/energy) damage resistance, reduce Init by 8-[Str](minimum 0). Level 2 - Fundamental Origins: +3%. Level 3 - Move Memory: Increase user’s Init by 3. Level 4 - Action Memory: Further increases user’s Init by 3.(15% DR, +6 Init) Actions: Defend: "Guard" use your weapon and movement skills to avoid 50% damage. Rush Technique: Ravage your enemy with a flurry of blows. Total: 4d4+4 attacks for [LVL] damage each, each attack ignores the first 3 points of damage reduction. Level 1: Attack 1d4 times for [LVL] damage each. Level 2: +1d4 attacks. Level 3: Each attack now ignores 3 points of damage reduction. Level 4: +1d4 attacks. Level 5: +1 attack for each die rolled. Level 6: +1d4 attacks. Sealing Slash: Cloak your weapon in binding energy and attack an enemy. Make a weapon attack against one enemy at 75% damage that disables all of their non-item actions for 2 turns, cooldown=2. Coupling Attack(perk)(1lvl): Choose one ally, 50% chance to gain a lily rank with that ally(no more than one rank per ally per combat), then you both make a weapon or zero cooldown attacks against the same enemy and each add 1d4 damage to your attack for each lily rank you share, takes an extra turn to use, doesn't require a slot, cooldown=3. Level 2: Removes charge turn. .EX Megadaptor(2lvls): “I’ll make that brain of yours a little smarter, and that body a little stronger.” Increase [Stat of choice] of one target by your [Syn] for 3 turns, boosting the same stat multiple times doesn’t stack, cooldown=2. Level 2: -1 Cooldown. CPU Form: Now also causes the target to gain half as much flat DR. .EXE Flame Bind(-1lvl): Cloak your weapon in captive flame boosting its effectiveness. Add [Syn] fire damage to the next attack of four targets, yourself or allies, choosing the same target multiple times stacks this effect, cooldown=2. CPU Form: Attacks buffed in this fashion cannot miss or be dodged, buff must be applied after transformation. .EXE Conflagration(-2lvls): Raw power and fury flow through your veins boiling your blood and turning almost everything around you(even dust in the air) into a possible incendiary. Inflicts all enemies with a burn effect that deals 3d6+[Syn] damage each round for three rounds. CPU Form: Damage becomes Holy/Fire and when enemies die they transfer their remaining DoT to another random enemy. Transform!(-2lvls): After generating enough energy to kickstart a short cutscene her divine form Spicy HG transforms into the CPU Blood Heart, gaining all the benefits there in, this action doesn’t require a slot. Link to comment Share on other sites More sharing options...
Chevaleresse Posted February 28, 2019 Share Posted February 28, 2019 Mitsurugi landed smoothly after being sent flying by the monster's blow, betraying little hint that she felt it. It was tough, perhaps tougher than she was expecting - or she was simply still weak from starvation. Regardless, she still had work to do. Thunder cracked overhead, and water swept up around Mitsurugi. Arcs of lightning swept down from the heavens, swirled around the goddess, then leapt back outward, carrying the tidal surge with them as they crashed into her foes. The smells of rain and ozone filled the air as Mitsurugi demonstrated her true nature, smashing the area around her with the force of nature. Storm Sign "Furious Tempest," centered on the Dead Fish, striking every enemy except for the Green Imps for 1d4+DEX (12)+35 = 1d4+47 damage. Level: 5 (7 effective)HP: 65Init: 14Stats: 7/30+7 Constitution: 5 Dexterity: 14 Intelligence: 2 Strength: 2 Synergy: 14 Perks:Memories of Power: Mitsurugi's form and spirit remember being much more powerful than she is currently. Her effective level is 1.3x her actual level (rounded up.)Lightning Speed: Mitsurugi has lived a long life of fighting duels with both danmaku and blades; she's gotten pretty quick over it. Grants +1 DEX per level. Building Calamity: Mitsurugi adds 30% of the damage she dealt last round to each attack this round. Damage is only considered for a maximum of two targets (damaging more will not build up additional damage.) ActionsEarth and Fire Sign "Eruption": Blasts danmaku at a target in a manner reminiscent of a volcanic eruption, dealing an attack with the equipped weapon that bypasses damage resistance. 2 turn cooldown.Storm Sign "Furious Tempest": A spell card that emulates a hurricane with thrown ofuda and blindingly quick slashes at every foe in the area. Deals DEX+1d4 damage to all enemies within 5 initiative of a chosen target, 2 turn cooldown. -Level 1: DEX to all enemies, 2 turn cooldown. -Level 2: Adds 1d4 to damage, but increases cooldown by 1. -Level 3: Decreases cooldown by 1. Magic Blade (Passive): An attack by a god make in seriousness operates on both the physical and spiritual levels. When Mitsurugi makes an attack using an equipped weapon, she inflicts her synergy in damage to the primary target (does not apply to SYN weapons.) -Level 1: Adds 1/4 SYN damage to attacks. -Level 2: Increases damage bonus by 1/4 SYN. -Level 3: Increases damage bonus by a further 1/4 SYN. -Level 4: Increases damage by 1/4 SYN. This action can no longer recieve levels that increase damage based on SYN.Shukuchi: A rapid dashing strike that moves quickly enough that the user fades from sight. The user attacks with their equipped weapon twice, on a 2 turn cooldown. -Level 1: User attacks twice, 5 turn cooldown. -Level 2: 4 turn cooldown. -Level 3: 3 turn cooldown. -Level 4: 2 turn cooldown. A Sword from a Dead World: An excellently-made but fairly simple katana. It has a few enchantments placed on it, and to those perceptive magically, it feels simultaneously alive and not. -Base: Deals 1d4+DEX damage. -Level 2: Increases damage to 2d4. -Level 3: Increases damage to 3d4. -Level 4: Increases damage to 4d4. -Level 5: Daisho: Can be used as a sidearm to a complimentary weapon, increasing that weapon's damage by two dice, no larger than d8s.Robes of the Disaster God: A colorful set of robes that represent Mitsurugi's position as a god of natural disasters. They seem normal enough, but have an odd resistance to them when felt. -Base: Grants a 5% chance to resist ailments applied to the holder. -Level 2: 10% chance. -Level 3: 15% chance. Blade of the Phantom Moon: An exquisite katana made of silvery-grey metal that appears almost translucent in the right light, the very edge glows shifting from pale yellow/white to a soft teal. Deals 3d6+[Dex] Light damage to one target, Weight of 4. Level 2 - Cursed!: This weapon allows the user to interact with ghosts or spirits as if they were corporeal even if they couldn't normally, this effect works both ways. They also take/deal 20% more damage from/to ghosts and spirits. Level 3 - Phase: Once per combat the user may choose to make an attack with this weapon deal Pure damage. Level 4 - Force of Nature: Attacks made directly with this weapon are not subject to miss or failure chance, proxy actions do not benefit from this effect. Link to comment Share on other sites More sharing options...
