Battle 5: vs Colossus of De-Zum-Ri Lv 12
+4
GM_3826
[VIOLET]
Claris
Aeront
8 posters
Page 2 of 3 • 1, 2, 3
Battle 5: vs Colossus of De-Zum-Ri Lv 12
Sat Sep 14, 2019 12:18 pm
First topic message reminder :
- First Message:
- You raise a hand to cover your eyes as another wave of sand buffets you, the coarse material trying to work its way into the nooks and crannies of your armor. Castle High is beginning its descent toward the ruined capital of the De-Zum-Ri civilization, buried among dunes of sands and dust. The colossus you read about in the reconissance report is an incredible sight to behold: it stands taller than Castle High, made from battered sandstone and obsidian. Though worn down by time, it appears to be the figure of a woman, her hands extended toward the sky while her face looks down toward the ground, her expression lost to time.
"Wow... I've never been somewhere like this," Emilia breathes at your side. Her pet wolf Gnasher gives a short yelp in reply, as if agreeing, earning a head scratch from Emilia. She continues, "my little sister and I only ever left the forest to head into town for supplies. I've heard of deserts before, but... well, never really thought I'd see one." She sighs, a little smile, "and whatever we find here's gonna get us closer to catching those flying bastards."
"If there's anything to find, that is," Corbin yawns. "Doesn't look like much down there except rocks and dust. I'm not sure why Scarlett thought we'd find anything useful in a place like this. Even if the artifacts here are somehow still in working order, the odds of finding something to tie to that Flying Fortress... well, let's try to be quick."
A few minutes later, the castle lands, and Castle High's forces begin to fan out into their combat formation. You and the rest of Regiment 1-31 begin to approach the colossus from the north. As you walk, you keep glancing up at the massive stone figure, watching for signs of movement, but... nothing. It appears totally inactive. One thing you do notice, however, are several strange spherical stones laying on the ground nearby. They don't seem like any sort of trap, but are certainly odd...
The Regiment begins to approach some ruined buildings, a collection of half-collapsed walls and shattered doorframes. Without any sign of danger, Corbin begins to instruct the group on where to begin looking and scouting, when suddenly--
"I've found new subjects!"
You spin around to find a floating, glowing ball. It looks similar to those spherical stones from before, but with a massive lens on its front, arcane magics flowing through it. The sphere floats around you and the others in the group, its lens focusing and un-focusing on each of you as it speaks again in a cheerful, artificial voice, "analyzing genetic makeup: 0% match with creator. Conclusion: subjects are robbers! Robbers appear to be coming from a large, distant castle." It pauses a moment, then chimes, "activating counter-measures!"
Suddenly, the ground begins to shudder and shake, as the arms of the massive colossus begin to lower themselves, revealing arcane cannons and lasers in the palms and fingers! The cannons aim for Castle High and begin to gather mana, as leylines suddenly spring to life nearby, conduits of mana running across buildings and sand! It's like the desert itself is thrumming to life!
"I am designated Watcher-Core W33-RZ01P, watcher of the Star Mother and nearby city, though my creator calls me "Werzop"! While your castle is destroyed, you are requested to take no hostile actions, and wait until my creator can arrive to apprehend you." Its lens focuses on you once more, "resistance may lead to painful outcomes."
The Emerald Lens flashes from Castle High's observatory: all enemy stats, Abilities, and Techniques identified! Werzop seems to 'blink' as the light strikes them. "Robbers appear to already have equipment from the creators. Re-acquisition of equipment added to task list!"- Castle High Forces:
- ALLIES
Corbin - HP 1300 / 1300
Adv: +0
Personal Adv: +2 (Agility)
Power: 30
Castle Charge: 0/10- Character Information:
Equipment Effects
Old-World Rifle: Gain +1 Castle Charge whenever you damage an enemy character.
Ability
Castle's Controller: Every turn, gain one Castle Charge. At 10 Castle Charge, inflict an attack on all enemies with power equal to weapon Power x 4. Lose all Castle Charges upon defeat.
Techniques
Crippling Shot: On successful hit, inflict Crippled on an enemy, giving them -3 Agility.
Suppressing Fire (Inactive): While active, counter-attack any enemy physical ranged attack.
Defenses and Resistances
Elemental Resistance: +2
Cold Resistance: +1
StatsPhysical Magical Support Strength +0 Spirit +0 Charisma +0 Agility +1 Faith +0 Insight +2 - Inventory:
- Weapon - Old-World Rifle - A well-worn gun, passed down for many years. Forged in a bygone era: +2 Insight, +1 Agility. Gain +1 Castle Charge whenever you hit an enemy chaaracter. Power: 40.
Armor - Inscribed Robes - Heavy clothing, made to keep away the chill of the castle's highest altitudes: +2 elemental resistance, +1 cold resistance, +100 Max HP
Emilia Sauer - HP 1250 / 1250
Adv: +0
Personal Adv: +2 (Agility)
Power: 45- Character Information:
Equipment Effects
Charm of the Wilds: Increased effectiveness recruiting and commanding wildlife.
Ability
Double Shot: The second attack made with a Bow-type weapon each turn does not consume Advantage.
Techniques
Sleep Arrow: Fire an arrow that inflicts Sleeping. Deals no damage.
Frenzy Companion: Give a willing ally Frenzy, granting +15 Power but -1 Advantage. If used on an animal companion, does not reduce Advantage.
Defenses and Resistances
Physical Defense: +1
StatsPhysical Magical Support Strength +0 Spirit +0 Charisma +1 Agility +1 Faith +0 Insight +1 - Inventory:
- Weapon - Heirloom Bow - A bow left behind by Emilia's mother: +1 to agility, +1 to insight. Power: 45.
Armor - Leather Armor - Slightly worn leather armor, including bracers and a shoulder protector: +50 Max HP, +1 to physical defense
Specialty Armor - Charm of the Wilds - A cute pin surging with primal power: +1 charisma, increased effectiveness recruiting and commanding wildlife.
HEROES
Arthur (Impromptu) - HP 1325 / 1325
Adv: +0
Personal Adv: +2 (Strength)
Power: 55+- Character Information:
Equipment Effects
Luster Steel Broadsword: +10 power against targets with less power.
Bone Specter Coat: Failed melee attacks against you have a chance to inflict Vulnerable to the attacker.
Ability
Self-Sufficient: Actions that target a character no other player is targetting have double Advantage.
Techniques
Brawler's Challenge: Attempt to taunt a single enemy. If successful, gain +1 to physical defense and +10 to Power for all attacks against that enemy.
Second Wind: Upon being reduced below 50% Max HP, return to 50% Max HP. Does not activate if reduced to 0% HP.
Defenses and Resistances
All Defenses: +1
All Damage Resistance: +10%
StatsPhysical Magical Support Strength +2 Spirit +0 Charisma +1 Agility +0 Faith +0 Insight +0 - Inventory:
- Weapon - Luster Steel Broadsword
Armor - Bone Specter Coat - A coat reinforced against attacks both physical and magical. The intimidating dragonbone and shackles are enough to make the weak have second thoughts: +1 Charisma, +125 Max HP, +1 to all defenses, -10% damage from all attacks. Failed melee attacks against you have a chance to inflict Vulnerable to the attacker.
- Training Missions:
- Successfully intercept a melee, magic, and ranged attack! (1/1, 0/1, 1/1)
Deal 1000 damage while it's not your turn! (0/1000)
Bran (GM_3826) - HP 1200 / 1200
Adv: +0
Personal Adv: +2 (Spirit)
Power: 70- Character Information:
Equipment Effects
Robes of Wind: Remove debuffs that are suspectible to wind magic.
Far-Sight Spectacles: No penalty to long-range actions. Insight actions have improved results. Sometimes passively reveals unknown information.
Perunyr: Gain the storm familiar Perkun, which can be unbound once per battle, unleashing a lightning, water, and wind attack upon random enemies. Doing so reduces this weapon's power by 25 for the battle's remainder.
Ability
Arcana: Activate to cast any magic that was cast previously by an ally this battle. Limit 1 use per turn.
Techniques
Arcane Storm: Flurry of arcane magic that hits all enemies. When charged, deals additional damage and may inflict a status effect based on the type of magic charged.
Elemental Conduit: Once per battle, charge up with a type of elemental magic as a free action. Element must be in nearby environment.
Arcane Negation: Negate target Spirit-based magical effect, either weakening or dispelling it. Can be prepared to counter an enemy spell as it is cast.
Emerald Light: Target enemy gains the Submerged status, losing 10% of their HP each turn and receiving a 25% weakness to electricity and water.
Defenses and Resistances
Elemental Defense: +1
Earth Defense: +1
StatsPhysical Magical Support Strength +0 Spirit +3 Charisma +0 Agility +1 Faith +1 Insight +1 - Inventory:
- Weapon - Perunyr, the Maelstrom Bound - The power and fury of a storm, contained into a magical staff. A young storm spirit, in the form of a one-eye squid, whirls around its magical emerald, churning winds and flecks of water in its wake:+3 Spirit, +1 Faith, +1 Agility. Gain the Technique Emerald Light while this item is equipped. Gain the storm familiar Perkun, which can be unbound once per battle, unleashing a lightning, water, and wind attack upon random enemies. Doing so reduces this weapon's power by 25 for the battle's remainder. Power: 70.
Armor - Robes of Wind - A set of robes around which the wind seems to collect: Removes debuffs that are susceptible to wind magic. +1 elemental defense, +1 earth defense.
Specialty Armor - Far-Sight Spectacles - A pair of antique glasses enchanted to make focusing on details easier: +1 insight, +1 to long-distance actions. Examinations have improved results. Will sometimes passively reveal unknown details.
Item - Surging Wand - A wand that seems to ebb with magical power: +1 to magic, +1 to water-affinity attacks. Power: 50.
Item - Tale of Lonely Cold - An enchanted book, inscribed with the story of a lonely scholar stuck in a frozen castle: +1 spirit, +1 ice magic. -20% damage from water and fire magic. Power: 50.
- Training Missions:
- Reduce the damage from 5 different attacks! (0/5)
Erika (Jan) - HP 1275 / 1275
Adv: +5
Personal Adv: +1 (Spirit)
Power: 55- Character Information:
Equipment Effects
Electrical Guitar!: Heal 50 HP on all successful charisma or spirit actions. On successful lightning magic attacks, chain lightning damage to an additional enemy at 25% power.
Ability
Rockstar: +10 power to actions that target anyone who targeted you last turn.
Techniques
Rock Fusion: You may perform a supporting effect and an offensive effect in the same action, but both effects have -50% power.
Defenses and Resistances
Physical Defense: +1
StatsPhysical Magical Support Strength +0 Spirit +1 Charisma +3 Agility +0 Faith +0 Insight +0 - Inventory:
- Weapon - Electrical Guitar! - A stylish guitar with lightning bolts painted down the sides. Every strum sends a jolt through your body: +2 Charisma, +1 Spirit. Heal 50 HP on all successful charisma actions. On successful lightning magic attacks, chain lightning damage to an additional enemy at 25% power. Power: 55.
Armor - Leather Armor - Slightly worn leather armor, including bracers and a shoulder protector: +50 Max HP, +1 Physical Defense.
Specialty Armor - Leather Collar - A leather collar with iron studs. Helps block attacks at the neck. Very punk: +25 Max HP, +1 Charisma.
Item - Blank Guitar - Unremarkable guitar. Power: 40. +1 to charisma, -1 to insight.
- Training Missions:
- Damage 3 enemies who damaged you! (2/3)
Empower 3 allies! (1/3)
Reduce the damage of an enemy attack 5 times! (0/5)
Saul (meta) - HP 1300 / 1300
Adv: +0
Personal Adv: +0 (Insight)
Power: 50- Character Information:
Equipment Effects
Reborn Vessel Blade: Immune to stuns. This weapon cannot be lost or disarmed.
Abilities
Faithful: Whenever you take damage, gain +1 to your next action.
Steadfast Soul: Attempt to counter the first attack recieved every turn. You may specify what this counter does during your actions. If the first attack reduces you to 0 HP, still make the counter attack.
Techniques
Identify Weakness: Identifies an enemy "Weak Point." All allied physical attacks against this enemy involving this weakpoint gain +1 Advantage and +5 power.
Defenses and Resistances
Physical Defense: +1
Physical Resistance: +15%
StatsPhysical Magical Support Strength +1 Spirit +1 Charisma +0 Agility +1 Faith +0 Insight +0 - Inventory:
- Weapon - Reborn Vessel Blade - A shining sword now reborn, but unlike its former self. Inspires steadfast will: +1 strength, +1 agility, +1 spirit. Cannot be lost or disarmed. User is immune to stuns. Power: 50.
Armor - Fitted Chainmail - Humble and well-fitting armor, meant to maximize defense without sacrificing agility: +100 Max HP, +1 physical defense, -10% physical damage.
Item - Leather Armor - Slightly worn leather armor, including bracers and a shoulder protector: +50 Max HP, +1 to physical defense
Item - Emblem of Aethon Sol - A polished metal medallion, emblazoned with the symbol of Aethon Sol's paladins. Radiates a faint, pure light.
- Training Missions:
- Attempt to invoke the divine 4 times! (2/4)
Weaken an enemy by attacking them 3 times! (2/3)
Attack an enemy who attacked an ally last turn/this turn 3 times! - (0/4)
Severa (LadyRena) - HP 1300 / 1300
Adv: +0
Personal Adv: +2 (Faith)
Power: 50- Character Information:
Equipment Effects
Twin Streaks: +5 power to faith magic, +5 power for every 2 Adv.
Robes of Motif: Gain Charged Magical Circuits every 3rd turn.
Commander's Tabbard: Healing effects targetting you gain +15 power.
Ability
Guidance: Negates the first instance of damage another ally would take this turn. Limit 1 use per turn.
Techniques
Crystalline Barrier: Create a barrier around one ally, giving +1 magical defense and blocking damage. If destroyed by a melee attack, deals damage to the attacker.
Healing Glow: Whenever a barrier or construct is created around an ally (or allies), they will be healed a small amount, scaling with the barrier's HP.
Echoing Notes: Spend Charged Magic Circuits to cause your next sound-based action to suffer no Power reduction from targetting multiple characters. Can be used once per battle.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +0 Spirit +1 Charisma +0 Agility +1 Faith +2 Insight +0 - Inventory:
- Weapon - Twin Streaks - A doublesaber imbued with divine power: +2 faith, +1 agility. +5 power to divine spells. +5 power for every 2 Adv. Power: 50.
Armor - Robes of Motif - Robes enchanted to draw mana from ones surroundings: +1 spirit, gain Charged Magic Circuits every 3rd turn.
Specialty Armor - Commander's Tabard - A tabard emblazoned with a faded, proud seal. The insignia of someone who leads from the front: +100 Max HP, healing effects on you gain +15 power
- Training Missions:
- Strike an enemy with magic-empowered attacks 4 times! (0/4)
Vince (Atmos) - HP 1300 / 1300
Adv: +0
Personal Adv: +1 (Spirit)
Power: 50- Character Information:
Equipment Effects
Fire Lash Whip: +1 fire magic, all attacks have a chance to inflict Burning.
Impassioned Bandana: +10 power and +1 to all defenses when below 50% HP.
Thermal Armor: +1 to fire element attacks
Abilities
Wildfire: Inflict Burning on any target, without fail. Limit 1 use per turn.
Veins of Fire: May pay 100 HP to boost an action by +1 or its power by +10. May boost a single action up to five times this way.
Techniques
Fiery Conflux: Target a Burning entity and cause them to explode. Deals a large amount of damage, but removes their Burning status.
Aerial Evasion:Become immune to melee damage and recieve -25% damage from all other sources this turn. Only usable when airborne. May be used once for no cost, and any time after as an action.
Shrapnel Blast:A flaming explosion that focuses on dealing structural damage while also hitting enemy combatants. Castle damage modifier reduced to x1.5, but also deals damage to enemy characters. Can be focused on a single target or spread out to many.
Defenses and Resistances
Physical Defense: +1
Cold Resistance: +75%
StatsPhysical Magical Support Strength +0 Spirit +1 Charisma +0 Agility -1 Faith +0 Insight +0 - Inventory:
- Weapon - Fire Lash Whip - A magical whip that exudes fiery power: +1 spirit, +1 fire magic, all attacks have a chance to inflict Burning. Power: 50.
Armor - Thermal Armor - Armor imbued with fire magic, contained through heavy insulation. The heat inside is sweat-inducing and it's a bit cumbersome, but there's nary a note of cold: -1 Agility, +1 for all fire magic, +100 Max HP, +1 physical defense, +75% cold resistance.