Noir Posted March 1, 2019 Share Posted March 1, 2019 Kino (39/95) Enma (10/65) The excitement in Enma that came from the familiar land and the battle immediately vanished following the Gashadokuro's overwhelming attack; though the two felt little pain from the impact, they knew that the attack would take a terrible toll on their strength. Immediately after being summoned, the two smaller remnants of her kin immediately returned to her, restoring Enma's strength as their final service before amalgamating with Enma once more. They could only hope they could hold out as the others did not appear to be faring as well as they were, for once their lack of sense being a luxury over a curse. Enma attacks the Green Imp 4 dealing 1d6 + INT(9) damage to it, and marking it with Entente of Malice, which will empower Kino's next attack dealt to it. Kino attacks the same Green Imp 4 with Burial Rites, dealing 2d6 + INT (9) + INT/2 (4) +2 damage to it, and restoring Kino and Enma's health by SYN/2, respectively, triggering Entente of Malice. If Kino's target dies during the turn after being damaged by this ability, Kino restores health equal to the damage this attack dealt to them. Stats: Strength: 0Dexterity: 0Intelligence: 9Constitution: 12Synergy: 9Cooldown/Ability usage:Relevant combat perks: Remnant: Kills on an enemy by any source, one per turn, restore Kino and Enma's health by SYN (9) and reduce Kino's cooldowns by one. Shepherdess: Kino gains bonus damage per summon active with Enma providing a larger bonus. (Current bonus: 2) Unholy Covenant: Healing dealt to Kino and her summons by foreign sources only have 20% of their original value. Vial of Holy Water: Kino and Enma gain a permanent health bonus per the number of times Remnant was triggered in an encounter. (Current bonus: 5) Cycle of Rebirth and Death: Deaths of allied summons restore Kino's health by SYN/2. Link to comment Share on other sites More sharing options...
Yours Truly Posted March 10, 2019 Share Posted March 10, 2019 Mot did what any man would do after receiving two withering blows while travelling at high speeds on a motorcycle, and that is to thank the fact that the Giant skeleton had hit him just a little bit too softly as he and his trusty steed rebounded off of the ground a couple of times in painful, painful ways, before the man suddenly got back on his motorcycle again and attempted to try and lead the yellow imp on before jumping off his steed, and attempting to do an aerial roll before just shooting the fucker while it tries to aim and rebounding him back on his motorcycle again. Mot uses Confidence Booster on Yellow Imp, dealing a modest (5d10+12)+10% damage and healing himself by half of the damage he deals, and also taunting them in case they survive that because honestly, no one else can take that I think. Link to comment Share on other sites More sharing options...
DragonRage Posted March 12, 2019 Share Posted March 12, 2019 Lexiel summons a Wall of Denial to block for Michael Mot. The wall has 45/45 HP, and can only take damage from weapon attacks (natural weapons count). It's also immune to poison and bleeding. The wall doesn't counterattack, because it's a wall. Spoiler Lexiel's Perks: Spoiler Power of the Land: Whenever Lexiel begins a round, she gains a mana bond, even if she is prevented from acting. Lexiel’s actions all have a mana cost, and cannot be used unless she has at least that many mana bonds. However, the more mana required to use them, the stronger they are, and some have effects that scale with the number of bonds she has. Mana bonds are not retained between encounters. Adept Summoner: Lexiel can summon creatures using raw aether and stored patterns. These creatures will have a basic attack, and the ability to body-block actions for allies. When they are summoned, Lexiel orders them to attack target enemy or block for target ally, and they will do so until she changes her orders using the perk-backed action ‘master warcraft’ or they die. Some creatures have extra abilities, which can be used without altering their orders. Lexiel’s creatures can block for her. Blocking creatures counterattack with their basic attack while taking damage. Summons’ action effects are determined by Lexiel’s stats and mana bonds. Lexiel’s summons can’t attack on the turn they are summoned; if given an attack order, they start attacking on her next turn. Creature summons are spells. Lexiel’s summons share her initiative. Strike Captain: Some of Lexiel’s summons are more than just aether and imagination. They are unique. They are heroes. They are legends. Legendary creatures are not easy to summon. Each one has a Champion cost, which is the number of lesser creatures that must be sacrificed to call them. And each one can only be summoned once per encounter. However, legendary creatures have good stats, powerful abilities, and autonomy. They can act as they choose or by Lexiel’s orders without relying on ‘master warcraft’. Legendary creatures can have special ‘ultimate’ abilities, which can only be used if Lexiel sacrifices mana bonds to fuel them. Once per plot, Lexiel can create a contract with a willing NPC to produce a legendary summon action without spending AP. Contracting a legendary summon in this way requires a crafting token. Spell Library: Lexiel can keep any number of actions memorized at a time, irrespective of her action slots. However, all her actions can only be levelled up through crafting tokens (3 per upgrade), and they all have cooldowns equal to their mana cost or champion cost, whichever they have (though spells with champion costs can only be cast once per encounter anyway). Equipment is exempt from this perk’s effects and doesn’t need a mana cost; however, Lexiel only gets three action slots to put them in. Unstable Balance (Flaw): Lexiel’s nature is a delicate balance between darkness and light, order and chaos, past and future. She’s also recovering from a long-term infection/infestation by Phyrexian oil, Reaper nanites, and an acute case of PTSD. Corruptive attacks deal 50% more damage to her compromised defenses, and any status they inflict lasts 50% longer than usual. Lexiel's Actions: Spoiler The Doomfist (Equipment): The legendary left-handed gauntlet of the mighty Doomfist, said to be able to level skyscrapers with a single punch. -Level 1: A mighty punch to the face deals 1d6 + strength damage and banishes the target for 1 round. Banished targets can neither affect nor be affected by anything but themselves. 4 round cooldown. -Level 2 (AP): The damage is increased to 2d6 + strength. Overwatch-Issue Body Armor: This tough, sky blue armor is light and bullet resistant. -Level 1: As long as Lexiel has more HP left than half her MHP, reduce damage received by 5%. -Level 2: The damage reduction while over the HP threshold is increased to 10%. Recall Nobunaga (Champion 3, red, white, and blue): Lexiel calls in an old friend from her adventures with the Trespassers squad, former Archer-class servant Oda Nobunaga, to annihilate supernatural threats with her potent attacks. Contracted during the Fate plot. Recall Feather (Champion 6, red and white): Lexiel calls in her old friend and mentor, former Boros guildmistress Piera’kor vas Vinrenn D’rav, to show the enemy why they should have respected the law. Decree of Justice (4 mana, white): Lexiel summons a small army of barely-autonomous units inspired by Overwatch operators or Boros angels to the battlefield. Summons X Soldier Tokens, or X/3 Angel Tokens. X is the number of mana bonds Lexiel has. Furyborn Zealot (3 mana, red): Lexiel summons an incoherently furious Protoss zealot to assault her enemies. -Level 2: Increases Zealot damage die size to d6s. Soul Warden (1 mana, white): Lexiel summons a Boros cleric to help heal her allies. Wall of Denial (3 mana, blue and white): Lexiel creates a tough, warded wall to protect her allies. Chronostutter (6 mana, blue): Lexiel disrupts the flow of time around target enemy, afflicting them with the status condition Time Warp. Time Warp lasts until cleansed, or the encounter ends, and it must be cleansed twice before it is removed. The actions of Time Warped characters have a 1 round travel time between when they are used and when they take effect. Render Silent (3 mana, blue and white): Lexiel chooses target enemy. Should that enemy use a magical action before her next turn, that action is countered and negated. Then, that enemy is rendered unable to use magic until the end of their next turn. This spell does not go on cooldown unless it counters an action. Dragonshift (3 mana, blue and red): Lexiel polymorphs target non-dragon ally or summon into a dragon for 1 round. Dragons can fly, have MHP equal to Lexiel’s MHP, and get +Lexiel’s synergy to their damage dealt. The dragon’s full MHP replaces the beneficiary’s current and maximum HP while this effect is active, but when it ends the beneficiary is returned to their former state. Dragons retain access to all their non-gear actions, but cannot use gear while a dragon. Lexiel can cast this spell for 7 mana to have it hit each eligible target. This spell cannot self-target. Affected allies look like they would if they had been born a dragon rather than whatever they currently are. -Level 2: The duration is increased to 2 rounds. Lightning Helix (2 mana, red and white): Lexiel fires a bizarre lightning bolt that deals [synergy] damage to target enemy and heals target ally for [synergy] HP. -Level 2: The damage and healing are increased to 1d4 + synergy. Mana Potion: This single use consumable will boost Lexiel's mana bond supply for 1 encounter. Lexiel's Summons: Spoiler Oda Nobunaga, Champion of Progress Legendary Creature – Human Avatar MHP = Lexiel’s MHP Basic Attack with saber and guns deals [level/2]d4 + intelligence damage. Tenka Fubu – Innovation: Nobunaga deals 3d4 bonus damage to enemies who can cast at least 3 spells, and 3d4 bonus damage to enemies with divine powers or heritage. These bonuses can stack with each other. Magic Resistance B: Hostile supernatural actions used on Nobunaga get +1 rounds of casting time. Three Thousand Worlds: Nobunaga fires a volley of bullets that deal [intelligence] damage to a number of different enemy targets less than or equal to Lexiel’s [level/2]. The damage dealt after Tenka Fubu applies is doubled against enemies using a mount or vehicle. Tenka Fubu applies separately to each enemy hit. 4 round cooldown. Economic Incentives: If Nobunaga was healed or buffed by somebody last round, she can use use Economic Incentives on one of her benefactors as a free action. The target gets +intelligence to their damage and healing caused this round. Demon King of the Sixth Heaven (Ultimate): “Return to ash, relics of stagnation! It cannot be helped!” Nobunaga deploys her Reality Marble and bathes the battlefield in the purifying flames that purged Japan’s stagnant, superstitious past. At the end of each of Nobunaga’s turns, she deals 1d4 + synergy damage to each enemy. Tenka Fubu applies separately to each enemy hit. This action costs 1 mana bond for each round it has been active, paid at the start of each of Lexiel’s turns. It can only be used once per encounter. Feather, Gateless Archangel Legendary Creature – Angel Soldier MHP = Lexiel’s MHP Basic Attack with flaming mace deals [level/3]d6 + synergy damage. Double Strike: Feather can choose to take two actions in a turn, but one of them can only be a basic attack. Haste: Feather can attack during the turn she was summoned. Search Warrant: Feather reveals the names of all actions, perks, and gear possessed by target enemy. Then, for each name revealed target ally is healed HP equal to Lexiel’s level. The healing can self-target. Restore the Peace: Everyone, ally or enemy, who dealt damage this round is banished for 1 round. Banished beings are cleansed of all temporary effects, and immune to anything that would affect things other than themselves and whatever they are carrying. Cannot be cast during consecutive rounds. Banished summons are instantly killed, as their existence is a temporary effect. Right to Remain Silent: Target enemy cannot use actions this round. This does not prevent the use of gear. Inspiring Glory: All allies gain a +[level/3]d6 bonus to damage dealt for 1 round. 4 round cooldown. Arrest (Ultimate): “Come with me to the station. We’ve got some questions for you.” Feather detains target enemy, banishing them and herself for up to 3 rounds (unlike Lexiel’s other banish effects, this does not kill summons instantly). This effect pauses all durations and cooldowns on the affected beings. She can choose to end the banishment sooner if she wants to. Upon returning, Feather reveals all possible details about the targeted enemy’s capabilities, current HP, resource meter values, buffs, status conditions, and debuffs. Then, the targeted enemy is stunned for 1 round. This ultimate costs 5 mana bonds to use. Soldier Token: Soldier tokens have 1 HP, and a basic attack that deals 1d6 + level damage. Angel Token: Angel tokens HP equal to 2x Lexiel’s constitution, and a basic attack that deals [level/3]d8 + synergy damage. Their light armor reduces all damage received by 10%. Protoss Zealot: The zealot has HP equal to Lexiel’s constitution, and a basic attack that deals [mana bonds]d6 + synergy damage. He is so angry that he is incapable of blocking, and if his current victim dies will assault the enemy closest to Lexiel in the initiative order on his next turn. Soul Warden: The soul warden has HP equal to Lexiel’s constitution and a basic attack that does damage equal to her level. Whenever someone enters the encounter (a summon, reinforcements for either side, etc), the soul warden heals all allies and allied summons HP equal to Lexiel’s level. Wall of Denial: The wall has HP equal to ½ Lexiel’s MHP, and cannot attack. It is completely impervious to damage and status, except from weapon-based attacks. Natural weapons count as weapons. It is made of pure magic, and thus cannot bleed or be poisoned. Link to comment Share on other sites More sharing options...