Specialty Armor - Impassioned Bandanna - A bandanna sewn by a mother hoping for a better world: +10 power and +1 resistance to all damage when below 50% HP.
Item - Red Fire Opal(?) - A gemstone enchanted with fire magic. Probably.
- Training Missions:
- Peform 4 attacks in 2 turns! (0/4)
Yam (Sharks) - HP 1250 / 1250
Adv: +0
Personal Adv: +2 (Spirit)
Power: 60- Character Information:
Equipment Effects
The Dark Harvester: Ignores all defenses on melee attacks. Heals 10% of all damage dealt.
Murderer's Garland: Enemy melee attacks against you receive -5 Power and -1 Effective Advantage.
Ability
Harvester: Whenever an enemy is knocked out, recover 10% HP and gain +10 power to your next action. Can only activate once per turn.
Techniques
None
Defenses and Resistances
Physical Defense: +1
StatsPhysical Magical Support Strength +0 Spirit +2 Charisma +0 Agility +2 Faith +0 Insight +0 - Inventory:
- Weapon - The Dark Harvester - A scythe imbued with terrifying magic, it draws the lifeforce from all it strikes, and its ethereal blade means no one is safe: +2 Spirit, +2 Agility. Ignores all defenses on melee attacks. Heals 10% of all damage dealt. Power: 60.
Armor - Leather Armor - Slightly worn leather armor, including bracers and a shoulder protector: +50 Max HP, +1 to physical defense
Specialty Armor - Murderer's Garland - An unnatural magical crown, singing an otherworldly melody: +1 spirit, enemy melee attacks against you receive -1 Advantage and -5 Power.
- Training Missions:
- Perform 4 actions using the earth! (2/4)
Communicate with 3 different entities of nature! (1/3)
Grow 3 plants with unique functions! (0/3)
Block or heal 1200 ally damage! (0/1000)
CASTLE HIGH Lv. 14
HP 14000 / 14000VS12000 / 12000 HP
Lv. 12 THE COLOSSUS OF DE-ZUM-RI- The Colossus of De-Zum-Ri Forces:
The Colossus of De-Zum-Ri - CASTLE - HP 12000 / 12000
Adv: -
Personal Adv: -
Power: 70+ (80)- Character Information:
Equipment Effects
Ancient Battery: Attack enemy castle with a 70 Power attack once per turn. Gain +10 Power for each active "Core" ally.
Abilities
Fortress: All damage against this target is doubled, it has no stats, and it cannot avoid damage.
Empowering Leyline: Once per turn, give an ally Charged Magical Circuits and an additional action.
Techniques
CHANGE FATE: Effect unknown. Only usable once.
Defenses and Resistances
StatsPhysical Magical Support Strength -- Spirit -- Charisma -- Agility -- Faith -- Insight -- - Inventory:
- Weapon - Ancient Battery - An ancient set of arcane cannons and artillery: Attack enemy castle with a 70 Power attack once per turn. Gain +10 Power for each active "Core" ally.
Watcher-Core "Werzop" - ELITE - HP 2000 / 2000
Adv: +0
Personal Adv: +4 (Insight)
Power: 0- Character Information:
Equipment Effects
Watcher's Eye: Once per turn, Adapt to target enemy action, making any future, similar actions ineffective against you for the remainder of the battle. After being hit by an attack, Adapt to it automatically.
Abilities
Core Relayer: Whenever you recieve a friendly buff, apply it to all allies, including the castle.
Techniques
Awaken Core: Activate a friendly, inactive core. Can also be used to revive defeated cores. May only be used once per turn.
Target Weaponry: Order the Colossus' weapons to attack this target. All attacks against the target gain +15 power.
Defenses and Resistances
Elemental Defense: +3
Physical Defense: +2
StatsPhysical Magical Support Strength +0 Spirit +2 Charisma +0 Agility +1 Faith +0 Insight +4 - Inventory:
- Weapon - Watcher's Eye - An enchanted relic that can analyze targets near-instantly: +4 Insight. Once per turn, Adapt to target enemy action, making any future, similar actions ineffective against you for the remainder of the battle. After being hit by an attack, Adapt to it automatically. Power: 0.
Armor - Core Chassis - A standard chassis for one of Del-Zum-Ri's enchanted cores: +1 Agility, +2 Spirit, -25% resistance to electric damage.
Specialty Armor - Watcher Core's Armor - Special armor for watcher-class cores, making them notoriously difficult to destroy: +3 Elemental Defense, +2 Physical Defense, ignore all elemental weaknesses.
A number of strange, orb-shaped artifacts also dot the ground nearby...
TURN 1 - FIGHT!Next Action Deadline: 9/20/19
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Sun Oct 06, 2019 7:31 pm
Now that Bran was unstuck in time, he had a splitting headache. Human minds weren't really meant to occupy two settings at once, so his brain was racking itself trying to sort through what he was perceiving. Bran did his best to focus on the present to work through the pain, but he couldn't quite block out the perception that something was happening somewhere that he shouldn't be, but was. It was an awful feeling, not quite a seizure, but painful enough to remind Bran of one, and it took all of Bran's attention to focus on the situation at hand. He feared that he would lose himself as a result and find himself somewhere else entirely.
Something occurred to him, though. The cores were fighting a battle of attrition, and they were winning. They were taking away all of their options and steadily wearing them down. If Castle High was to win, it was essential that they uncover who the creator of the Colossus of De-Zum-Ri was and convince Werzop that they would not return. After Bran came to this realization, as his head continued to spin, he began to speak.
"Werzop?" Bran started to lean onto his staff, using it as a pivot as if it were a walking stick in a show of nonagression. "At this point, I understand it might be a little bit too late to ask. But none of us are aware of who the creator actually is. As you've mentioned, this staff I'm carrying is named Perunyr, and it seems to be the kind of technology that your people used. I created it myself, and I do not know when or where the name came to me. So I supect that it very well could have been a weapon your people used, once. The problem is that they are long gone. I recovered the emerald that was used to create this staff from what was essentially a pirate's treasure hoard. The only reason that I am aware of the fact that your people used similar technology is because I've read about them in books using information recovered from ancient tombs and long-lost ruins, and of course, because that black diamond on the Colossus of De-Zum-Ri's head seems to be of similar make. I guess what I'm getting at here is that unless your creator had somehow uncovered the secrets of immortality, they must be long dead. Yes, they promised that they would return, but whatever catastrophe destroyed his kingdom must have left him with no chance to respond and alert you to his demise. Who was your creator? If they weren't immortal, than I'm sorry to say that they will not return. And I understand that this might seem unbelievable, but none of us are here to serve as tomb robbers. All of us are here for information. Your civilization was one of the few that had technology that even resembled a threat that could now consume us all, so our army desperately needs information on how exactly it works. And, speaking of my personal goals, I would like to learn about your nation and document it. Nothing interests me more in life. My goal is to uncover all the world's knowledge and write a history of it in the form of a book. If this ends in our bloody demise, that is not something I will ever be capable of doing, and so your people will be forgotten. I hope that you understand the import of this mission."
After that long, wordy speech, which Bran suspected that he could only deliver because of his displacement in time, he waited for Werzop to respond. He didn't know how the watcher core was going to, and that was important, because that would deeply influence how he acted next. If the watcher core agreed to share information and understood that his kingdom had been consumed by catastrophe, that would be the end. No more bloodshed and no more destruction. If he responded with fire, then that wasn't going to be how this ended at all.
Bran: Try to convince Werzop that his creator will not be coming back by speaking honestly, softly, and logically, and request information. While you do this, try and examine the black diamond from afar. If he responds by continuing to defend the Colossus instead of ceasing hostilities, raise your staff and prepare to use Arcane Negation to counter magical effects targeted at Vince as they are cast. Then, create vibrations in the air around the Colossus of De-Zum Ri in an effort to break the mechanical joints of its knees with thunderous force. After it is immobilized, enter the Colossus and investigate as much as you can, searching for any sort of writing on the creator of the Colossus, or examples of what kind of technology they used.
Something occurred to him, though. The cores were fighting a battle of attrition, and they were winning. They were taking away all of their options and steadily wearing them down. If Castle High was to win, it was essential that they uncover who the creator of the Colossus of De-Zum-Ri was and convince Werzop that they would not return. After Bran came to this realization, as his head continued to spin, he began to speak.
"Werzop?" Bran started to lean onto his staff, using it as a pivot as if it were a walking stick in a show of nonagression. "At this point, I understand it might be a little bit too late to ask. But none of us are aware of who the creator actually is. As you've mentioned, this staff I'm carrying is named Perunyr, and it seems to be the kind of technology that your people used. I created it myself, and I do not know when or where the name came to me. So I supect that it very well could have been a weapon your people used, once. The problem is that they are long gone. I recovered the emerald that was used to create this staff from what was essentially a pirate's treasure hoard. The only reason that I am aware of the fact that your people used similar technology is because I've read about them in books using information recovered from ancient tombs and long-lost ruins, and of course, because that black diamond on the Colossus of De-Zum-Ri's head seems to be of similar make. I guess what I'm getting at here is that unless your creator had somehow uncovered the secrets of immortality, they must be long dead. Yes, they promised that they would return, but whatever catastrophe destroyed his kingdom must have left him with no chance to respond and alert you to his demise. Who was your creator? If they weren't immortal, than I'm sorry to say that they will not return. And I understand that this might seem unbelievable, but none of us are here to serve as tomb robbers. All of us are here for information. Your civilization was one of the few that had technology that even resembled a threat that could now consume us all, so our army desperately needs information on how exactly it works. And, speaking of my personal goals, I would like to learn about your nation and document it. Nothing interests me more in life. My goal is to uncover all the world's knowledge and write a history of it in the form of a book. If this ends in our bloody demise, that is not something I will ever be capable of doing, and so your people will be forgotten. I hope that you understand the import of this mission."
After that long, wordy speech, which Bran suspected that he could only deliver because of his displacement in time, he waited for Werzop to respond. He didn't know how the watcher core was going to, and that was important, because that would deeply influence how he acted next. If the watcher core agreed to share information and understood that his kingdom had been consumed by catastrophe, that would be the end. No more bloodshed and no more destruction. If he responded with fire, then that wasn't going to be how this ended at all.
Bran: Try to convince Werzop that his creator will not be coming back by speaking honestly, softly, and logically, and request information. While you do this, try and examine the black diamond from afar. If he responds by continuing to defend the Colossus instead of ceasing hostilities, raise your staff and prepare to use Arcane Negation to counter magical effects targeted at Vince as they are cast. Then, create vibrations in the air around the Colossus of De-Zum Ri in an effort to break the mechanical joints of its knees with thunderous force. After it is immobilized, enter the Colossus and investigate as much as you can, searching for any sort of writing on the creator of the Colossus, or examples of what kind of technology they used.
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Thu Oct 10, 2019 5:37 pm
Severa: Should hostilities continue, I call upon the divine power of Ragus to whip the electrified sand in to a sandstorm with galeforce winds.
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Fri Oct 11, 2019 10:09 am
>Arthur: Stand guard at Bran's back with Focused Defender, ready to take incoming magical attacks or otherwise help him out of the way of danger; keeping a fierce stance, a warning to the remaining Cores that he's ready to snap into action should negotiation fail: a message to wait, rather than one of aggression.
"...you've got a lot of nerve," he growled over his shoulder, the sound of it running low, cupped by his oxygen mask- "trying this now while the others are pissed off..."
Glowering down the sand, it seemed Arthur's glare didn't just extend to their enemies; he kept a close eye on Vince in particular, and... watched, he supposed, or, kept his senses extended outward for the approach of the otherwordly thing Yam had turned into-- not as if he knew exactly what he'd do about the latter... but.
With the former already baked, the swordsman anticipated- no, decided, that the pyromancer ought to know what was good for him and play dead for a minute: if something else happened that way, he only had his own recklessness to blame...
...meanwhile, the blood from the wound in his shoulder continued to roll on down, leaving dark impressions in the dry sand where it dripped... a droplet for every tense moment where everything stood still...
"...you've got a lot of nerve," he growled over his shoulder, the sound of it running low, cupped by his oxygen mask- "trying this now while the others are pissed off..."
Glowering down the sand, it seemed Arthur's glare didn't just extend to their enemies; he kept a close eye on Vince in particular, and... watched, he supposed, or, kept his senses extended outward for the approach of the otherwordly thing Yam had turned into-- not as if he knew exactly what he'd do about the latter... but.
With the former already baked, the swordsman anticipated- no, decided, that the pyromancer ought to know what was good for him and play dead for a minute: if something else happened that way, he only had his own recklessness to blame...
...meanwhile, the blood from the wound in his shoulder continued to roll on down, leaving dark impressions in the dry sand where it dripped... a droplet for every tense moment where everything stood still...
- Sharks
- Posts : 59
Join date : 2018-08-05
Age : 27
Location : hell
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Sat Oct 12, 2019 1:22 pm
The fuck??? The fuck???????????? Yam's face contorted into something resembling primordial fury as Bran - although, as she was, she had a hard time actually recognizing specific people around her - began to speak with the thing that had stolen from her. Her hands itched with the desire to tear her aspect, [HARVEST], out from the heart of the machine. Her fingers twitched, and in their twitching gave off signals which, if translated, would correspond to something like "GIVE IT BACK," on repeat, repeating even before the original had finished being said, so that the whole thing was a garbled mess of anger and need. At some point she stopped breathing, she was so apoplectic. If this thing's master was still alive, she'd kill them herself...
>Yam: Twitch furiously, prepared to kill the hell out of Werzop the moment it or any other part of the enemy force does anything aggressive (mainly by just, slashing it with her scythe as many times as possible).
>Yam: Twitch furiously, prepared to kill the hell out of Werzop the moment it or any other part of the enemy force does anything aggressive (mainly by just, slashing it with her scythe as many times as possible).
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Sun Oct 13, 2019 12:03 pm
A constrictive tension hung over the heads of Castle High's soldiers, as Werzop considered Bran's words...
Though they haven't ceased hostilities, Werzop appears discontent! They won't be taking any actions this turn!
"Hmph. Damn thing sounds defective," Corbin snarks. "Now that it's confused, we can pick off the others. Let's go! Attack!"
Bran investigates the black crystal up above. His Far-Sight Spectacles indicate for him that the damage to the crystal is not in any way recent: the diamond was likely damaged when it was removed from the earth, never whole. It also doesn't seem to have any particular magical properties to it: like all crystals, it could likely be used as a battery for mana, but there don't seem to be any enchantments or spells imbued into it, as he'd read the people of De-Zum-Ri were known to do. And yet... something doesn't seem right about that. Like, somehow, he can just feel it's more than a simple hunk of crystal. Or at the least, it was.
The mage then prepares his staff, standing in front of Vince...!
Manipulating the mana in the air, Bran begins to vibrate the air, a kinetic, shearing power to break the Colossus' knees... but the construction of the Colossus appears too sturdy! While he manages to deal 283 damage, the Colossus remains solid, no way to enter revealed! He does note, however, that the magical leylines running across the structure's body are in the form of constellations and arcane gears. Perhaps the colossus is tied to the stars?
Bran feels a fatigue from his actions... (-1 Adv)
A divine wind begins to whirl across the sands as Severa calls upon Ragnus to create a gale! The wind begins to spin and stir, electrified grains of sand and static made animate, whipping across the wastes!!
The Current Cage surrounding the enemies negates the electrical damage from the sands, but the whirling wind still buffets them, dealing 80 damage to Helper Core B, Helper Core C, and Containment Core, as well as 160 damage to the Colossus!
The air around the battlefield is now filled with charged sand -- currents and lightning will be able to easily flow!
Vince roars into action! He begins by hurling a fireball at Helper Core C, but just barely manages to miss the mark, only managing to sear the edge of the core for 112 damage!
He then locks his sights on the Colossus and activates his Fiery Conflux! The flames accross the Colossus spiral together, forming a singularity that suddenly explodes, dealing 625 damage!
The fire mage then notes a particularly broken section of the Colossus' outer exterior and uses Sharpnel Blast! A sliver of fire whirls through the air and explodes at the section, dealing 312 damage to the fortress, before raining down burning fragments on the enemies below! None of the cores are able to escape the blast, each taking 101 damage!
With an arcane spasm, the Containment Core is destroyed!
Suddenly, Bran and Emilia feel as if something has been returned to them, like remembering something vital! Bran gains Arcana, and Emilia gains Double Shot!