GodofGamingRWBY Posted March 15, 2019 Author Share Posted March 15, 2019 Theme Spoiler Mot puts a new bullet between the Yellow Imp’s eyes, which were still covered by their mask, dealing 52 damage, both putting the Yellow Imp down for good, and healing himself for 26 HP. For a second, the Yellow Imp merely froze, a hole lying where its face was before it collapsed to the ground, dissipating in a burst of flower petals. Meanwhile, the world itself began to shake as Mitsurugi, powered by the faith Nippon still had for the gods, unleashed her strength as the Goddess of Disasters, a chorus of thunderbolts dealing 62 damage to every single combatant in the fight, vaporizing the fish that had tried latching onto her, along with the Red Imp currently trying to flee, and the guitar the other had possessed. The other Dead Fish is knocked to the ground, is wings burned out from the lightning and wind combined. As for the Gashadokuro, it seemed relatively fine despite getting hit by the brunt of Mitsu’s lightning… Except for the fact that its swords had managed to shatter from the force, the pieces falling to the ground with dull clangs. (6 v 11) Mitsu’s demonstration also caused large waves to hit the Gashadokuro from behind, threatening to sweep it away. Unfortunately, or fortunately in its case, it managed to keep itself with the cliffside Spicy, after getting whacked by a giant sword, chooses to defend herself and protect herself from further damage. The two Green Imps that had chosen to chase Spicy and Mitsu are barely able to avoid the Goddess’s wrath, panicked screeching coming from them as they danced around the thunderbolts posed to strike them. Then, they choose to observe, lying lower to the ground as they circled around the two goddesses. The other two however, focus on Sorina and Enma, hitting them for 10 and 7 damage respectively. For Ako, she had no way to defend herself from the Gashadokuro’s slash, being thrown back towards the shrine, tumbling across the ground for several feet before skidding to a stop. Shakily getting back to her feet, she looked up… And saw the ruins of the ancient bell town, a shocked expression quickly settling in, “Oh gods, that’s going to take some months of work” she whispered, before grunting in pain, straightening herself as the world began to slow down, the color draining from her sight, leaving nothing more than a canvas. Then, she took out her brush, a small, unassuming object, dipping it into one of her pots, seeming to suck in the entire pot’s worth of ink, before tracing a circle in the air, just above Spicy’s form. And with that, Heaven and Earth were connected. A flurry of petals formed around Spicy, her wounds quickly beginning to heal, 17 HP returning to her. Meanwhile, Ako quickly put away her brush, before pulling out yet another slip and throwing it at Enma, healing the spirit for 19 damage. Sorina gets back into action, aiming her sharklauncher at the Gashadokuro, letting out a flury of rockets at its body. The giant skeleton barely seems to notice the attacks… Until they slip between its ribs, exploding inside and causing it to let out a silent screech of pain, the core taking 38 damage.. Then, she takes a bite out of the tasty toenail, before the foot comes down to crush the Green Imp that was attacking her for 16 damage. The remaining Red Imp had ducked underneath the Gashadokuro’s swing, planning to rise back up and actually get the angel this time. Except he didn’t, instead being forced to turn back to the Goddess of Natural Disasters, using its guitar to block the coming storm, which it did, in exchange for it being vaporized. With its weapon gone now, the Imp looked around confused, before letting out a frustrated cry and then slashing at Lexiel, dealing 11 damage. The remaining Dead Fish struggles on the ground, the electricity only now beginning to leave its paralyzed body. Lexiel brings up a wall to protect Mot, like a true friend. Kino and Enma initiate their tag team combo, hitting the Green Imp they targeted with an entente of malice. Enma begins, hitting for 14 damage, forcing the Green Imp back, before Kino puts the finishing blow on it with 21 damage. As the Green Imp lets out a final screech of pain, it swiftly dissolved into flower petals, which seemingly drift over to the spiritual duo, healing each for a total of 26 (21+5) HP. The Gashadokuro brings a hand to its ribs, staring down the last of explosions that came from within, before dropping the hilts of its swords into the ocean behind it. Then, somehow giving off an expression of anger directed at Sorina, the Gashadokuro brought its hands together, slowly bringing them above its head. Turn Order Spoiler Michael Mot: 21 Mitsurugi: 14 Spicy HG: 11 Green Imps: 10 Ako: 7 Sorina: 6 Red Imps: 6 Dead Fish: 4 Lexiel: 1 Kino: 0 Gashadokuro: 0 Status Spoiler Lexiel: 37/90 Wounded Spicy HG: 44/70 Wounded Michael Mot: 28/85 Wounded, 1+15% DR (1) Wall of Denial: 45/45 Wall Mitsurugi: 22/65 Wounded, Divine, 1+15% DR (1) Sorina: 20/72 Wounded Kino: 61/90 Missing a portion of themself, spooky Enma: 48/60 Nearly dead again, even spookier Ako: 35/80 Wounded, 4 Ink Pots Green Imp 1: Healthy Green Imp 2: Squished Green Imp 3: Wounded Green Imp 4: Executed Dead Fish 1: Vaporized Dead Fish 2: Grounded, heavily wounded Red Imp 1: Slightly wounded, guitar broken Yellow Imp: Headshot Gashadokuro: Rib Cage: Almost shattered Core: Damaged Swords: Destroyed Link to comment Share on other sites More sharing options...
Noir Posted March 17, 2019 Share Posted March 17, 2019 Kino (61/96) Enma (48/66) The battle seemed to be growing more comfortable as the group as enemies began to fall and the most fearsome of their foes was already somewhat enfeebled. Regardless, it seemed to be preparing another wave of powerful attack, as Kino and Enma swiftly tended to withering said foe as best they could for the inevitable. Enma attacks the Gashadokuro dealing 1d6 + INT(9) damage to it, and marking it with Entente of Malice, which will empower Kino's next attack dealt to it. Kino attacks the same Gashadokuro with Debilitate, dealing 3d6 + INT (9) + INT/2 (4) +2 damage to it, and restoring Kino and Enma's health by SYN/2, respectively, triggering Entente of Malice. The Gashadokuro deals 10% less damage for two turns, and this can be refreshed by attacks and stacked with repeated casts. Stats: Strength: 0Dexterity: 0Intelligence: 9Constitution: 12Synergy: 9Cooldown/Ability usage:Relevant combat perks: Remnant: Kills on an enemy by any source, one per turn, restore Kino and Enma's health by SYN (9) and reduce Kino's cooldowns by one. Shepherdess: Kino gains bonus damage per summon active with Enma providing a larger bonus. (Current bonus: 2) Unholy Covenant: Healing dealt to Kino and her summons by foreign sources only have 20% of their original value. Vial of Holy Water: Kino and Enma gain a permanent health bonus per the number of times Remnant was triggered in an encounter. (Current bonus: 5) Voices of Resentment can be recast after two turns. Cycle of Rebirth and Death: Deaths of allied summons restore Kino's health by SYN/2. Link to comment Share on other sites More sharing options...
StormLord Posted March 20, 2019 Share Posted March 20, 2019 Spicy HG lowers her guard just in time to see the Gashadokuro raising it's fists to attack Sorina, she dashed forward to strike with an attack aimed to hinder more than harm. Spicy HG uses Sealing Slash on the Gashadokuro dealing (2d10+10)*0.75 damage that cannot be reduced below 25%, the Gashadokuro is Skillsealed for two rounds and unable to use non-item actions because of it. Spoiler Effects: .EXE Gauge: 23/32(2/4 levels) 15% Physical damage resistance. Fire damage immunity. 100% Cold damage weakness. Stats: Constitution: 8 Dexterity: 0 Intelligence: 0 Strength: 10 Synergy: 12 Equipment/Tricks: Vorpal Glaive: An incredibly sharp blade of polished steel, engraved with the Jabberwocky poem, and mounted on a haft nearly six feet in length and made of Ash, sanded and stained. Deals 2d10+[Str] damage, reduce user’s Init by 8-[Str]. Level 2 - Vorpal: Defensive effects cannot reduce damage dealt below 25%. Trapezohedron: A shiny black bangle made of polygons and math. +12% Physical(non-magic/energy) damage resistance, reduce Init by 8-[Str](minimum 0). Level 2 - Fundamental Origins: +3%. Level 3 - Move Memory: Increase user’s Init by 3. Level 4 - Action Memory: Further increases user’s Init by 3.(15% DR, +6 Init) Actions: Defend: "Guard" use your weapon and movement skills to avoid 50% damage. Rush Technique: Ravage your enemy with a flurry of blows. Total: 4d4+4 attacks for [LVL] damage each, each attack ignores the first 3 points of damage reduction. Level 1: Attack 1d4 times for [LVL] damage each. Level 2: +1d4 attacks. Level 3: Each attack now ignores 3 points of damage reduction. Level 4: +1d4 attacks. Level 5: +1 attack for each die rolled. Level 6: +1d4 attacks. Sealing Slash: Cloak your weapon in binding energy and attack an enemy. Make a weapon attack against one enemy at 75% damage that disables all of their non-item actions for 2 turns, cooldown=2. Coupling Attack(perk)(1lvl): Choose one ally, 50% chance to gain a lily rank with that ally(no more than one rank per ally per combat), then you both make a weapon or zero cooldown attacks against the same enemy and each add 1d4 damage to your attack for each lily rank you share, takes an extra turn to use, doesn't require a slot, cooldown=3. Level 2: Removes charge turn. .EX Megadaptor(2lvls): “I’ll make that brain of yours a little smarter, and that body a little stronger.” Increase [Stat of choice] of one target by your [Syn] for 3 turns, boosting the same stat multiple times doesn’t stack, cooldown=2. Level 2: -1 Cooldown. CPU Form: Now also causes the target to gain half as much flat DR. .EXE Flame Bind(-1lvl): Cloak your weapon in captive flame boosting its effectiveness. Add [Syn] fire damage to the next attack of four targets, yourself or allies, choosing the same target multiple times stacks this effect, cooldown=2. CPU Form: Attacks buffed in this fashion cannot miss or be dodged, buff must be applied after transformation. .EXE Conflagration(-2lvls): Raw power and fury flow through your veins boiling your blood and turning almost everything around you(even dust in the air) into a possible incendiary. Inflicts all enemies with a burn effect that deals 3d6+[Syn] damage each round for three rounds. CPU Form: Damage becomes Holy/Fire and when enemies die they transfer their remaining DoT to another random enemy. Transform!(-2lvls): After generating enough energy to kickstart a short cutscene her divine form Spicy HG transforms into the CPU Blood Heart, gaining all the benefits there in, this action doesn’t require a slot. Link to comment Share on other sites More sharing options...