TRAINING MISSION COMPLETE! Despite the battered and beaten form of his body, Vince can unleash a flurry of blows and attacks, contained in a new Technique! Vince gains Efficient Offensive! Whenever he performs three or more attacks in the same turn, the Advantage consumed that turn is reduced by one!
Vince is exhausted from his efforts... (-2 Adv)
Arthur takes a defensive position at Bran's back, ready to intercept any attacks headed for him...!
Yam stands at the ready, twitching furiously as she eyes the cores...
Saul rushes for the Colossus, leaping off a nearby stone to slash through its exposed knee! Its Reversed Potential reduces the attacks damage, only suffering 107 damage!
Erika rushes down Helper Core B, holding her guitar like a baseball bat and slamming the artifact! The strike deals 112 damage, more than enough to shatter the core to pieces!
Vince feels a familiarity return to him: he regains Wildfire!
Emilia, looking upon her bow with a renewed fondness, fires an arrow straight for Helper Core C! The Core beeps, activating Guidance to dance around the attack, surviving!
Emilia then keeps an eye on Yam, telling her slowly, "It's gonna be alright. They're on their last legs now, and that orby thing doesn't sound too thrilled. Just keep it together, alright?"
Corbin gives his gun a spin, locking sights on Helper Core C!
"Lights out for you, small fry."
"Eep!" is all the core can respond with before being pierced by a bullet! Even with Reversed Potential, the strike manages to deal 55 damage, enough to shatter the core's mana crystal and leave it lifelessly falling to the sand!
Severa feels a relieving sensation come over her as she regains Guidance!
The navigator then swivels his rifle around, blasting at the kneecap of the Colossus! With Reversed Potential, the attack only deals 79 damage, however.
Corbin has 10/10 Castle Charges! He is ready to unleash the power of the Castle's cannons!
Corbin feels fatigue from his efforts... (-1 Adv)
Werzop remains motionless in its stasis state. "Conclusion: I am the only remaining active core. Reviving more cores will leave me open to attacks, and likely lead to my destruction."
"...Under such circumstances... perhaps action and inaction are equivalent? Considering the only difference in outcome will be the annihilation of myself and the colossus..."
Corbin leers at the core. "I'm not sure about this one... you heard it before, didn't you? It's entirely loyal to the person who revived the Flying Fortress. We don't need a risk like that lying around. I say we destroy the core now, stop it from causing any further trouble."
"Must it be that way?" Emilia counters. "The thing is harmless and pitiful. Besides, with its abilities, it could be pretty useful to bring along."
"It would also give the core ample opportunity to 'adapt' itself to all our combat abilities." He growled back.
All Players, Please Vote
Destroy the Watcher Core: Destroy and dismantle the core. Doing so leaves no risk of the Core coming back or assisting your enemies at a later point, but also leaves no ability for the core to assist you. This option will also give Castle High direct access to the core's Watcher Eye, which could prove a useful artifact.
Recruit the Watcher Core: Take Werzop along with you. Giada can attempt to modify the Core's circuitry so that it can assist the castle, but it will always have some inclination toward its creator, and could potentially aid that creator in a later battle. Of course, this inclination could have some advantage for you as well.
CASTLE HIGH Lv. 14
HP 10706 / 14000 + 500
- Werzop's Response:
- "The validity to your statement is noted: most of the original creators of the city and colossus are very likely dead. My original creator is most surely dead. However, several years ago, a creator returned! He is not, technically, my creator, but with no other living creators, he is as close to one as I can possibly have.
There was a slight hesitation there, before the core added, "artifact cores... require, oversight. It is our very nature to assist. Even though this creator calls me 'Werzop' without asking, and performed extensive, uncomfortable modifications to my chassis and mana crystal, and immediately left me despite my multiple suggestions that they remain for at least a little while, and took with them some of our most precious remaining treasures... he is still the only remaining creator I can assist. As you can see, everything and everyone else is gone. If the possibility to assist a creator again exists, I must seize it!"
The Watcher Core's tone was not as chipper as it previously sounded. "I apologize for harming you if your intentions are ultimately benefitial, but I must do as commanded. Following the wishes of this last creator is all the purpose I have anymore. It is everything. Even if following them leads to the erasure of our civilization, I do not wish to lose him. He will return! T-this time, the creator really will come back. They will. They must. I... apologize, once again."
Though they haven't ceased hostilities, Werzop appears discontent! They won't be taking any actions this turn!
"Hmph. Damn thing sounds defective," Corbin snarks. "Now that it's confused, we can pick off the others. Let's go! Attack!"
Bran investigates the black crystal up above. His Far-Sight Spectacles indicate for him that the damage to the crystal is not in any way recent: the diamond was likely damaged when it was removed from the earth, never whole. It also doesn't seem to have any particular magical properties to it: like all crystals, it could likely be used as a battery for mana, but there don't seem to be any enchantments or spells imbued into it, as he'd read the people of De-Zum-Ri were known to do. And yet... something doesn't seem right about that. Like, somehow, he can just feel it's more than a simple hunk of crystal. Or at the least, it was.
The mage then prepares his staff, standing in front of Vince...!
Manipulating the mana in the air, Bran begins to vibrate the air, a kinetic, shearing power to break the Colossus' knees... but the construction of the Colossus appears too sturdy! While he manages to deal 283 damage, the Colossus remains solid, no way to enter revealed! He does note, however, that the magical leylines running across the structure's body are in the form of constellations and arcane gears. Perhaps the colossus is tied to the stars?
Bran feels a fatigue from his actions... (-1 Adv)
A divine wind begins to whirl across the sands as Severa calls upon Ragnus to create a gale! The wind begins to spin and stir, electrified grains of sand and static made animate, whipping across the wastes!!
The Current Cage surrounding the enemies negates the electrical damage from the sands, but the whirling wind still buffets them, dealing 80 damage to Helper Core B, Helper Core C, and Containment Core, as well as 160 damage to the Colossus!
The air around the battlefield is now filled with charged sand -- currents and lightning will be able to easily flow!
Vince roars into action! He begins by hurling a fireball at Helper Core C, but just barely manages to miss the mark, only managing to sear the edge of the core for 112 damage!
He then locks his sights on the Colossus and activates his Fiery Conflux! The flames accross the Colossus spiral together, forming a singularity that suddenly explodes, dealing 625 damage!
The fire mage then notes a particularly broken section of the Colossus' outer exterior and uses Sharpnel Blast! A sliver of fire whirls through the air and explodes at the section, dealing 312 damage to the fortress, before raining down burning fragments on the enemies below! None of the cores are able to escape the blast, each taking 101 damage!
With an arcane spasm, the Containment Core is destroyed!
Suddenly, Bran and Emilia feel as if something has been returned to them, like remembering something vital! Bran gains Arcana, and Emilia gains Double Shot!
TRAINING MISSION COMPLETE! Despite the battered and beaten form of his body, Vince can unleash a flurry of blows and attacks, contained in a new Technique! Vince gains Efficient Offensive! Whenever he performs three or more attacks in the same turn, the Advantage consumed that turn is reduced by one!
Vince is exhausted from his efforts... (-2 Adv)
Arthur takes a defensive position at Bran's back, ready to intercept any attacks headed for him...!
Yam stands at the ready, twitching furiously as she eyes the cores...
Saul rushes for the Colossus, leaping off a nearby stone to slash through its exposed knee! Its Reversed Potential reduces the attacks damage, only suffering 107 damage!
Erika rushes down Helper Core B, holding her guitar like a baseball bat and slamming the artifact! The strike deals 112 damage, more than enough to shatter the core to pieces!
Vince feels a familiarity return to him: he regains Wildfire!
Emilia, looking upon her bow with a renewed fondness, fires an arrow straight for Helper Core C! The Core beeps, activating Guidance to dance around the attack, surviving!
Emilia then keeps an eye on Yam, telling her slowly, "It's gonna be alright. They're on their last legs now, and that orby thing doesn't sound too thrilled. Just keep it together, alright?"
Corbin gives his gun a spin, locking sights on Helper Core C!
"Lights out for you, small fry."
"Eep!" is all the core can respond with before being pierced by a bullet! Even with Reversed Potential, the strike manages to deal 55 damage, enough to shatter the core's mana crystal and leave it lifelessly falling to the sand!
Severa feels a relieving sensation come over her as she regains Guidance!
The navigator then swivels his rifle around, blasting at the kneecap of the Colossus! With Reversed Potential, the attack only deals 79 damage, however.
Corbin has 10/10 Castle Charges! He is ready to unleash the power of the Castle's cannons!
Corbin feels fatigue from his efforts... (-1 Adv)
Werzop remains motionless in its stasis state. "Conclusion: I am the only remaining active core. Reviving more cores will leave me open to attacks, and likely lead to my destruction."
"...Under such circumstances... perhaps action and inaction are equivalent? Considering the only difference in outcome will be the annihilation of myself and the colossus..."
Corbin leers at the core. "I'm not sure about this one... you heard it before, didn't you? It's entirely loyal to the person who revived the Flying Fortress. We don't need a risk like that lying around. I say we destroy the core now, stop it from causing any further trouble."
"Must it be that way?" Emilia counters. "The thing is harmless and pitiful. Besides, with its abilities, it could be pretty useful to bring along."
"It would also give the core ample opportunity to 'adapt' itself to all our combat abilities." He growled back.
- A Fateful Choice:
- Sometimes, the circumstances of a battle will lend themselves to a choice needing to be made. These choices will have an impact upon how the story progresses and, in particular, how the final battle(s) of the story will play out. Think carefully about which choice you believe is best!
All Players, Please Vote
Destroy the Watcher Core: Destroy and dismantle the core. Doing so leaves no risk of the Core coming back or assisting your enemies at a later point, but also leaves no ability for the core to assist you. This option will also give Castle High direct access to the core's Watcher Eye, which could prove a useful artifact.
Recruit the Watcher Core: Take Werzop along with you. Giada can attempt to modify the Core's circuitry so that it can assist the castle, but it will always have some inclination toward its creator, and could potentially aid that creator in a later battle. Of course, this inclination could have some advantage for you as well.
- Castle High Forces:
- ALLIES
Corbin - HP 1300 / 1300
Adv: +2
Personal Adv: +2 (Agility)
Power: 30
Castle Charge: 10/10- Character Information:
Equipment Effects
Old-World Rifle: Gain +1 Castle Charge whenever you damage an enemy character.
Ability
Castle's Controller: Every turn, gain one Castle Charge. At 10 Castle Charge, inflict an attack on all eemies with power equal to weapon Power x 4. Lose all Castle Charges upon defeat.
Techniques
Crippling Shot: On successful hit, inflict Crippled on an enemy, giving them -3 Agility.
Suppressing Fire (Inactive): While active, counter-attack any enemy physical ranged attack.
Defenses and Resistances
Elemental Resistance: +2
Cold Resistance: +1
StatsPhysical Magical Support Strength +0 Spirit +0 Charisma +0 Agility +1 Faith +0 Insight +2 - Inventory:
- Weapon - Old-World Rifle - A well-worn gun, passed down for many years. Forged in a bygone era: +2 Insight, +1 Agility. Gain +1 Castle Charge whenever you hit an enemy chaaracter. Power: 30.
Armor - Inscribed Robes - Heavy clothing, made to keep away the chill of the castle's highest altitudes: +2 elemental resistance, +1 cold resistance, +100 Max HP
Emilia & Chonker - HP 1250 / 1250
Adv: +4
Personal Adv: +2 (Agility)
Power: 45- Character Information:
Equipment Effects
Charm of the Wilds: Increased effectiveness recruiting and commanding wildlife.
Ability
None
Techniques
Sleep Arrow: Fire an arrow that inflicts Sleeping. Deals no damage.
Frenzy Companion: Give a willing ally Frenzy, granting +15 Power but -1 Advantage. If used on an animal companion, does not reduce Advantage.
Defenses and Resistances
Physical Defense: +1
StatsPhysical Magical Support Strength +0 Spirit +0 Charisma +1 Agility +1 Faith +0 Insight +1 - Inventory:
- Weapon - Heirloom Bow - A bow left behind by Emilia's mother: +1 to agility, +1 to insight. Power: 45.
Armor - Leather Armor - Slightly worn leather armor, including bracers and a shoulder protector: +50 Max HP, +1 to physical defense
Specialty Armor - Charm of the Wilds - A cute pin surging with primal power: +1 charisma, increased effectiveness recruiting and commanding wildlife.
HEROES
Arthur (Impromptu) - HP 1192 / 1325
Adv: +2
Personal Adv: +2 (Strength)
Power: 55+- Character Information:
Equipment Effects
Luster Steel Broadsword: +10 power against targets with less power.
Bone Specter Coat: Failed melee attacks against you have a chance to inflict Vulnerable to the attacker.
Ability
None
Techniques
Brawler's Challenge: Attempt to taunt a single enemy. If successful, gain +1 to physical defense and +10 to Power for all attacks against that enemy.
Second Wind: Upon being reduced below 50% Max HP, return to 50% Max HP. Does not activate if reduced to 0% HP.
Focused Defender: Defend target ally from (Ranged, Magic, or Melee) attacks without consuming an action. All damage blocked this way is reduced by 25%.
Defenses and Resistances
All Defenses: +1
All Damage Resistance: +10%
Water and Wind Resistance: +20%
StatsPhysical Magical Support Strength +2 Spirit +0 Charisma +1 Agility +0 Faith +0 Insight +0 - Inventory:
- Weapon - Luster Steel Broadsword - A pristine weapon that puts others to shame: +10 power against foes with less power. Power: 55
Armor - Bone Specter Coat - A coat reinforced against attacks both physical and magical. The intimidating dragonbone and shackles are enough to make the weak have second thoughts: +1 Charisma, +125 Max HP, +1 to all defenses, -10% damage from all attacks. Failed melee attacks against you have a chance to inflict Vulnerable to the attacker.
- Training Missions:
- Deal 1000 damage while it's not your turn! (0/1000)
Bran (GM_3826) - HP 1200 / 1200
Adv: +2
Personal Adv: +1 (Insight)
Power: 70
Status - Charged Magic Circuits: Your first magical action next turn has increased power and effectiveness.
Time-Twisted: Gain one additional free action next turn.- Character Information:
Equipment Effects
Robes of Wind: Remove debuffs that are suspectible to wind magic.
Far-Sight Spectacles: No penalty to long-range actions. Insight actions have improved results. Sometimes passively reveals unknown information.
Perunyr: Gain the storm familiar Perkun, which can be unbound once per battle, unleashing a lightning, water, and wind attack upon random enemies. Doing so reduces this weapon's power by 25 for the battle's remainder.
Ability
None
Techniques
Arcane Storm: Flurry of arcane magic that hits all enemies. When charged, deals additional damage and may inflict a status effect based on the type of magic charged.
Elemental Conduit: Once per battle, charge up with a type of elemental magic as a free action. Element must be in nearby environment.
Arcane Negation: Negate target Spirit-based magical effect, either weakening or dispelling it. Can be prepared to counter an enemy spell as it is cast.
Emerald Light: Target enemy gains the Submerged status, losing 10% of their HP each turn and receiving a 25% weakness to electricity and water.
Defenses and Resistances
Elemental Defense: +1
Earth Defense: +1
StatsPhysical Magical Support Strength +0 Spirit +3 Charisma +0 Agility +1 Faith +1 Insight +1 - Inventory:
- Weapon - Perunyr, the Maelstrom Bound - The power and fury of a storm, contained into a magical staff. A young storm spirit, in the form of a one-eye squid, whirls around its magical emerald, churning winds and flecks of water in its wake:+3 Spirit, +1 Faith, +1 Agility. Gain the Technique Emerald Light while this item is equipped. Gain the storm familiar Perkun, which can be unbound once per battle, unleashing a lightning, water, and wind attack upon random enemies. Doing so reduces this weapon's power by 25 for the battle's remainder. Power: 70.
Armor - Robes of Wind - A set of robes around which the wind seems to collect: Removes debuffs that are susceptible to wind magic. +1 elemental defense, +1 earth defense.
Specialty Armor - Far-Sight Spectacles - A pair of antique glasses enchanted to make focusing on details easier: +1 insight, +1 to long-distance actions. Examinations have improved results. Will sometimes passively reveal unknown details.
Item - Surging Wand - A wand that seems to ebb with magical power: +1 to magic, +1 to water-affinity attacks. Power: 50.
Item - Tale of Lonely Cold - An enchanted book, inscribed with the story of a lonely scholar stuck in a frozen castle: +1 spirit, +1 ice magic. -20% damage from water and fire magic. Power: 50.