DragonRage Posted March 23, 2019 Share Posted March 23, 2019 Cursing her lack of a more powerful healing spell, and resolved to research one at the earliest possible opportunity, Lexiel summons another Soul Warden to block for her (12/12 HP, attack/counterattack for 5 damage, heals 5 HP to all allies and summons including Lexiel and itself whenever it or another being enters the encounter.). Spoiler Lexiel's Perks: Spoiler Power of the Land: Whenever Lexiel begins a round, she gains a mana bond, even if she is prevented from acting. Lexiel’s actions all have a mana cost, and cannot be used unless she has at least that many mana bonds. However, the more mana required to use them, the stronger they are, and some have effects that scale with the number of bonds she has. Mana bonds are not retained between encounters. Adept Summoner: Lexiel can summon creatures using raw aether and stored patterns. These creatures will have a basic attack, and the ability to body-block actions for allies. When they are summoned, Lexiel orders them to attack target enemy or block for target ally, and they will do so until she changes her orders using the perk-backed action ‘master warcraft’ or they die. Some creatures have extra abilities, which can be used without altering their orders. Lexiel’s creatures can block for her. Blocking creatures counterattack with their basic attack while taking damage. Summons’ action effects are determined by Lexiel’s stats and mana bonds. Lexiel’s summons can’t attack on the turn they are summoned; if given an attack order, they start attacking on her next turn. Creature summons are spells. Lexiel’s summons share her initiative. Strike Captain: Some of Lexiel’s summons are more than just aether and imagination. They are unique. They are heroes. They are legends. Legendary creatures are not easy to summon. Each one has a Champion cost, which is the number of lesser creatures that must be sacrificed to call them. And each one can only be summoned once per encounter. However, legendary creatures have good stats, powerful abilities, and autonomy. They can act as they choose or by Lexiel’s orders without relying on ‘master warcraft’. Legendary creatures can have special ‘ultimate’ abilities, which can only be used if Lexiel sacrifices mana bonds to fuel them. Once per plot, Lexiel can create a contract with a willing NPC to produce a legendary summon action without spending AP. Contracting a legendary summon in this way requires a crafting token. Spell Library: Lexiel can keep any number of actions memorized at a time, irrespective of her action slots. However, all her actions can only be levelled up through crafting tokens (3 per upgrade), and they all have cooldowns equal to their mana cost or champion cost, whichever they have (though spells with champion costs can only be cast once per encounter anyway). Equipment is exempt from this perk’s effects and doesn’t need a mana cost; however, Lexiel only gets three action slots to put them in. Unstable Balance (Flaw): Lexiel’s nature is a delicate balance between darkness and light, order and chaos, past and future. She’s also recovering from a long-term infection/infestation by Phyrexian oil, Reaper nanites, and an acute case of PTSD. Corruptive attacks deal 50% more damage to her compromised defenses, and any status they inflict lasts 50% longer than usual. Lexiel's Actions: Spoiler The Doomfist (Equipment): The legendary left-handed gauntlet of the mighty Doomfist, said to be able to level skyscrapers with a single punch. -Level 1: A mighty punch to the face deals 1d6 + strength damage and banishes the target for 1 round. Banished targets can neither affect nor be affected by anything but themselves. 4 round cooldown. -Level 2 (AP): The damage is increased to 2d6 + strength. Overwatch-Issue Body Armor: This tough, sky blue armor is light and bullet resistant. -Level 1: As long as Lexiel has more HP left than half her MHP, reduce damage received by 5%. -Level 2: The damage reduction while over the HP threshold is increased to 10%. Recall Nobunaga (Champion 3, red, white, and blue): Lexiel calls in an old friend from her adventures with the Trespassers squad, former Archer-class servant Oda Nobunaga, to annihilate supernatural threats with her potent attacks. Contracted during the Fate plot. Recall Feather (Champion 6, red and white): Lexiel calls in her old friend and mentor, former Boros guildmistress Piera’kor vas Vinrenn D’rav, to show the enemy why they should have respected the law. Decree of Justice (4 mana, white): Lexiel summons a small army of barely-autonomous units inspired by Overwatch operators or Boros angels to the battlefield. Summons X Soldier Tokens, or X/3 Angel Tokens. X is the number of mana bonds Lexiel has. Furyborn Zealot (3 mana, red): Lexiel summons an incoherently furious Protoss zealot to assault her enemies. -Level 2: Increases Zealot damage die size to d6s. Soul Warden (1 mana, white): Lexiel summons a Boros cleric to help heal her allies. Wall of Denial (3 mana, blue and white): Lexiel creates a tough, warded wall to protect her allies. Chronostutter (6 mana, blue): Lexiel disrupts the flow of time around target enemy, afflicting them with the status condition Time Warp. Time Warp lasts until cleansed, or the encounter ends, and it must be cleansed twice before it is removed. The actions of Time Warped characters have a 1 round travel time between when they are used and when they take effect. Render Silent (3 mana, blue and white): Lexiel chooses target enemy. Should that enemy use a magical action before her next turn, that action is countered and negated. Then, that enemy is rendered unable to use magic until the end of their next turn. This spell does not go on cooldown unless it counters an action. Dragonshift (3 mana, blue and red): Lexiel polymorphs target non-dragon ally or summon into a dragon for 1 round. Dragons can fly, have MHP equal to Lexiel’s MHP, and get +Lexiel’s synergy to their damage dealt. The dragon’s full MHP replaces the beneficiary’s current and maximum HP while this effect is active, but when it ends the beneficiary is returned to their former state. Dragons retain access to all their non-gear actions, but cannot use gear while a dragon. Lexiel can cast this spell for 7 mana to have it hit each eligible target. This spell cannot self-target. Affected allies look like they would if they had been born a dragon rather than whatever they currently are. -Level 2: The duration is increased to 2 rounds. Lightning Helix (2 mana, red and white): Lexiel fires a bizarre lightning bolt that deals [synergy] damage to target enemy and heals target ally for [synergy] HP. -Level 2: The damage and healing are increased to 1d4 + synergy. Mana Potion: This single use consumable will boost Lexiel's mana bond supply for 1 encounter. Lexiel's Summons: Spoiler Oda Nobunaga, Champion of Progress Legendary Creature – Human Avatar MHP = Lexiel’s MHP Basic Attack with saber and guns deals [level/2]d4 + intelligence damage. Tenka Fubu – Innovation: Nobunaga deals 3d4 bonus damage to enemies who can cast at least 3 spells, and 3d4 bonus damage to enemies with divine powers or heritage. These bonuses can stack with each other. Magic Resistance B: Hostile supernatural actions used on Nobunaga get +1 rounds of casting time. Three Thousand Worlds: Nobunaga fires a volley of bullets that deal [intelligence] damage to a number of different enemy targets less than or equal to Lexiel’s [level/2]. The damage dealt after Tenka Fubu applies is doubled against enemies using a mount or vehicle. Tenka Fubu applies separately to each enemy hit. 4 round cooldown. Economic Incentives: If Nobunaga was healed or buffed by somebody last round, she can use use Economic Incentives on one of her benefactors as a free action. The target gets +intelligence to their damage and healing caused this round. Demon King of the Sixth Heaven (Ultimate): “Return to ash, relics of stagnation! It cannot be helped!” Nobunaga deploys her Reality Marble and bathes the battlefield in the purifying flames that purged Japan’s stagnant, superstitious past. At the end of each of Nobunaga’s turns, she deals 1d4 + synergy damage to each enemy. Tenka Fubu applies separately to each enemy hit. This action costs 1 mana bond for each round it has been active, paid at the start of each of Lexiel’s turns. It can only be used once per encounter. Feather, Gateless Archangel Legendary Creature – Angel Soldier MHP = Lexiel’s MHP Basic Attack with flaming mace deals [level/3]d6 + synergy damage. Double Strike: Feather can choose to take two actions in a turn, but one of them can only be a basic attack. Haste: Feather can attack during the turn she was summoned. Search Warrant: Feather reveals the names of all actions, perks, and gear possessed by target enemy. Then, for each name revealed target ally is healed HP equal to Lexiel’s level. The healing can self-target. Restore the Peace: Everyone, ally or enemy, who dealt damage this round is banished for 1 round. Banished beings are cleansed of all temporary effects, and immune to anything that would affect things other than themselves and whatever they are carrying. Cannot be cast during consecutive rounds. Banished summons are instantly killed, as their existence is a temporary effect. Right to Remain Silent: Target enemy cannot use actions this round. This does not prevent the use of gear. Inspiring Glory: All allies gain a +[level/3]d6 bonus to damage dealt for 1 round. 4 round cooldown. Arrest (Ultimate): “Come with me to the station. We’ve got some questions for you.” Feather detains target enemy, banishing them and herself for up to 3 rounds (unlike Lexiel’s other banish effects, this does not kill summons instantly). This effect pauses all durations and cooldowns on the affected beings. She can choose to end the banishment sooner if she wants to. Upon returning, Feather reveals all possible details about the targeted enemy’s capabilities, current HP, resource meter values, buffs, status conditions, and debuffs. Then, the targeted enemy is stunned for 1 round. This ultimate costs 5 mana bonds to use. Soldier Token: Soldier tokens have 1 HP, and a basic attack that deals 1d6 + level damage. Angel Token: Angel tokens HP equal to 2x Lexiel’s constitution, and a basic attack that deals [level/3]d8 + synergy damage. Their light armor reduces all damage received by 10%. Protoss Zealot: The zealot has HP equal to Lexiel’s constitution, and a basic attack that deals [mana bonds]d6 + synergy damage. He is so angry that he is incapable of blocking, and if his current victim dies will assault the enemy closest to Lexiel in the initiative order on his next turn. Soul Warden: The soul warden has HP equal to Lexiel’s constitution and a basic attack that does damage equal to her level. Whenever someone enters the encounter (a summon, reinforcements for either side, etc), the soul warden heals all allies and allied summons HP equal to Lexiel’s level. Wall of Denial: The wall has HP equal to ½ Lexiel’s MHP, and cannot attack. It is completely impervious to damage and status, except from weapon-based attacks. Natural weapons count as weapons. It is made of pure magic, and thus cannot bleed or be poisoned. Link to comment Share on other sites More sharing options...
Chevaleresse Posted March 23, 2019 Share Posted March 23, 2019 "There is still more to do." Mitsurugi stood in the aftermath of her handiwork, and simply surveyed where her remaining foes were before breaking into graceful motion once more. Her form very nearly blurred with the speed at which she moved, striking at the gashadokuro once more. Attack the Gashadokuro's Core with Mitsu's daisho, dealing 5d6+DEX+SYN+37 damage. Level: 5 (7 effective)HP: 65Init: 14Stats: 7/30+7 Constitution: 5 Dexterity: 14 Intelligence: 2 Strength: 2 Synergy: 14 Perks:Memories of Power: Mitsurugi's form and spirit remember being much more powerful than she is currently. Her effective level is 1.3x her actual level (rounded up.)Lightning Speed: Mitsurugi has lived a long life of fighting duels with both danmaku and blades; she's gotten pretty quick over it. Grants +1 DEX per level. Building Calamity: Mitsurugi adds 30% of the damage she dealt last round to each attack this round. Damage is only considered for a maximum of two targets (damaging more will not build up additional damage.) ActionsEarth and Fire Sign "Eruption": Blasts danmaku at a target in a manner reminiscent of a volcanic eruption, dealing an attack with the equipped weapon that bypasses damage resistance. 2 turn cooldown.Storm Sign "Furious Tempest": A spell card that emulates a hurricane with thrown ofuda and blindingly quick slashes at every foe in the area. Deals DEX+1d4 damage to all enemies within 5 initiative of a chosen target, 2 turn cooldown. -Level 1: DEX to all enemies, 2 turn cooldown. -Level 2: Adds 1d4 to damage, but increases cooldown by 1. -Level 3: Decreases cooldown by 1. Magic Blade (Passive): An attack by a god make in seriousness operates on both the physical and spiritual levels. When Mitsurugi makes an attack using an equipped weapon, she inflicts her synergy in damage to the primary target (does not apply to SYN weapons.) -Level 1: Adds 1/4 SYN damage to attacks. -Level 2: Increases damage bonus by 1/4 SYN. -Level 3: Increases damage bonus by a further 1/4 SYN. -Level 4: Increases damage by 1/4 SYN. This action can no longer recieve levels that increase damage based on SYN.Shukuchi: A rapid dashing strike that moves quickly enough that the user fades from sight. The user attacks with their equipped weapon twice, on a 2 turn cooldown. -Level 1: User attacks twice, 5 turn cooldown. -Level 2: 4 turn cooldown. -Level 3: 3 turn cooldown. -Level 4: 2 turn cooldown. A Sword from a Dead World: An excellently-made but fairly simple katana. It has a few enchantments placed on it, and to those perceptive magically, it feels simultaneously alive and not. -Base: Deals 1d4+DEX damage. -Level 2: Increases damage to 2d4. -Level 3: Increases damage to 3d4. -Level 4: Increases damage to 4d4. -Level 5: Daisho: Can be used as a sidearm to a complimentary weapon, increasing that weapon's damage by two dice, no larger than d8s.Robes of the Disaster God: A colorful set of robes that represent Mitsurugi's position as a god of natural disasters. They seem normal enough, but have an odd resistance to them when felt. -Base: Grants a 5% chance to resist ailments applied to the holder. -Level 2: 10% chance. -Level 3: 15% chance. Blade of the Phantom Moon: An exquisite katana made of silvery-grey metal that appears almost translucent in the right light, the very edge glows shifting from pale yellow/white to a soft teal. Deals 3d6+[Dex] Light damage to one target, Weight of 4. Level 2 - Cursed!: This weapon allows the user to interact with ghosts or spirits as if they were corporeal even if they couldn't normally, this effect works both ways. They also take/deal 20% more damage from/to ghosts and spirits. Level 3 - Phase: Once per combat the user may choose to make an attack with this weapon deal Pure damage. Level 4 - Force of Nature: Attacks made directly with this weapon are not subject to miss or failure chance, proxy actions do not benefit from this effect. Link to comment Share on other sites More sharing options...