- Training Missions:
- Reduce the damage from 5 different attacks! (0/5)
Erika (Jan) - HP 1275 / 1275
Adv: +4
Personal Adv: +3 (Charisma)
Power: 55- Character Information:
Equipment Effects
Electrical Guitar!: Heal 50 HP on all successful charisma or spirit actions. On successful lightning magic attacks, chain lightning damage to an additional enemy at 25% power.
Ability
None
Techniques
Rock Fusion: You may perform a supporting effect and an offensive effect in the same action, but both effects have -50% power.
Sonorous Duet: Usable once per battle. When applying a positive effect to one ally (including yourself), you can also apply that effect to another ally (without consuming an action).
Defenses and Resistances
Physical Defense: +1
StatsPhysical Magical Support Strength +0 Spirit +1 Charisma +3 Agility +0 Faith +0 Insight +0 - Inventory:
- Weapon - Electrical Guitar! - A stylish guitar with lightning bolts painted down the sides. Every strum sends a jolt through your body: +2 Charisma, +1 Spirit. Heal 50 HP on all successful charisma actions. On successful lightning magic attacks, chain lightning damage to an additional enemy at 25% power. Power: 55.
Armor - Leather Armor - Slightly worn leather armor, including bracers and a shoulder protector: +50 Max HP, +1 Physical Defense.
Specialty Armor - Leather Collar - A leather collar with iron studs. Helps block attacks at the neck. Very punk: +25 Max HP, +1 Charisma.
Item - Blank Guitar - Unremarkable guitar. Power: 40. +1 to charisma, -1 to insight.
- Training Missions:
- Damage 3 enemies who damaged you! (2/3)
Reduce the damage of an enemy attack 5 times! (0/5)
Saul (meta) - HP 1300 / 1300
Adv: +4
Personal Adv: +1 (Faith)
Power: 50- Character Information:
Equipment Effects
Reborn Vessel Blade: Immune to stuns. This weapon cannot be lost or disarmed.
Abilities
None
Techniques
Prayer of Deliverance: Grants an ally 30% damage resistance against Faith-based attacks.
Identify Weakness: Identifies an enemy "Weak Point." All allied physical attacks against this enemy involving this weakpoint gain +1 Advantage and +5 power.
Defenses and Resistances
Physical Defense: +1
Physical Resistance: +15%
StatsPhysical Magical Support Strength +1 Spirit +1 Charisma +0 Agility +1 Faith +0 Insight +0 - Inventory:
- Weapon - Reborn Vessel Blade - A shining sword now reborn, but unlike its former self. Inspires steadfast will: +1 strength, +1 agility, +1 spirit. Cannot be lost or disarmed. User is immune to stuns. Power: 50.
Armor - Fitted Chainmail - Humble and well-fitting armor, meant to maximize defense without sacrificing agility: +100 Max HP, +1 physical defense, -10% physical damage.
Item - Leather Armor - Slightly worn leather armor, including bracers and a shoulder protector: +50 Max HP, +1 to physical defense
Item - Emblem of Aethon Sol - A polished metal medallion, emblazoned with the symbol of Aethon Sol's paladins. Radiates a faint, pure light.
- Training Missions:
Weaken an enemy by attacking them 3 times! (2/3)
Attack an enemy who attacked an ally last turn/this turn 3 times! (1/3)
Severa (LadyRena) - HP 1300 / 1300
Adv: +4
Personal Adv: +2 (Faith)
Power: 50
Thunderous Might: +15 power, physical damage may be dealt as electrical damage if it's more effective. (2 turns)- Character Information:
Equipment Effects
Twin Streaks: +5 power to faith magic, +5 power for every 2 Adv.
Robes of Motif: Gain Charged Magical Circuits every 3rd turn.
Commander's Tabbard: Healing effects targetting you gain +15 power.
Ability
None
Techniques
Crystalline Barrier: Create a barrier around one ally, giving +1 magical defense and blocking damage. If destroyed by a melee attack, deals damage to the attacker.
Healing Glow: Whenever a barrier or construct is created around an ally (or allies), they will be healed a small amount, scaling with the barrier's HP.
Echoing Notes: Spend Charged Magic Circuits to cause your next sound-based action to suffer no Power reduction from targetting multiple characters. Can be used once per battle.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +0 Spirit +1 Charisma +0 Agility +1 Faith +2 Insight +0 - Inventory:
- Weapon - Twin Streaks - A doublesaber imbued with divine power: +2 faith, +1 agility. +5 power to divine spells. +5 power for every 2 Adv. Power: 50.
Armor - Robes of Motif - Robes enchanted to draw mana from ones surroundings: +1 spirit, gain Charged Magic Circuits every 3rd turn.
Specialty Armor - Commander's Tabard - A tabard emblazoned with a faded, proud seal. The insignia of someone who leads from the front: +100 Max HP, healing effects on you gain +15 power
- Training Missions:
- Strike an enemy with magic-empowered attacks 4 times! (2/4)
Vince (Atmos) - HP 341 / 1300
Adv: +1
Personal Adv: +1 (Spirit)
Power: 50
Status - Fired Up!: Attacks gain +10 power- Character Information:
Equipment Effects
Fire Lash Whip: +1 fire magic, all attacks have a chance to inflict Burning.
Impassioned Bandana: +10 power and +1 to all defenses when below 50% HP.
Thermal Armor: +1 to fire element attacks
Abilities
None
Techniques
Fiery Conflux: Target a Burning entity and cause them to explode. Deals a large amount of damage, but removes their Burning status.
Aerial Evasion:Become immune to melee damage and recieve -25% damage from all other sources this turn. Only usable when airborne. May be used once for no cost, and any time after as an action.
Shrapnel Blast:A flaming explosion that focuses on dealing structural damage while also hitting enemy combatants. Castle damage modifier reduced to x1.5, but also deals damage to enemy characters. Can be focused on a single target or spread out to many.
Efficient Offensive: If you perform 3 or more attacks in a single turn, reduce the Advantage lost by 1.
Defenses and Resistances
Physical Defense: +1
Cold Resistance: +75%
StatsPhysical Magical Support Strength +0 Spirit +1 Charisma +0 Agility -1 Faith +0 Insight +0 - Inventory:
- Weapon - Fire Lash Whip - A magical whip that exudes fiery power: +1 spirit, +1 fire magic, all attacks have a chance to inflict Burning. Power: 50.
Armor - Thermal Armor - Armor imbued with fire magic, contained through heavy insulation. The heat inside is sweat-inducing and it's a bit cumbersome, but there's nary a note of cold: -1 Agility, +1 for all fire magic, +100 Max HP, +1 physical defense, +75% cold resistance.
Specialty Armor - Impassioned Bandanna - A bandanna sewn by a mother hoping for a better world: +10 power and +1 resistance to all damage when below 50% HP.
Item - Red Fire Opal(?) - A gemstone enchanted with fire magic. Probably.
- Training Missions:
Yam (Sharks) - HP 978 / 1250
Adv: +3
Personal Adv: +2 (Spirit)
Power: 60
Status - Burning!: Take 150 damage at the end of every turn.- Character Information:
Equipment Effects
The Dark Harvester: Ignores all defenses on melee attacks. Heals 10% of all damage dealt.
Murderer's Garland: Enemy melee attacks against you receive -5 Power and -1 Effective Advantage.
Ability
None
Techniques
Earthen Grasp: Deal low-to-moderate damage to an enemy and inflict an immobilizing debuff. The exact debuff varies depending on the environment. Does not work against enemies not touching the ground.
Ally of Spirits: Whenever you perform an action involving a spirit, the spirit will also provide a minor benefit.
Defenses and Resistances
Physical Defense: +1
StatsPhysical Magical Support Strength +0 Spirit +2 Charisma +0 Agility +2 Faith +0 Insight +0 - Inventory:
- Weapon - The Dark Harvester - A scythe imbued with terrifying magic, it draws the lifeforce from all it strikes, and its ethereal blade means no one is safe: +2 Spirit, +2 Agility. Ignores all defenses on melee attacks. Heals 10% of all damage dealt. Power: 60.
Armor - Leather Armor - Slightly worn leather armor, including bracers and a shoulder protector: +50 Max HP, +1 to physical defense
Specialty Armor - Murderer's Garland - An unnatural magical crown, singing an otherworldly melody: +1 spirit, enemy melee attacks against you receive -1 Advantage and -5 Power.
- Training Missions:
- Grow 3 plants with unique functions! (0/3)
Block or heal 1200 ally damage! (0/1200)
CASTLE HIGH Lv. 14
HP 10706 / 14000 + 500
VS
9828 / 12000 HP
Lv. 12 THE COLOSSUS OF DE-ZUM-RI
Lv. 12 THE COLOSSUS OF DE-ZUM-RI
- The Colossus of De-Zum-Ri Forces:
The Colossus of De-Zum-Ri - CASTLE - HP 9828 / 12000
Adv: -
Personal Adv: -
Power: 70+ (100)
Status - Identified Weakness (Knees and Neck): Any physical attacks targetting the specified weakness gains +1 Advantage and +5 Power.- Character Information:
Equipment Effects
Ancient Battery: Attack enemy castle with a 70 Power attack once per turn. Gain +10 Power for each active "Core" ally.
Abilities
Fortress: All damage against this target is doubled, it has no stats, and it cannot avoid damage.
Empowering Leyline: Once per turn, give an ally Charged Magical Circuits and an additional action.
Harvester: Whenever an enemy is knocked out, recover 10% HP and gain +10 power to your next action. Can only activate once per turn.
Rockstar: +10 power to actions that target anyone who targeted you last turn.Adaptation - Reversed Potential: Repel enemy attacks with a magnetic field. -50% damage from metallic melee attacks, -75% damage from electric-buffed melee attacks.
Adaption - Crystal Dissolution: Greatly reduce the effectiveness of all crystal-based attacks and constructs.
Adaption - Current Cage: Completely negate or redirect the effects of electric-based attacks.
Adaption - Explosive Decompression: If trapped or buried, explosively free yourself, damaging random enemies.
Adaption - Cleanse Venom: Cannot take poison-related debuffs, and reduce all poison-type damage.
Techniques
CHANGE FATE: Steal memories. Cannot be used.
Defenses and Resistances
StatsPhysical Magical Support Strength -- Spirit -- Charisma -- Agility -- Faith -- Insight -- - Inventory:
- Weapon - Ancient Battery - An ancient set of arcane cannons and artillery: Attack enemy castle with a 70 Power attack once per turn. Gain +10 Power for each active "Core" ally.
Watcher-Core "Werzop" - ELITE - HP 883 / 2000
Adv: +3
Personal Adv: +4 (Insight)
Power: 0- Character Information:
Equipment Effects
Watcher's Eye: Once per turn, Adapt to target enemy action, making any future, similar actions ineffective against you for the remainder of the battle. After being hit by an attack, Adapt to it automatically.
Abilities
Core Relayer: Whenever you recieve a friendly buff, apply it to all allies, including the castle.
Veins of Fire: May pay 100 HP to boost an action by +1 or its power by +10. May boost a single action up to five times this way.
Self-Sufficient: Actions that target a character no other player is targetting have double Advantage.Adaptation - Reversed Potential: Repel enemy attacks with a magnetic field. -50% damage from metallic melee attacks, -75% damage from electric-buffed melee attacks.
Adaption - Crystal Dissolution: Greatly reduce the effectiveness of all crystal-based attacks and constructs.
Adaption - Current Cage: Completely negate or redirect the effects of electric-based attacks.
Adaption - Explosive Decompression: If trapped or buried, explosively free yourself, damaging random enemies.
Adaption - Cleanse Venom: Cannot take poison-related debuffs, and reduce all poison-type damage.
Techniques
Awaken Core: Activate a friendly, inactive core. Can also be used to revive defeated cores. May only be used once per turn.
Target Weaponry: Order the Colossus' weapons to attack this target. All attacks against the target gain +15 power.
Defenses and Resistances
Elemental Defense: +3
Physical Defense: +2
StatsPhysical Magical Support Strength +0 Spirit +2 Charisma +0 Agility +1 Faith +0 Insight +4 - Inventory:
- Weapon - Watcher's Eye - An enchanted relic that can analyze targets near-instantly: +4 Insight. Once per turn, Adapt to target enemy action, making any future, similar actions ineffective against you for the remainder of the battle. After being hit by an attack, Adapt to it automatically. Power: 0.
Armor - Core Chassis - A standard chassis for one of Del-Zum-Ri's enchanted cores: +1 Agility, +2 Spirit, -25% resistance to electric damage.
Specialty Armor - Watcher Core's Armor - Special armor for watcher-class cores, making them notoriously difficult to destroy: +3 Elemental Defense, +2 Physical Defense, ignore all elemental weaknesses.
A number of strange, orb-shaped artifacts also dot the ground nearby...
Choice Deadline: 10/18/19, or when a majority is reached
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Sun Oct 13, 2019 1:31 pm
Bran is feeling a little better, at the very least. He seems to recall what he was missing. He's willing to bet that the effect of the black diamond. stealing their memories. Or perhaps something a bit deeper than that. Closer to identity theft, really. He didn't trust that it did nothing. At this point, though, there was a decision to make.
"I understand that some of you will want to destroy the core." Bran turned to the others. "Almost all of you seemed to be seething in anger just a moment ago. To be honest, I'm not quite sure how to react. It's a conundrum. Something is telling me I want to spare it, as its the last of its kind. But whatever it once guarded is long gone. And while we cannot say for certain, whoever its new "creator" is seems to be a threat we can not ignore. That said, I offer a token of resistance, as an offer of peace, if nothing else. But if you choose to destroy it, now that it is at our mercy, I will not oppose you. Perhaps it is long past its time, and it's possible that it may become a threat we cannot abide in the future."
Bran felt a little uncomfortable speaking of something intelligent like it was an object, but this was a delicate situation that required him to take sides. Who knows how the others would respond to him treating the machine as if it were a person? If the others calmed down, then he'd lighten up a little, but as he was the first to speak up, that hasn't happened yet. Perhaps it never will.
Bran: Vote to Rescue the Watcher Core, but in the event of a tie, change your vote to Destroy the Watcher Core provided that the vote is tense.
"I understand that some of you will want to destroy the core." Bran turned to the others. "Almost all of you seemed to be seething in anger just a moment ago. To be honest, I'm not quite sure how to react. It's a conundrum. Something is telling me I want to spare it, as its the last of its kind. But whatever it once guarded is long gone. And while we cannot say for certain, whoever its new "creator" is seems to be a threat we can not ignore. That said, I offer a token of resistance, as an offer of peace, if nothing else. But if you choose to destroy it, now that it is at our mercy, I will not oppose you. Perhaps it is long past its time, and it's possible that it may become a threat we cannot abide in the future."
Bran felt a little uncomfortable speaking of something intelligent like it was an object, but this was a delicate situation that required him to take sides. Who knows how the others would respond to him treating the machine as if it were a person? If the others calmed down, then he'd lighten up a little, but as he was the first to speak up, that hasn't happened yet. Perhaps it never will.
Bran: Vote to Rescue the Watcher Core, but in the event of a tie, change your vote to Destroy the Watcher Core provided that the vote is tense.
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Sun Oct 13, 2019 3:12 pm
"Tch," Arthur spat, only bothering to turn about halfway towards their remaining opponent. A frenetic wind still clung to the sand, kicking up his coat... "This is why machines like this are a mistake-- tools that act like living beings, but only exist to be used- and it doesn't even matter by whom it is used. At least dogs are loyal to their masters... we have long surpassed the point the dog would bite- and this piece of scrap is willing to allow the destruction of everything its first creator lived for just so it can be useful to someone else?"
For a moment, his gaze drifted upwards-- towards the sky reflected by the leylines below... The towering silhouette of the Colossus' feminine figure.
"I'm sure machines don't believe in soul... and what a fatal error that must be... but if even now the spirit of the first creator lingers in these constructs, I'm sure it would be burning with shame."
"Pathetic." The swordsman spat- "You think this thing will be of more use to us than the parts? Mmph. Suppose it's not my place to keep you from it."
He shrugged- though he kept his blade by his side, still wary.
>Arthur: Rebuke Werzop for forgetting the intention of its first creator-- suggesting that they are still watching from somewhere far away. Note the arms of the Colossus, stretched towards the sky even after thousands of years... The likeness of a woman- no, a mother.
If it continues to insist, vote to destroy the Watcher Core.
For a moment, his gaze drifted upwards-- towards the sky reflected by the leylines below... The towering silhouette of the Colossus' feminine figure.
"I'm sure machines don't believe in soul... and what a fatal error that must be... but if even now the spirit of the first creator lingers in these constructs, I'm sure it would be burning with shame."
- self-sufficient:
A scene of pouring rain... in the transition between winter and spring, frost still clung to every surface; even the floorboards of the front steps leading into the humble Cheng Long residence...
And there, a young boy with matted silver hair lay prostrate at the feet of a man's towering figure- shivering, quietly sobbing.
"...and here you are again..." his master growled, "...like I said you would before. Not three days after you say you would never return... and you are cold and hungry..."
"...I have no use for such a fickle soul. You've slighted me for the last time, boy."
...and the door shut- leaving him alone again.
Daylight shifted into night, and the boy remained... enduring the cold, the soreness in his back and neck as he remained bowed before the door... then, sluggishness and darkness overwhelmed him all at once.
When he woke... even if briefly...
...he was curled up in that man's arms by the fire, wrapped in a towel, soup dribbling from the corner of his mouth. And he was cold... cold...
...and the man held him tighter... not letting go until sleep took him once more.
"...I hope you burn in hell, Bolin."
"I'd better not see you there..." the old man rasped- "or... I'll kick your ass again..."
"I'd like to see you try," Arthur turned his nose away, leering.
Still, in spite of his apparent hostility... his master laughed- a slow, bouncing breath, like a stone skipping across water.
Then, he sighed.
"...all these years... you were only a student, to me. And you served your purpose well..."
"...very well, in fact. You've learned all I could bother to teach you in so short a time..." A lightless smile crept across his aged features. "...now, it's time you lived for your own sake."
"There is nothing left for you here... this old dog has nothing to give you... I'm... selling this place... to resolve the last of my debts..."
"...ah... well..."
He coughed again- wheezing, his voice growing thinner. A trembling hand pointed out a sword rested atop a wood shelf on the other side of the room, like an altar:
"...take... Yín shī with you..."
"...someday, Arthur, I'm sure..."
"...you'll grow into it..."
银狮
"Pathetic." The swordsman spat- "You think this thing will be of more use to us than the parts? Mmph. Suppose it's not my place to keep you from it."
He shrugged- though he kept his blade by his side, still wary.
>Arthur: Rebuke Werzop for forgetting the intention of its first creator-- suggesting that they are still watching from somewhere far away. Note the arms of the Colossus, stretched towards the sky even after thousands of years... The likeness of a woman- no, a mother.
If it continues to insist, vote to destroy the Watcher Core.
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Wed Oct 16, 2019 12:13 pm
"...You have caused irrefutable harm to us, and killed Ragnus-knows how many before us. You do not deserve a swift death, but stars willing, I shall grant you one."
Severa: Vote to destroy.
Severa: Vote to destroy.
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Wed Oct 16, 2019 2:35 pm
Despite the multiple threats made, the core did not seem particularly affected. To Arthur's point, however, it responded, "Notable difference between myself and a dog: living creatures have the ability to choose! Cores such as myself are determined at creation whom we serve. Living creatures place a large emphasis on freedoms and choice, but cores only utilize choices when it is best. This makes comparing our thought processes... challenging! Such distinctions are part of the central principles behind my design."
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Fri Oct 18, 2019 12:01 am
Arthur had at least appeared to stop listening to Werzop midway through its response, an affected air of complete disinterest overtaking his features; though soon it cracked into a dangerous grin- a scowl twisted with amusement.
"...listen to you two," he cast a wry glance towards Bran and Emilia, "I can only wonder how far you think the choice you make now shall take you. It's 'helpless and pitiful'? We ought to show some compassion or respect for this creator's property for the sake of peace? Mph. How bold... or perhaps innocent, confusing an item with a voice for something truly living."
"The way things seem to be now, an encounter with this 'creator' seems only inevitable-- and I'm curious... how you think you'll try to spin this in our favour when it comes time for this to bite us in the arse. Mhahaha... very well."
>Arthur: Vote to spare the Watcher Core.
"You ought to understand where that kind of thinking takes you in this world-- but if you surprise me, I suppose, I'll have to reward it..."
"...listen to you two," he cast a wry glance towards Bran and Emilia, "I can only wonder how far you think the choice you make now shall take you. It's 'helpless and pitiful'? We ought to show some compassion or respect for this creator's property for the sake of peace? Mph. How bold... or perhaps innocent, confusing an item with a voice for something truly living."
"The way things seem to be now, an encounter with this 'creator' seems only inevitable-- and I'm curious... how you think you'll try to spin this in our favour when it comes time for this to bite us in the arse. Mhahaha... very well."
>Arthur: Vote to spare the Watcher Core.
"You ought to understand where that kind of thinking takes you in this world-- but if you surprise me, I suppose, I'll have to reward it..."
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Sat Oct 19, 2019 5:29 pm
Vote Result: Recruit the Watcher Core
Though there was certainly muttering among the ranks, the members of Regiment 1-31 couldn't quite bring themselves to destroy the core. Seeing an opportunity, Emilia steps forward and snatches the core from the air, giving it a shake. "Hey, call off the colossus and turn off... whatever you did to us! Before someone dunks 'ya!"
"Doing this now is equivalent to the outcome if destroyed," Werzop buzzes. "Now disengaging defenses..."
With a sound like the last gasp escaping a long-dead tomb, the Colossus' weapons power down, their arcane energy dissipating and being released to the winds as it returns to its previous pose, arms extended up toward the stars above with face pointed down.
With a quick flash of light, Yam, Erika, Arthur, and Vince all regain their respective Abilities! The forces of Regiment 1-31 are restored to full might!
"Behave," Emilia solidly warns the sphere, tucking it securely under her arm.
"Affirmative, I will behave," the core agrees.
"Good enough?" Emilia asks the group. "I'll take them straight to Giada to check out."
"Hmph... we'll need to keep that thing under close eye," Corbin grunts. "I suppose it means we can take the ruins with minimal damage, but... rgh... got a real bad feeling about that dumb little core."
As Emilia left with the core (which gave off a few slightly-worried beeps), Corbin yawned. "Still, this one counts as a win. Good job, everyone. I'll call the other leaders over here soon. While the Logistics Division starts picking the place for materials, let's see if we can find any clues to who that core's old master was. Oh, but um, maybe take a breather? You all don't appear to be in top shape after... well, whatever happened."
As the mighty Colossus' stone limbs become inanimate once more, the sprawling mystery of Del-Zum-Ri's ruins expand out before the Regiment. What secrets and power will they contain?
Though there was certainly muttering among the ranks, the members of Regiment 1-31 couldn't quite bring themselves to destroy the core. Seeing an opportunity, Emilia steps forward and snatches the core from the air, giving it a shake. "Hey, call off the colossus and turn off... whatever you did to us! Before someone dunks 'ya!"
"Doing this now is equivalent to the outcome if destroyed," Werzop buzzes. "Now disengaging defenses..."
With a sound like the last gasp escaping a long-dead tomb, the Colossus' weapons power down, their arcane energy dissipating and being released to the winds as it returns to its previous pose, arms extended up toward the stars above with face pointed down.
With a quick flash of light, Yam, Erika, Arthur, and Vince all regain their respective Abilities! The forces of Regiment 1-31 are restored to full might!
"Behave," Emilia solidly warns the sphere, tucking it securely under her arm.
"Affirmative, I will behave," the core agrees.
"Good enough?" Emilia asks the group. "I'll take them straight to Giada to check out."
"Hmph... we'll need to keep that thing under close eye," Corbin grunts. "I suppose it means we can take the ruins with minimal damage, but... rgh... got a real bad feeling about that dumb little core."
As Emilia left with the core (which gave off a few slightly-worried beeps), Corbin yawned. "Still, this one counts as a win. Good job, everyone. I'll call the other leaders over here soon. While the Logistics Division starts picking the place for materials, let's see if we can find any clues to who that core's old master was. Oh, but um, maybe take a breather? You all don't appear to be in top shape after... well, whatever happened."
As the mighty Colossus' stone limbs become inanimate once more, the sprawling mystery of Del-Zum-Ri's ruins expand out before the Regiment. What secrets and power will they contain?
THE COLOSSUS OF DEL-ZUM-RI: DEFEATED
Gained 144 XP
LEVEL UP! Castle High is now Level 15! All actions are now more likely to succeed!
(To next level: 29 XP)
Gained 144 XP
LEVEL UP! Castle High is now Level 15! All actions are now more likely to succeed!
(To next level: 29 XP)
Vote on Castle High's next upgrade:
Arcane Artillery
The magical weaponry of the Colossus will be the main focus of recovery efforts, allowing the castle to make its own arcane attacks on enemy castles.
At the end of every turn, attack the enemy castle with a Power of Castle High's Level x 4.
Support Leylines
The magical leylines of the Colossus will be the main focus of recovery efforts, allowing healing magic to be conducted throughout the ranks of the castle's forces inside and outside of battle.
At the end of every turn, heal the lowest health ally with a Power of Castle High's Level x 4.
Artificer's Enchantments
The Colossus will be stripped for arcane items and equipment, which the Engineering Core will use to create facilities for producing elemental seals over time.
Recover an Elemental Seal of a random element after every battle. Elemental Seals can be combined with weapons and armor to increase their Power and cause them to at least deal partial elemental damage.
Arcane Artillery
The magical weaponry of the Colossus will be the main focus of recovery efforts, allowing the castle to make its own arcane attacks on enemy castles.
At the end of every turn, attack the enemy castle with a Power of Castle High's Level x 4.
Support Leylines
The magical leylines of the Colossus will be the main focus of recovery efforts, allowing healing magic to be conducted throughout the ranks of the castle's forces inside and outside of battle.
At the end of every turn, heal the lowest health ally with a Power of Castle High's Level x 4.
Artificer's Enchantments
The Colossus will be stripped for arcane items and equipment, which the Engineering Core will use to create facilities for producing elemental seals over time.
Recover an Elemental Seal of a random element after every battle. Elemental Seals can be combined with weapons and armor to increase their Power and cause them to at least deal partial elemental damage.
- Castle High Forces:
- ALLIES
Corbin - HP 1300 / 1300
Adv: +2
Personal Adv: +2 (Agility)
Power: 30
Castle Charge: 10/10- Character Information:
Equipment Effects
Old-World Rifle: Gain +1 Castle Charge whenever you damage an enemy character.
Ability
Castle's Controller: Every turn, gain one Castle Charge. At 10 Castle Charge, inflict an attack on all eemies with power equal to weapon Power x 4. Lose all Castle Charges upon defeat.
Techniques
Crippling Shot: On successful hit, inflict Crippled on an enemy, giving them -3 Agility.
Suppressing Fire (Inactive): While active, counter-attack any enemy physical ranged attack.
Defenses and Resistances
Elemental Resistance: +2
Cold Resistance: +1
StatsPhysical Magical Support Strength +0 Spirit +0 Charisma +0 Agility +1 Faith +0 Insight +2 - Inventory:
- Weapon - Old-World Rifle - A well-worn gun, passed down for many years. Forged in a bygone era: +2 Insight, +1 Agility. Gain +1 Castle Charge whenever you hit an enemy chaaracter. Power: 30.
Armor - Inscribed Robes - Heavy clothing, made to keep away the chill of the castle's highest altitudes: +2 elemental resistance, +1 cold resistance, +100 Max HP
Emilia - HP 1250 / 1250
Adv: +4
Personal Adv: +2 (Agility)
Power: 45- Character Information:
Equipment Effects
Charm of the Wilds: Increased effectiveness recruiting and commanding wildlife.
Ability
Double Shot: The second action performed with a bow each turn has no penalty.
Techniques
Sleep Arrow: Fire an arrow that inflicts Sleeping. Deals no damage.
Frenzy Companion: Give a willing ally Frenzy, granting +15 Power but -1 Advantage. If used on an animal companion, does not reduce Advantage.
Defenses and Resistances
Physical Defense: +1
StatsPhysical Magical Support Strength +0 Spirit +0 Charisma +1 Agility +1 Faith +0 Insight +1 - Inventory:
- Weapon - Heirloom Bow - A bow left behind by Emilia's mother: +1 to agility, +1 to insight. Power: 45.
Armor - Leather Armor - Slightly worn leather armor, including bracers and a shoulder protector: +50 Max HP, +1 to physical defense
Specialty Armor - Charm of the Wilds - A cute pin surging with primal power: +1 charisma, increased effectiveness recruiting and commanding wildlife.
HEROES
Arthur (Impromptu) - HP 1192 / 1325
Adv: +2
Personal Adv: +2 (Strength)
Power: 55+- Character Information:
Equipment Effects
Luster Steel Broadsword: +10 power against targets with less power.
Bone Specter Coat: Failed melee attacks against you have a chance to inflict Vulnerable to the attacker.
Ability
Self-Sufficient: Actions that target a character no other player is targetting have double Advantage.
Techniques
Brawler's Challenge: Attempt to taunt a single enemy. If successful, gain +1 to physical defense and +10 to Power for all attacks against that enemy.
Second Wind: Upon being reduced below 50% Max HP, return to 50% Max HP. Does not activate if reduced to 0% HP.
Focused Defender: Defend target ally from (Ranged, Magic, or Melee) attacks without consuming an action. All damage blocked this way is reduced by 25%.
Defenses and Resistances
All Defenses: +1
All Damage Resistance: +10%
Water and Wind Resistance: +20%
StatsPhysical Magical Support Strength +2 Spirit +0 Charisma +1 Agility +0 Faith +0 Insight +0 - Inventory:
- Weapon - Luster Steel Broadsword - A pristine weapon that puts others to shame: +10 power against foes with less power. Power: 55
Armor - Bone Specter Coat - A coat reinforced against attacks both physical and magical. The intimidating dragonbone and shackles are enough to make the weak have second thoughts: +1 Charisma, +125 Max HP, +1 to all defenses, -10% damage from all attacks. Failed melee attacks against you have a chance to inflict Vulnerable to the attacker.
- Training Missions:
- Deal 1000 damage while it's not your turn! (0/1000)
Bran (GM_3826) - HP 1200 / 1200
Adv: +2
Personal Adv: +1 (Insight)
Power: 70- Character Information:
Equipment Effects
Robes of Wind: Remove debuffs that are suspectible to wind magic.
Far-Sight Spectacles: No penalty to long-range actions. Insight actions have improved results. Sometimes passively reveals unknown information.
Perunyr: Gain the storm familiar Perkun, which can be unbound once per battle, unleashing a lightning, water, and wind attack upon random enemies. Doing so reduces this weapon's power by 25 for the battle's remainder.
Ability
Arcana: Activate to cast any magic that was cast previously by an ally this battle. Limit 1 use per turn.
Techniques
Arcane Storm: Flurry of arcane magic that hits all enemies. When charged, deals additional damage and may inflict a status effect based on the type of magic charged.
Elemental Conduit: Once per battle, charge up with a type of elemental magic as a free action. Element must be in nearby environment.
Arcane Negation: Negate target Spirit-based magical effect, either weakening or dispelling it. Can be prepared to counter an enemy spell as it is cast.
Emerald Light: Target enemy gains the Submerged status, losing 10% of their HP each turn and receiving a 25% weakness to electricity and water.
Defenses and Resistances
Elemental Defense: +1
Earth Defense: +1
StatsPhysical Magical Support Strength +0 Spirit +3 Charisma +0 Agility +1 Faith +1 Insight +1 - Inventory:
- Weapon - Perunyr, the Maelstrom Bound - The power and fury of a storm, contained into a magical staff. A young storm spirit, in the form of a one-eye squid, whirls around its magical emerald, churning winds and flecks of water in its wake:+3 Spirit, +1 Faith, +1 Agility. Gain the Technique Emerald Light while this item is equipped. Gain the storm familiar Perkun, which can be unbound once per battle, unleashing a lightning, water, and wind attack upon random enemies. Doing so reduces this weapon's power by 25 for the battle's remainder. Power: 70.
Armor - Robes of Wind - A set of robes around which the wind seems to collect: Removes debuffs that are susceptible to wind magic. +1 elemental defense, +1 earth defense.
Specialty Armor - Far-Sight Spectacles - A pair of antique glasses enchanted to make focusing on details easier: +1 insight, +1 to long-distance actions. Examinations have improved results. Will sometimes passively reveal unknown details.
Item - Surging Wand - A wand that seems to ebb with magical power: +1 to magic, +1 to water-affinity attacks. Power: 50.
Item - Tale of Lonely Cold - An enchanted book, inscribed with the story of a lonely scholar stuck in a frozen castle: +1 spirit, +1 ice magic. -20% damage from water and fire magic. Power: 50.