Irbsandcheese Posted April 2, 2019 Share Posted April 2, 2019 Sorina sets the Minishark down for a moment, leaning it against her leg, and reaches into her bag again to pull out an even larger gun, a grenade launcher that initially looks wrong when compared to its surroundings. Taking aim, Sorina fires the MIRV MIRV with the intent to clean up the remaining green imps. A small hourglass at Sorina's waist glows slightly and grains of sand begin to fall upwards in anticipation. Sharp shards of ice chaotically swirl around her as more foes fall. A few melt away into harmless drops, but more take their place The disturbing toenail begins to reform, somehow looking even more disgusting than it did before. MIRV MIRV deals [12]+[12] + 10% acid damage to each of the green Imps. (Cooldown 2). The first two enemies who hit Sorina this round take [12] damage. Spoiler Stats: Strength: 12 Dexterity: 0 Intelligence: 12 Constitution: 6 Synergy: 0 Jill of All Trades: Allies deal an additional 10% damage with firearms. Frost Relic: If an enemy died this round, when the user is hit by an enemy, that enemy takes [Str] damage. This effect can only activate 2 times per round. Timekeeper’s Secret: When the user is reduced to below 25% HP they gain an extra action with first strike at the start of the next round, usable once per encounter. If the user is brought to 0 HP from above 25% HP while Timekeeper’s Secret has yet to activate they retain 1 HP. Tough Times: Reduce incoming physical damage by 18%, Increases Init by 6 Link to comment Share on other sites More sharing options...
Yours Truly Posted April 3, 2019 Share Posted April 3, 2019 Mot uses Confidence Booster on the Gashakudoru, dealing (5d10+12)+15% damage to them, and healing himself by half the damage he dealt, and also taunting them for 1 round with his perk. Link to comment Share on other sites More sharing options...
GodofGamingRWBY Posted April 5, 2019 Author Share Posted April 5, 2019 Theme Spoiler Mot takes a shot at the Gashadokuro, the bullet hitting the core of the behemoth for 44 damage, drawing is attention but giving Mot the self satisfaction he needed, healing him for 22 HP. Mitsurugi goes for the core of the Gashadokuro, only for the rib cages to prevent her from getting to it. It seems as if only precise strikes would get through the ribs. Nonetheless, the ribs take 104 damage, just barely keeping their shape. As soon as Spicy stabs the Gashadokuro, the gigantic skeleton seems to freeze in place, only able to twitch slightly as her seal took effect. She also deals 14 damage to the Gashadokuro’s ribs. The Green Imps begin their assault again, the two that had chosen to watch deciding to peace out, turning tail and fleeing the battlefield. The other, last living Imp slashes at Sorina again, dealing a rather pathetic 8 damage. However, it is stabbed by the shards of ice that swirled around her. Ako continues to abuse her brush, healing Sorina for 15 HP, before throwing another prayer slip at the grounded Dead Fish, the paper sticking to its face before bursting with light for several seconds. By the end, the fish had been vaporized, leaving only a small flower in its place. Sorina, on the other hand, loads her grenade launcher, firing a round that splashes acid over the Green Imps, including the ones that were trying to run. The ones that were running are quickly dissolved, turning into petals that were also destroyed by the acid, while the other screeched in pain as green smoke curled off its body. However, the mask managed to stay perfectly intact. The Red Imp, despite being angry with its lost weapon, turns from Lexiel, sprinting off to attack the culprit of the crime: Mitsurugi, slashing at her for 14 damage. Lexiel summons a new Soul Warden, giving everyone a gracious 5 HP back. Kino and Enma advance, attacking the Gashadokuro’s ribs with their own strikes. The first, from Enma, marks it, dealing 15 damage to its ribs, while Kino follows it up with her own debilitating strike for 35 damage, healing both by 5 more HP. Kino’s strike is enough for the Gashadokuro’s ribs to finally fall apart, revealing the blazing core that immediately send a wave of heat to those nearby. The Gashadokuro struggles to move, unable to bring its hands down thanks to Spicy’s seal. Turn Order Spoiler Michael Mot: 21 Mitsurugi: 14 Spicy HG: 11 Green Imps: 10 Ako: 7 Sorina: 6 Red Imps: 6 Lexiel: 1 Kino: 0 Gashadokuro: 0 Status Spoiler Lexiel: 42/90 Wounded Soul Warden: 12/12, Healthy Spicy HG: 49/70 Wounded Michael Mot: 55/85 Wounded Wall of Denial: 45/45 Wall Mitsurugi: 13/65 Wounded, Divine Sorina: 32/72 Wounded Kino: 71/90 Missing a portion of themself, spooky Enma: 55/60 Nearly dead again, even spookier Ako: 40/80 Wounded, 3 Ink Pots Green Imp 1: Death's Door Green Imp 2: Dissolved Green Imp 3: Dissolved Green Imp 4: Executed Dead Fish 1: Vaporized Dead Fish 2: Exorcised. Red Imp 1: Wounded, guitar broken Yellow Imp: Headshot Gashadokuro: Skill Sealed, 10% less damage. Rib Cage: Shattered Core: Slightly cracked. Swords: Destroyed Link to comment Share on other sites More sharing options...
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