- Training Missions:
- Reduce the damage from 5 different attacks! (0/5)
Erika (Jan) - HP 1275 / 1275
Adv: +4
Personal Adv: +3 (Charisma)
Power: 55- Character Information:
Equipment Effects
Electrical Guitar!: Heal 50 HP on all successful charisma or spirit actions. On successful lightning magic attacks, chain lightning damage to an additional enemy at 25% power.
Ability
Rockstar: +10 power to actions that target anyone who targeted you last turn.
Techniques
Rock Fusion: You may perform a supporting effect and an offensive effect in the same action, but both effects have -50% power.
Sonorous Duet: Usable once per battle. When applying a positive effect to one ally (including yourself), you can also apply that effect to another ally (without consuming an action).
Defenses and Resistances
Physical Defense: +1
StatsPhysical Magical Support Strength +0 Spirit +1 Charisma +3 Agility +0 Faith +0 Insight +0 - Inventory:
- Weapon - Electrical Guitar! - A stylish guitar with lightning bolts painted down the sides. Every strum sends a jolt through your body: +2 Charisma, +1 Spirit. Heal 50 HP on all successful charisma actions. On successful lightning magic attacks, chain lightning damage to an additional enemy at 25% power. Power: 55.
Armor - Leather Armor - Slightly worn leather armor, including bracers and a shoulder protector: +50 Max HP, +1 Physical Defense.
Specialty Armor - Leather Collar - A leather collar with iron studs. Helps block attacks at the neck. Very punk: +25 Max HP, +1 Charisma.
Item - Blank Guitar - Unremarkable guitar. Power: 40. +1 to charisma, -1 to insight.
- Training Missions:
- Damage 3 enemies who damaged you! (2/3)
Reduce the damage of an enemy attack 5 times! (0/5)
Saul (meta) - HP 1300 / 1300
Adv: +4
Personal Adv: +1 (Faith)
Power: 50- Character Information:
Equipment Effects
Reborn Vessel Blade: Immune to stuns. This weapon cannot be lost or disarmed.
Abilities
Faithful: Whenever you take damage, gain +1 to your next action.
Steadfast Soul: Attempt to counter the first attack recieved every turn. You may specify what this counter does during your actions. If the first attack reduces you to 0 HP, still make the counter attack.
Techniques
Prayer of Deliverance: Grants an ally 30% damage resistance against Faith-based attacks.
Identify Weakness: Identifies an enemy "Weak Point." All allied physical attacks against this enemy involving this weakpoint gain +1 Advantage and +5 power.
Defenses and Resistances
Physical Defense: +1
Physical Resistance: +15%
StatsPhysical Magical Support Strength +1 Spirit +1 Charisma +0 Agility +1 Faith +0 Insight +0 - Inventory:
- Weapon - Reborn Vessel Blade - A shining sword now reborn, but unlike its former self. Inspires steadfast will: +1 strength, +1 agility, +1 spirit. Cannot be lost or disarmed. User is immune to stuns. Power: 50.
Armor - Fitted Chainmail - Humble and well-fitting armor, meant to maximize defense without sacrificing agility: +100 Max HP, +1 physical defense, -10% physical damage.
Item - Leather Armor - Slightly worn leather armor, including bracers and a shoulder protector: +50 Max HP, +1 to physical defense
Item - Emblem of Aethon Sol - A polished metal medallion, emblazoned with the symbol of Aethon Sol's paladins. Radiates a faint, pure light.
- Training Missions:
Weaken an enemy by attacking them 3 times! (2/3)
Attack an enemy who attacked an ally last turn/this turn 3 times! (1/3)
Severa (LadyRena) - HP 1300 / 1300
Adv: +4
Personal Adv: +2 (Faith)
Power: 50
Thunderous Might: +15 power, physical damage may be dealt as electrical damage if it's more effective. (2 turns)- Character Information:
Equipment Effects
Twin Streaks: +5 power to faith magic, +5 power for every 2 Adv.
Robes of Motif: Gain Charged Magical Circuits every 3rd turn.
Commander's Tabbard: Healing effects targetting you gain +15 power.
Ability
Guidance: Negate the first instance of damage another ally would take this turn. Limit 1 use per turn.
Techniques
Crystalline Barrier: Create a barrier around one ally, giving +1 magical defense and blocking damage. If destroyed by a melee attack, deals damage to the attacker.
Healing Glow: Whenever a barrier or construct is created around an ally (or allies), they will be healed a small amount, scaling with the barrier's HP.
Echoing Notes: Spend Charged Magic Circuits to cause your next sound-based action to suffer no Power reduction from targetting multiple characters. Can be used once per battle.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +0 Spirit +1 Charisma +0 Agility +1 Faith +2 Insight +0 - Inventory:
- Weapon - Twin Streaks - A doublesaber imbued with divine power: +2 faith, +1 agility. +5 power to divine spells. +5 power for every 2 Adv. Power: 50.
Armor - Robes of Motif - Robes enchanted to draw mana from ones surroundings: +1 spirit, gain Charged Magic Circuits every 3rd turn.
Specialty Armor - Commander's Tabard - A tabard emblazoned with a faded, proud seal. The insignia of someone who leads from the front: +100 Max HP, healing effects on you gain +15 power
- Training Missions:
- Strike an enemy with magic-empowered attacks 4 times! (2/4)
Vince (Atmos) - HP 341 / 1300
Adv: +1
Personal Adv: +1 (Spirit)
Power: 50
Status - Fired Up!: Attacks gain +10 power- Character Information:
Equipment Effects
Fire Lash Whip: +1 fire magic, all attacks have a chance to inflict Burning.
Impassioned Bandana: +10 power and +1 to all defenses when below 50% HP.
Thermal Armor: +1 to fire element attacks
Abilities
Wildfire: Inflict Burning on any target, without fail. Limit 1 use per turn.
Veins of Fire: May pay 100 HP to boost an action by +1 or its Power by +10. May boost a single action up to 5 times this way.
Techniques
Fiery Conflux: Target a Burning entity and cause them to explode. Deals a large amount of damage, but removes their Burning status.
Aerial Evasion:Become immune to melee damage and recieve -25% damage from all other sources this turn. Only usable when airborne. May be used once for no cost, and any time after as an action.
Shrapnel Blast:A flaming explosion that focuses on dealing structural damage while also hitting enemy combatants. Castle damage modifier reduced to x1.5, but also deals damage to enemy characters. Can be focused on a single target or spread out to many.
Efficient Offensive: If you perform 3 or more attacks in a single turn, reduce the Advantage lost by 1.
Defenses and Resistances
Physical Defense: +1
Cold Resistance: +75%
StatsPhysical Magical Support Strength +0 Spirit +1 Charisma +0 Agility -1 Faith +0 Insight +0 - Inventory:
- Weapon - Fire Lash Whip - A magical whip that exudes fiery power: +1 spirit, +1 fire magic, all attacks have a chance to inflict Burning. Power: 50.
Armor - Thermal Armor - Armor imbued with fire magic, contained through heavy insulation. The heat inside is sweat-inducing and it's a bit cumbersome, but there's nary a note of cold: -1 Agility, +1 for all fire magic, +100 Max HP, +1 physical defense, +75% cold resistance.
Specialty Armor - Impassioned Bandanna - A bandanna sewn by a mother hoping for a better world: +10 power and +1 resistance to all damage when below 50% HP.
Item - Red Fire Opal(?) - A gemstone enchanted with fire magic. Probably.
- Training Missions:
Yam (Sharks) - HP 978 / 1250
Adv: +3
Personal Adv: +2 (Spirit)
Power: 60
Status - Burning!: Take 150 damage at the end of every turn.- Character Information:
Equipment Effects
The Dark Harvester: Ignores all defenses on melee attacks. Heals 10% of all damage dealt.
Murderer's Garland: Enemy melee attacks against you receive -5 Power and -1 Effective Advantage.
Ability
Harvester: Whenever an enemy is defeated, recover 10% HP and gain +10 power to your next action. Limit 1 use per turn.
Techniques
Earthen Grasp: Deal low-to-moderate damage to an enemy and inflict an immobilizing debuff. The exact debuff varies depending on the environment. Does not work against enemies not touching the ground.
Ally of Spirits: Whenever you perform an action involving a spirit, the spirit will also provide a minor benefit.
Defenses and Resistances
Physical Defense: +1
StatsPhysical Magical Support Strength +0 Spirit +2 Charisma +0 Agility +2 Faith +0 Insight +0 - Inventory:
- Weapon - The Dark Harvester - A scythe imbued with terrifying magic, it draws the lifeforce from all it strikes, and its ethereal blade means no one is safe: +2 Spirit, +2 Agility. Ignores all defenses on melee attacks. Heals 10% of all damage dealt. Power: 60.
Armor - Leather Armor - Slightly worn leather armor, including bracers and a shoulder protector: +50 Max HP, +1 to physical defense
Specialty Armor - Murderer's Garland - An unnatural magical crown, singing an otherworldly melody: +1 spirit, enemy melee attacks against you receive -1 Advantage and -5 Power.
- Training Missions:
- Grow 3 plants with unique functions! (0/3)
Block or heal 1200 ally damage! (0/1200)
Upgrade and Training Mission Category Deadline: 10/25/19
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Sun Oct 20, 2019 4:32 pm
Bran was clearly a bit shocked by the results of the vote. He wasn't expecting that Arthur would shrug the way he did, or that Vince and Yam would not vote at all. He also felt a sense of unease concerning Werzop, both for the "life" of the core and the potential danger he could pose. But, Bran would put that aside for now. If this was a game, then they were beginning the second half, and the board was changing. Things would be a lot different from here on out.
"Sadly, I get the feeling that we can no longer avoid destruction." Bran sighed. "The path we will walk from this point onward is paved with bloodshed. The endgame is becoming clearer and clearer. I can only hope that our foes are more of a threat than we are. That said, seeing how several of the fortress-sized threats we have faced have had the ability to fight on their own, I feel it may be necessary to equip Castle High with the appropriate armaments. Using the knowledge we have gathered, we will surely be capable of doing so."
...Why do I feel a pang of guilt?
Upgrade: Arcane Artillery
Training Mission: Utility
"Sadly, I get the feeling that we can no longer avoid destruction." Bran sighed. "The path we will walk from this point onward is paved with bloodshed. The endgame is becoming clearer and clearer. I can only hope that our foes are more of a threat than we are. That said, seeing how several of the fortress-sized threats we have faced have had the ability to fight on their own, I feel it may be necessary to equip Castle High with the appropriate armaments. Using the knowledge we have gathered, we will surely be capable of doing so."
...Why do I feel a pang of guilt?
Upgrade: Arcane Artillery
Training Mission: Utility
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Sun Oct 20, 2019 9:25 pm
Arthur took a deep breath following the flash of light-- something... well, something, filling him again. Was it warm or cold? As if he'd relaxed, or as if a weight had returned to his shoulders?
Maybe... a little bit of each. And while-- upon the release of that breath-- he found himself able to stand tall again without angling his face away from the others or souring his expression when their eyes had to meet... he had to wonder: how weak had he become, to crumble so easily without "that"?
His feet were his feet, his legs unharmed. His hands had not been taken from him, but the steady anchor at the center of his mind had been; and he twisted inward... hardly able to keep steady on what was the real threat in the desert. It took all he had to keep such a level head-- to remind himself not to run. Even then, in the end, it was not his own strength he held onto in the end...
...like a moth, fluttering towards a flame, he...
"Mhahahaha..." Arthur chuckled, hearing Bran's concerns about the future. "It's true... a weak heart, and weak convictions, will not survive long on this path. If you find yourself so easily shaken by the threat ahead that it will turn you away from what you wish for... then you should forget about it, yes."
With that, he regarded the ruins below with one more glance. "...likely nothing left here save for the scraps that other 'creator' left behind... I'm not sure if I'm interested. Unless someone thinks there might be security remaining down there, I believe I'll head back and fix my wounds."
He closed his eyes as he turned around and headed back up the dunes- towards the castle gates, once more. A hand rose to pull off his mask, as well; so long as nothing threatened to jump out, he could afford to exchange that easier breathing for at least a minute in the cooler, drier air turning about them...
"Oy,"
The swordsman barked towards the charred figure of Vince further up the dunes, "I hear it's a bit hard to move once you've been thoroughly cooked. Come. We'll get you to the nurses."
If the man could still move, he offered his gloved hand to him (and if not, he'd pull him onto his back and drag him up to the gates)- though it still seemed to have an air of distance to it: his chin lifted slightly and turned away. Was it his own coldness, or the smell? As always, it was difficult to be sure...
"...mgh. They certainly have their work cut out for them today..."
>Vote for Support Leylines
>Training Mission: Support
Maybe... a little bit of each. And while-- upon the release of that breath-- he found himself able to stand tall again without angling his face away from the others or souring his expression when their eyes had to meet... he had to wonder: how weak had he become, to crumble so easily without "that"?
His feet were his feet, his legs unharmed. His hands had not been taken from him, but the steady anchor at the center of his mind had been; and he twisted inward... hardly able to keep steady on what was the real threat in the desert. It took all he had to keep such a level head-- to remind himself not to run. Even then, in the end, it was not his own strength he held onto in the end...
...like a moth, fluttering towards a flame, he...
"Mhahahaha..." Arthur chuckled, hearing Bran's concerns about the future. "It's true... a weak heart, and weak convictions, will not survive long on this path. If you find yourself so easily shaken by the threat ahead that it will turn you away from what you wish for... then you should forget about it, yes."
With that, he regarded the ruins below with one more glance. "...likely nothing left here save for the scraps that other 'creator' left behind... I'm not sure if I'm interested. Unless someone thinks there might be security remaining down there, I believe I'll head back and fix my wounds."
He closed his eyes as he turned around and headed back up the dunes- towards the castle gates, once more. A hand rose to pull off his mask, as well; so long as nothing threatened to jump out, he could afford to exchange that easier breathing for at least a minute in the cooler, drier air turning about them...
"Oy,"
The swordsman barked towards the charred figure of Vince further up the dunes, "I hear it's a bit hard to move once you've been thoroughly cooked. Come. We'll get you to the nurses."
If the man could still move, he offered his gloved hand to him (and if not, he'd pull him onto his back and drag him up to the gates)- though it still seemed to have an air of distance to it: his chin lifted slightly and turned away. Was it his own coldness, or the smell? As always, it was difficult to be sure...
"...mgh. They certainly have their work cut out for them today..."
>Vote for Support Leylines
>Training Mission: Support
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Fri Oct 25, 2019 4:14 pm
Upgrade Vote: Arcane Artillery
Training Mission: Support
Training Mission: Support
- Sharks
- Posts : 59
Join date : 2018-08-05
Age : 27
Location : hell
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Sat Oct 26, 2019 12:24 am
>Vote for Support Leylines
Training Mission: Offense
...Ah. Well, that was something. The violent twitching of her soul, like a finger tapping on the glass, had prevented her from attacking or even voting for destruction... Yam was somewhat thankful that her inborn disdain for the concept of being... coerced, to put it nicely, into murder, was strong enough to prevent her from doing any serious damage in her not-herself state. With that said, maybe her self-self would have chosen to attack anyway...? Well, probably not, but it would have been nice to have a clear head in the moment.
Whatever the case, she hoped nobody was too freaked out by her display. Now that it was over, she coughed politely, resolved to pretend nothing had happened, and made some votes. Maybe she could hunt down those vulture spirits again...
Training Mission: Offense
...Ah. Well, that was something. The violent twitching of her soul, like a finger tapping on the glass, had prevented her from attacking or even voting for destruction... Yam was somewhat thankful that her inborn disdain for the concept of being... coerced, to put it nicely, into murder, was strong enough to prevent her from doing any serious damage in her not-herself state. With that said, maybe her self-self would have chosen to attack anyway...? Well, probably not, but it would have been nice to have a clear head in the moment.
Whatever the case, she hoped nobody was too freaked out by her display. Now that it was over, she coughed politely, resolved to pretend nothing had happened, and made some votes. Maybe she could hunt down those vulture spirits again...
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Sat Oct 26, 2019 10:27 pm
Upgrade Chosen: Arcane Artillery
- Newly Discovered Items:
Weapons
1x Dagger of the Broken Kiss
Power: 70
Effects
+Gain +10 power against Elite and Boss enemies
+2 Agility
+1 Strength
-3 Faith
A finely honed dagger, stars carefully carved into its handle and across its blade, with a handguard styled like a rose's thorns. The Constellation of the Broken Kiss tells the story of two deeply passionate lovers who suddenly have the fate of their entire people upon their backs. When one of the lovers is forced to kiss the other with poisoned lips to complete their quest, the other drew her blade and slew them in a moment, both dying with broken hearts.
Armor
1x Stone Rune Armor
Effects
+30% resistance to Faith-based and Spirit-based damage
+300 HP
+1 Insight
-1 Spirit
Armor enchanted by a master artificer. The raw potential of star-lit stories flows across runes, which keep away magical attacks. The density of the material, however, inhibits spell-casting.
1x Desert Sifter's Garbs
Effects
+15% fire damage resistance
+100 HP
+2 Agility
-1 Charisma
Long, flowing robes of someone who crossed the desert sands. They keep out the dust and heat without slowing one down, but make for an intimidating visage.
Specialty Armor
1x Talisman of the Fox Robber
Effects
+If you have more Advantage than the first enemy you attack this turn, gain an additional Advantage.
+1 Agility
+1 Charisma
A curious talisman, engraved with the constellation of the Fox Robber. The Fox Robber was a young brigand who, under the guise of a woodland creature, snuck into the castle of the ruler of the world and befriended the ruler's son. Together, they locked his mother away and brought upon a time of peace.
1x Amulet of the First
Effects
+You may only equip and un-equip this item outside of combat
+Gain 2 Advantage at the beginning of the first turn
-You do not gain Advantage at the end of rounds
+1 Faith
+1 Insight
An amulet embedded with a sapphire representing the constellation of The First, a single, bright blue star. The First is the story of the world's creation, long last to time yet ever present, and is thought to have thus been the very first star put in the sky.
Consumables
1x Coin of Triumph
Effects
Can either:
-be consumed before taking an action to increase the action's Power by 20, or;
-will automatically change the first failed action to a minimum success
A small artifact in the shape of a golden coin. A round, smiling creature is embossed upon its face. Holding it makes you feel like the odds aren't as stacked against you.
Crafting Materials
1x Chunk of the Black Diamond
A large piece of an ancient black diamond. Seems as if it once contained a potent spell, but is empty once more.
2x Artifact Scraps
Stone-like materials often used to create artifacts and constructs.
1x Pristine Mana Sink
A well-preserved item that, if properly utilized, draws in mana from nearby sources.
2x Enchantment Dust
A magical substance that can draw the magic from one item or artifact and transfer it to another.
2x Runestone
A hard, brick-like material that made up the foundation of the colossus. Durable and more suspectible to magic and enchantment than common stone.
- Castle Treasury:
- Weapons:
2x Steel Crossbow
Power: 50
Effects
+1 Insight
A well-made crossbow forged from hardened steel.
1x Foot Pole
Power: 30
Effects
+1 Magic
-2 Agility
+30 power when the user has Charged Magic Circuits
A wooden pole so long it's almost unusable. Would theoretically be good for prodding things from a distance or channeling massive amounts of magical power.
2x Stone Pellets
Power: 30
Effects
+1 Agility
Chance to Blind target on hit
A bundle of stone shrapnel, meant to be thrown.
1x Throwing Blade
Power: 35
Effects
+1 Agility
Can be thrown without costing an action, but doing so destroys this item
A sharp and small dagger meant for quick mix-ups.
- Armor:
1x Leather Armor
+1 Physical Defense
Effects
+50 Max HP
Slightly worn leather armor, including bracers and a shoulder protector.
1x Dragonbone Armor
-30% incoming damage
Effects
-2 Agility
Immunity to fire damage
Carved pieces of dragon bone fashioned into armor. Heavy in both weight and history.
- Specialty Armor:
1x Admiral's Brooch
Effects
+25% Resistance to Water
+25% Resistance to Wind
Holds a nostalgic aura
A gift from Brice for freeing his soul. A token of a long-gone admiral.
2x Leather Collar
Effects
+25 Max HP
+1 Charisma
A leather collar with iron studs. Helps block attacks at the neck. Very punk.
1x Stone of the Duelist
Effects
Gain the skill 'Duelist's Rush' as long as this item is equipped
An ancient artifact, buried deep within Dragonskull Colosseum. Tells the legend of a warrior who won 1000 duels.- Duelist's Rush:
- Duelist's Rush: Name one non-Elite, non-Boss enemy who has attacked an ally this battle. You and the chosen enemy each choose a combat action or combat Skill. Each character takes turns using their chosen action until either character is defeated.
- Crafting Materials:
1x Scrap Metal - A collection of metal fragments. While not of the highest quality, the metal is solid and sturdy.
1x Steel Spike - A large, steel spike, taken from a spear. Could be afixed to other things to add a dangerous point.
1x Durable String - Well crafted string that can bear plenty of weight, despite its thinness. Great for bow or guitar strings.
1x Leather Straps - Several straps of leather, ideal for afixing things together or making something wearable.
1x Explosive Canister - A blackened metal container meant to house and forcefully eject explosive or dangerous compounds.
1x Course Handle - A rough and worn handle made from knit fabric. An essential part of making many weapons from scratch.
1x Fragment of Dragon Bone - An incredibly tough piece of dragon bone. Difficult to shape or craft with, but has great durability and defensive strength.
1x Ectoplasm - The raw essence of ghosts and spirits. A bit sticky. Could be used as a haunted adhesive, or an otherworldly coating.
1x Fastener - A piece of simple leather with a button that snaps it closed. Good for securing things, or making tight clothing.
- Castle High Forces:
Arthur (Impromptu) - HP 1325 / 1325
Adv: +2
Personal Adv: +2 (Strength)
Power: 55+- Character Information:
Equipment Effects
Luster Steel Broadsword: +10 power against targets with less power.
Bone Specter Coat: Failed melee attacks against you have a chance to inflict Vulnerable to the attacker.
Ability
Self-Sufficient: Actions that target a character no other player is targetting have double Advantage.
Techniques
Brawler's Challenge: Attempt to taunt a single enemy. If successful, gain +1 to physical defense and +10 to Power for all attacks against that enemy.
Second Wind: Upon being reduced below 50% Max HP, return to 50% Max HP. Does not activate if reduced to 0% HP.
Focused Defender: Defend target ally from (Ranged, Magic, or Melee) attacks without consuming an action. All damage blocked this way is reduced by 25%.
Defenses and Resistances
All Defenses: +1
All Damage Resistance: +10%
Water and Wind Resistance: +20%
StatsPhysical Magical Support Strength +2 Spirit +0 Charisma +1 Agility +0 Faith +0 Insight +0 - Inventory:
- Weapon - Luster Steel Broadsword - A pristine weapon that puts others to shame: +10 power against foes with less power. Power: 55
Armor - Bone Specter Coat - A coat reinforced against attacks both physical and magical. The intimidating dragonbone and shackles are enough to make the weak have second thoughts: +1 Charisma, +125 Max HP, +1 to all defenses, -10% damage from all attacks. Failed melee attacks against you have a chance to inflict Vulnerable to the attacker.
- Training Missions:
- Deal 1000 damage while it's not your turn! (0/1000)
Bran (GM_3826) - HP 1200 / 1200
Adv: +2
Personal Adv: +1 (Insight)
Power: 70- Character Information:
Equipment Effects
Robes of Wind: Remove debuffs that are suspectible to wind magic.
Far-Sight Spectacles: No penalty to long-range actions. Insight actions have improved results. Sometimes passively reveals unknown information.
Perunyr: Gain the storm familiar Perkun, which can be unbound once per battle, unleashing a lightning, water, and wind attack upon random enemies. Doing so reduces this weapon's power by 25 for the battle's remainder.
Ability
Arcana: Activate to cast any magic that was cast previously by an ally this battle. Limit 1 use per turn.
Techniques
Arcane Storm: Flurry of arcane magic that hits all enemies. When charged, deals additional damage and may inflict a status effect based on the type of magic charged.
Elemental Conduit: Once per battle, charge up with a type of elemental magic as a free action. Element must be in nearby environment.
Arcane Negation: Negate target Spirit-based magical effect, either weakening or dispelling it. Can be prepared to counter an enemy spell as it is cast.
Emerald Light: Target enemy gains the Submerged status, losing 10% of their HP each turn and receiving a 25% weakness to electricity and water.
Defenses and Resistances
Elemental Defense: +1
Earth Defense: +1
StatsPhysical Magical Support Strength +0 Spirit +3 Charisma +0 Agility +1 Faith +1 Insight +1 - Inventory:
- Weapon - Perunyr, the Maelstrom Bound - The power and fury of a storm, contained into a magical staff. A young storm spirit, in the form of a one-eye squid, whirls around its magical emerald, churning winds and flecks of water in its wake:+3 Spirit, +1 Faith, +1 Agility. Gain the Technique Emerald Light while this item is equipped. Gain the storm familiar Perkun, which can be unbound once per battle, unleashing a lightning, water, and wind attack upon random enemies. Doing so reduces this weapon's power by 25 for the battle's remainder. Power: 70.
Armor - Robes of Wind - A set of robes around which the wind seems to collect: Removes debuffs that are susceptible to wind magic. +1 elemental defense, +1 earth defense.
Specialty Armor - Far-Sight Spectacles - A pair of antique glasses enchanted to make focusing on details easier: +1 insight, +1 to long-distance actions. Examinations have improved results. Will sometimes passively reveal unknown details.
Item - Surging Wand - A wand that seems to ebb with magical power: +1 to magic, +1 to water-affinity attacks. Power: 50.
Item - Tale of Lonely Cold - An enchanted book, inscribed with the story of a lonely scholar stuck in a frozen castle: +1 spirit, +1 ice magic. -20% damage from water and fire magic. Power: 50.
- Training Missions:
- Reduce the damage from 5 different attacks! (0/5)
Erika (Jan) - HP 1275 / 1275
Adv: +4
Personal Adv: +3 (Charisma)
Power: 55- Character Information:
Equipment Effects
Electrical Guitar!: Heal 50 HP on all successful charisma or spirit actions. On successful lightning magic attacks, chain lightning damage to an additional enemy at 25% power.
Ability
Rockstar: +10 power to actions that target anyone who targeted you last turn.
Techniques
Rock Fusion: You may perform a supporting effect and an offensive effect in the same action, but both effects have -50% power.
Sonorous Duet: Usable once per battle. When applying a positive effect to one ally (including yourself), you can also apply that effect to another ally (without consuming an action).
Defenses and Resistances
Physical Defense: +1
StatsPhysical Magical Support Strength +0 Spirit +1 Charisma +3 Agility +0 Faith +0 Insight +0 - Inventory:
- Weapon - Electrical Guitar! - A stylish guitar with lightning bolts painted down the sides. Every strum sends a jolt through your body: +2 Charisma, +1 Spirit. Heal 50 HP on all successful charisma actions. On successful lightning magic attacks, chain lightning damage to an additional enemy at 25% power. Power: 55.
Armor - Leather Armor - Slightly worn leather armor, including bracers and a shoulder protector: +50 Max HP, +1 Physical Defense.
Specialty Armor - Leather Collar - A leather collar with iron studs. Helps block attacks at the neck. Very punk: +25 Max HP, +1 Charisma.
Item - Blank Guitar - Unremarkable guitar. Power: 40. +1 to charisma, -1 to insight.
- Training Missions:
- Damage 3 enemies who damaged you! (2/3)
Reduce the damage of an enemy attack 5 times! (0/5)
Saul (meta) - HP 1300 / 1300
Adv: +4
Personal Adv: +1 (Faith)
Power: 50- Character Information:
Equipment Effects
Reborn Vessel Blade: Immune to stuns. This weapon cannot be lost or disarmed.
Abilities
Faithful: Whenever you take damage, gain +1 to your next action.
Steadfast Soul: Attempt to counter the first attack recieved every turn. You may specify what this counter does during your actions. If the first attack reduces you to 0 HP, still make the counter attack.
Techniques
Prayer of Deliverance: Grants an ally 30% damage resistance against Faith-based attacks.
Identify Weakness: Identifies an enemy "Weak Point." All allied physical attacks against this enemy involving this weakpoint gain +1 Advantage and +5 power.
Defenses and Resistances
Physical Defense: +1
Physical Resistance: +15%
StatsPhysical Magical Support Strength +1 Spirit +1 Charisma +0 Agility +1 Faith +0 Insight +0 - Inventory:
- Weapon - Reborn Vessel Blade - A shining sword now reborn, but unlike its former self. Inspires steadfast will: +1 strength, +1 agility, +1 spirit. Cannot be lost or disarmed. User is immune to stuns. Power: 50.
Armor - Fitted Chainmail - Humble and well-fitting armor, meant to maximize defense without sacrificing agility: +100 Max HP, +1 physical defense, -10% physical damage.
Item - Leather Armor - Slightly worn leather armor, including bracers and a shoulder protector: +50 Max HP, +1 to physical defense
Item - Emblem of Aethon Sol - A polished metal medallion, emblazoned with the symbol of Aethon Sol's paladins. Radiates a faint, pure light.
- Training Missions:
Weaken an enemy by attacking them 3 times! (2/3)
Attack an enemy who attacked an ally last turn/this turn 3 times! (1/3)
Severa (LadyRena) - HP 1300 / 1300
Adv: +4
Personal Adv: +2 (Faith)
Power: 50- Character Information:
Equipment Effects
Twin Streaks: +5 power to faith magic, +5 power for every 2 Adv.
Robes of Motif: Gain Charged Magical Circuits every 3rd turn.
Commander's Tabbard: Healing effects targetting you gain +15 power.
Ability
Guidance: Negate the first instance of damage another ally would take this turn. Limit 1 use per turn.
Techniques
Crystalline Barrier: Create a barrier around one ally, giving +1 magical defense and blocking damage. If destroyed by a melee attack, deals damage to the attacker.
Healing Glow: Whenever a barrier or construct is created around an ally (or allies), they will be healed a small amount, scaling with the barrier's HP.
Echoing Notes: Spend Charged Magic Circuits to cause your next sound-based action to suffer no Power reduction from targetting multiple characters. Can be used once per battle.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +0 Spirit +1 Charisma +0 Agility +1 Faith +2 Insight +0 - Inventory:
- Weapon - Twin Streaks - A doublesaber imbued with divine power: +2 faith, +1 agility. +5 power to divine spells. +5 power for every 2 Adv. Power: 50.
Armor - Robes of Motif - Robes enchanted to draw mana from ones surroundings: +1 spirit, gain Charged Magic Circuits every 3rd turn.
Specialty Armor - Commander's Tabard - A tabard emblazoned with a faded, proud seal. The insignia of someone who leads from the front: +100 Max HP, healing effects on you gain +15 power
- Training Missions:
- Strike an enemy with magic-empowered attacks 4 times! (2/4)
Vince (Atmos) - HP 1300 / 1300
Adv: +1
Personal Adv: +1 (Spirit)
Power: 50- Character Information:
Equipment Effects
Fire Lash Whip: +1 fire magic, all attacks have a chance to inflict Burning.
Impassioned Bandana: +10 power and +1 to all defenses when below 50% HP.
Thermal Armor: +1 to fire element attacks
Abilities
Wildfire: Inflict Burning on any target, without fail. Limit 1 use per turn.
Veins of Fire: May pay 100 HP to boost an action by +1 or its Power by +10. May boost a single action up to 5 times this way.
Techniques
Fiery Conflux: Target a Burning entity and cause them to explode. Deals a large amount of damage, but removes their Burning status.
Aerial Evasion:Become immune to melee damage and recieve -25% damage from all other sources this turn. Only usable when airborne. May be used once for no cost, and any time after as an action.
Shrapnel Blast:A flaming explosion that focuses on dealing structural damage while also hitting enemy combatants. Castle damage modifier reduced to x1.5, but also deals damage to enemy characters. Can be focused on a single target or spread out to many.
Efficient Offensive: If you perform 3 or more attacks in a single turn, reduce the Advantage lost by 1.
Defenses and Resistances
Physical Defense: +1
Cold Resistance: +75%
StatsPhysical Magical Support Strength +0 Spirit +1 Charisma +0 Agility -1 Faith +0 Insight +0 - Inventory:
- Weapon - Fire Lash Whip - A magical whip that exudes fiery power: +1 spirit, +1 fire magic, all attacks have a chance to inflict Burning. Power: 50.
Armor - Thermal Armor - Armor imbued with fire magic, contained through heavy insulation. The heat inside is sweat-inducing and it's a bit cumbersome, but there's nary a note of cold: -1 Agility, +1 for all fire magic, +100 Max HP, +1 physical defense, +75% cold resistance.
Specialty Armor - Impassioned Bandanna - A bandanna sewn by a mother hoping for a better world: +10 power and +1 resistance to all damage when below 50% HP.
Item - Red Fire Opal(?) - A gemstone enchanted with fire magic. Probably.
- Training Missions:
Yam (Sharks) - HP 1250 / 1250
Adv: +3
Personal Adv: +2 (Spirit)
Power: 60- Character Information:
Equipment Effects
The Dark Harvester: Ignores all defenses on melee attacks. Heals 10% of all damage dealt.
Murderer's Garland: Enemy melee attacks against you receive -5 Power and -1 Effective Advantage.
Ability
Harvester: Whenever an enemy is defeated, recover 10% HP and gain +10 power to your next action. Limit 1 use per turn.
Techniques
Earthen Grasp: Deal low-to-moderate damage to an enemy and inflict an immobilizing debuff. The exact debuff varies depending on the environment. Does not work against enemies not touching the ground.
Ally of Spirits: Whenever you perform an action involving a spirit, the spirit will also provide a minor benefit.
Defenses and Resistances
Physical Defense: +1
StatsPhysical Magical Support Strength +0 Spirit +2 Charisma +0 Agility +2 Faith +0 Insight +0 - Inventory:
- Weapon - The Dark Harvester - A scythe imbued with terrifying magic, it draws the lifeforce from all it strikes, and its ethereal blade means no one is safe: +2 Spirit, +2 Agility. Ignores all defenses on melee attacks. Heals 10% of all damage dealt. Power: 60.
Armor - Leather Armor - Slightly worn leather armor, including bracers and a shoulder protector: +50 Max HP, +1 to physical defense
Specialty Armor - Murderer's Garland - An unnatural magical crown, singing an otherworldly melody: +1 spirit, enemy melee attacks against you receive -1 Advantage and -5 Power.
- Training Missions:
- Grow 3 plants with unique functions! (0/3)
Block or heal 1200 ally damage! (0/1200)
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Sun Oct 27, 2019 4:03 pm
Severa: [s]I will withdraw the Leather Straps and the Stone Rune Armor, then attempt to combine them with my Robes of Motif. If I succeed, equip the resulting armor; otherwise, equip the Stone Rune Armor.[/s]
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Sun Oct 27, 2019 5:39 pm
"Hmm." Bran was the one who sorted through all the magic items, along with Werzop. He helped return them to the convoy. However, he kept one for himself, marveling at its potential.
That token... The Coin of Triumph. It's quite a powerful artifact. One that turn the tide of fate itself. Bran stared at the coin. ...I know where this is going.
Bran doesn't have a whole lot of experience with consumable magic items, but he knows from others in the field that things like this tend to go to waste.
I'm not sure I trust myself with such a powerful gift, but I'll try and make good use of it.
Bran: Take the Coin of Triumph.
That token... The Coin of Triumph. It's quite a powerful artifact. One that turn the tide of fate itself. Bran stared at the coin. ...I know where this is going.
Bran doesn't have a whole lot of experience with consumable magic items, but he knows from others in the field that things like this tend to go to waste.
I'm not sure I trust myself with such a powerful gift, but I'll try and make good use of it.
Bran: Take the Coin of Triumph.
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Sun Oct 27, 2019 8:45 pm
- Post-Battle Cutscene (1):
- For the first time in quite a while, the forces of Castle High ended the engagement with minimal injuries. Across all Regiments, there were no casualties and only a handful of serious injuries, much to the relief of the Support Division. In a few short hours, the Logistic Division was mobilized and recovering powerful relics from the ruins. As they did so, Corbin gathered you and Castle High's leaders to investigate a point of interest among the ruins: a massive, empty pit, its sides lined with rune stone.
As you begin your journey toward the site, Corbin asks the obvious question on everyone's mind to Giada. "Hmph... are you sure dragging that 'Werzop' machine around is the best idea?"
The woman had fashioned herself a metallic "harness" for the sphere, keeping it solidly fixed to her stomach with long bands of metal and bolts. For their part, Werzop had been entirely silent since the end of the battle, showing no signs of resistance.
"What, you think it'd be better to toss it to my engineers while I come out here? Besides," she bonked the sphere on its top, indicating a large chunk that had been carved out of it it, "we already scooped out its communication tech. Disconnected from a network, this little guy can't do much but observe."
"Speaking of things that might not be the best of ideas... um..." Russel's eyes darted to Scarlett, then away, before slowly returning to look at her. "...are you sure it's a good idea to come out here, sis?"
Scarlett was keeping up well enough with the others (though you're fairly sure everyone is walking just a bit slower), her steps having some small hesistance to them. One of her arms lies in a sling and appears to still be charred, while a bandage still covers half her face. Perhaps the most striking difference in appearance, however, are the branching, lightning-bolt-like scars that now run across her skin. Rosemary said they came from the electricity bursting blood vessels along their path of travel, leaving Scarlett with the arcing pattern across her body.
Despite her weakened condition (perhaps in spite of it, knowing her), Scarlett seemed to only carry her head higher, snapping at Russel's comment. "I'm perfectly capable of deciding what I can handle, alright!? Clearly, if I'm out of bed and heading out here, I'm doing just fine, Reese!"
"...It's, um... Russel," he said, just barely failing to hide the quiet hurt in his expression.
The crease of Scarlett's forehead deepened along with her scowl, "errgh, t-that's what I said, Russel! God, could you stop trying to 'catch' me forgetting things!? Like I said before, I've basically got my memory back already!"
Her body had healed a fair amount since the battle at the Emerald Lighthouse, but her mind was progressing slower. She was steadily improving, able to recognize faces and the people who are 'supposed' to be important to her. Even still, it was clear she was missing a few vital pieces... a fact that left her in a near-constant state of frustration.
Next to her, you see Rosemary quietly extend a line of healing magic around Scarlett, likely checking her condition. Besides this, however, the group walks in stilted silence for a few seconds.
"...Oh, one last thing," Giada says, breaking the tension. "I brought a video feed for that guy locked in the observatory."
"Wait, you did wh--"
"When did you--"
"Who is that agai--"
"Why would you--"
"Calm down, caaaalm down!" Giada says, raising her hands. "Listen, I'm probably even less of a fan of that pompous ass-wipe than the rest of you, but he does know his stuff about these artifacts. I'll only switch it on once we get close."
"That's fine, it's fine," Russel says. "Kinda wish you'd told us before now, but, you're probably right." Then, noticing the subdued mood of the group, he says with a smile, "C'mon everyone, we should try to at least be a bit excited, right? I mean, we had no casualties, and a bunch of loot! Not to mention this might be just what we've been looking f-- woah!"
Not paying attention to where he's going, Russel nearly slips as the group is suddenly faced with the pit! With a quick motion, Rosemary catches his shoulder and pulls him back before the sand gives out beneath him.
"Holy... didn't expect it to just, sneak up on us like that," Russel says, rubbing at his neck.
"Hmm..." Giada places a hand beneath her chin, scanning the outline of the pit and bending down to take a look at one of its sides. "Well, it's certainly the correct size to be something like a castle. This pit's pretty deep, but if it had a base like Castle High's, that'd check out."
Scarlett crosses her arms. "Not sure how much this really helps us. Just 'cause we know the Fleeting Fortress--"
"Flying Fortress," Russel corrects.
"The 'whatever the fuck it is'," Scarlett clarifies with a roll of her eyes, "knowing it came out of this hole isn't really gonna tell us much, is it? I think we'd be better off checking out the nearby ruins. Maybe we can find some kinda 'blueprints' or something."
"A sensible idea," Corbin nods. "I don't see much value in gawking at a big pit."
"Well hold your horses," Giada jumps in. "Before we do anything rash, let's give our resident artificer a call." She reaches into the pocket of her overalls and retrieves a solid-looking, metallic box. Turning a small knob on its side, the box suddenly expands open, revealing a screen small enough to fit in her hands. Satisfied, she places the screen on a nearby rock -- a few moments later, it flashes to life, a high resolution black-and-white image of the castle's prisoner flickering into view.
"Is this really the extent of your scrying technology, you overweight--"
"Hey, you were the one who requested to see this, so cut your shit!" Giada immediately cuts him off. You and Rosemary exchange nervous glances. The engineer continues, "now make yourself useful! Do you recognize this place? Any idea what used to be in--"
"Oh my!!" Werzop suddenly beeps from Giada's torso, earning a flinch from each of you. "This is incredibly unexpected!!"
"What're you babbling about, tin can?" Corbin spits.
"The individual within this viewing device!!" the core begins to sway, Giada needing to plant her feet to stop from being knocked over. "Visual scans are a 100% match!!"
"That robed individual in the screen is the new Creator!"
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Sun Nov 17, 2019 12:22 am
- Post-Battle Cutscene (2):
You and the commanders of Castle High are rushing back toward the castle gates -- within moments, Giada has retrieved a radio from her pocket. "Beleese! Grab anyone else you can and get eyes on the observatory door! Make sure it stays closed."
"What did they just-- wait! I've never encountered that sphere bef..," you hear the robed man saying in the screen behind you, quickly leaving earshot.
"God, I knew we should have just kicked his ass out or killed him before now!" Scarlett curses.
"He was locked away there before we even got here, Scarlett," Russel objects. "We all agreed to let him be, in case he was too dangerous to be let--"
"Well, he certainly seems dangerous enough inside of our castle right now! If he's somehow the person who started up the Flying Fortress... but, inside of Castle High... and... urgh!" She smacks the side of her head twice, "I already thought about this once, what was it!?"
"Everyone, let's calm down," Rosemary offers. "He wasn't able to get out before, he probably can't get out now. And... there's got to be something else going on. Why would he help us with the Emerald Lens or let us come here if he's the one behind the Fortress?"
"So he could destroy us from the inside," Giada says flatly. "Hell, maybe that prison's just for show. I really am an idiot: he's probably been sneaking out and giving us problems while we're outside of the castle..."
This sort of conversation continues on and on, with theories and counter-arguments, until the group finally reaches the castle gates. Wasting no time, you all make your way through the stone corridors and spiraling steps up to Castle High's observatory.
As you arrive outside the large door to the observatory chamber, you see a few familiar faces watching the door with tense gazes and drawn weapons. Giada gives a man wearing a welding mask and work pants a thankful nod (Beleese, you assume) as you and the commanders approach the door.
Russel quickly puts together a strategy for entering the chamber. Going over the plan in your mind again, you brace yourself as Rosemary pushes open the door, the other commanders readying their weapons...!
"...Oh, for all that is-- please calm your raging emotions for three seconds," the robed man says with a leer, floating above the chamber's central globe.
"Get away from that now!" Scarlett commands, readying a needle to throw with her good arm.
The robed man sighs, floating backward. "As I was trying to tell you, this is preposterous. I have no memory of ever meeting this useless machine."
"Hmph," Giada grunts. She knocks on the top of the metallic core attached to her chest, "hey, Werzop."
"Yes? Is it time to release me from the harness?"
"Heh, no, but you can make yourself useful: when did you last see your 'new creator?'"
"Searching logs... last message from the New Creator was recorded one month, twelve days ago!"
The entire chamber falls silent, confusion mixing with the stale air. It takes you a moment, but you soon come to the same realization as the others: you were here a month ago. That was about the time you were battling that castle in the woods.
After a few quiet moments, the robed man suddenly speaks, "machine, you identify me as your master, yes?"
"Affirmative! You are the closest genetic match to my original creator!"
"Play back the last message I left you. Now."
"So it was--!" Scarlett starts.
"No, it was not!" he cuts back at her, "which is why I'd like to know just what it was I said!"
The core gives a buzz, "all video recordings have been corrupted from the most recent battle. However, an audio log was recovered. Now playing..."
After a few seconds of static and tuning, Werzop's eye-light changes to a dark hue, as a voice begins to play through the small machine's speakers.
"--t's all part of my own project, understand?" The voice is a perfect match to that of the robed man's.
"Affirmative," chimes back the recording Werzop.
"Once the copy has been created, assume any and all individuals who enter this area besides myself are grave robbers. I've enabled you to control the nearby Cores, as well as the Colossus. Defend this place to your death. Understood?"
"Understood, creator!" it buzzes once more.
"Hmph. Before too long, I hope you're not the only one saying such things. Very well. Maintain your post until I return."
"...End of recording!" Werzop chirps, its eye-light returning to normal.
"Part of my project..." the robed figure repeats, putting a pale hand to their chin.
"Did you really not say that?" Russel asks, beginning to lower his weapon. It seems he's gotten the impression that something else is going on.
"Of course I didn't!" the robed man repeats once more, angrily. "I've been locked in this chamber for months, left with nothing to do but study the stars. How could I be running around in ruins a thousand miles away?"
"You said before that your memories aren't clear, right?" Rosemary asks. "Like us? Could this be something you forgot?"
He lets out a sigh, floating much closer to you and the commanders. You tense up for a moment, feeling a pang of fear, but... seeing him this closely, you notice how tired this man looks. You can't guess at his age, but his youth is certainly behind him: bags hand beneath his worn eyes, and his hair and fingernails are both unkempt. His shoulders now slumped, the usual contempt in his eyes is being displaced by a simple exhaustion. In this light, you can't help but wonder if his pale skin is less tied to his 'ghostly' attributes and more to his poor health.
Slowly, his feet meet the floor, meeting your eyes on even ground. That cold pride of his still remains, but an honesty seems to be pushing past. "In all honesty... I can't even recall my name. Trying to remember anything from before I awoke in this chamber is... debilitating." He puts a hand softly to his temple, eyes cast down to the dark floor. "What little I know about myself feels like memorized facts, no feelings to tie to them. Like a hole has been bored through my chest, and I can't recall a life when it didn't exist. Some eves I question why I'm not more defiant of my imprisonment, but... this chamber is the only familiar place I know of. I scarcely wish to leave it."
He releases another breath, looking up at the commanders once more. A faint, genuine light has managed to shine through his unnatural aura. "After much searching, I found a thread of my own fate among the stars. And that thread is tied to all of you and this castle. That voice in the recording... I don't understand how it can be mine. But whomever it belongs to must know who I am, and why I was placed here. I have some ideas how this might be, but... there's nothing I can do from within this room. I understand I'm not a... personable, individual. And I certainly don't find any of you particularly admirable. But nonetheless... fate has called us to seek the same goal. If I must swallow my pride to learn the truth, so be it."
Corbin shakes his head slowly, "this is all rather convenient, isn't it? We come to this location, chance upon this machine, and you have a sudden change of heart? We decided before that you were locked away here for good reason, and nothing good can come from changing it."
"Isn't this a great chance though Corbin?" Russel asks with some pluck. "He clearly has some connection to the Fortress and what's going on. I think he's being honest, and with his help, maybe we could really put an end to this!"
"Or, maybe we're playing into his scheme," Giada counters. "He could be lying about his memories, and set things up so we'd have a reason to let him out. I certainly wouldn't feel safe having him watch my back in a dangerous moment." She motions to you and the other commanders, "I mean, we've all been through a lot together. We're on the same page, have the goals. This guy? Seems like a rogue factor."
"I should have expected such cowardice from--"
"And he's the biggest piece of shit I've ever met," she adds nonchalantly.
"But maybe..." Rosemary says, threading her fingers. "Maybe this is our only chance. We all woke up here without any memories, and so did he. We might all be the pieces to someone's big game of chess. But if that's the case, then maybe... this is something they would never expect." She places a hand on her chest, managing a smile at the robed figure. "Maybe they'd have never imagined us working together."
"Sounds like we're going to need a vote," Russel says, putting his hands on his hips. "Kinda hate doing these... but, we gotta come to a decision. All commanders weigh in, yes or no: do we let this robed guy out of here to join us?"
"It's certainly a no from me," Corbin crosses his arms. "As far as I'm concerned, we made the smart decision long ago. All this new information only makes me more sure this one isn't to be trusted."
Russel speaks next, "well, I'll vote yes. If he's really all that dangerous, it might be better to have him around with everyone else. And I really think he might be in the same boat as us."
"I'm voting yes as well," Rosemary nods.
"Sorry guys, but I've gotta say no," Giada shrugs. "We've been doing plenty good on our own. I'm not a fan of the likes of him being around to throw everything out of whack. I don't think we need to take that risk."
"Then that just leaves..." Russel says, turning to his sister.
Scarlett had been silent for most of the discussion, but when you glanced at her, you could almost see the gears turning in her mind. Your initial instinct was to assume she was trying to remember again, but... no, it's something else. You don't see any hints of frustration, just a determination to figure something out.
Noting the gazes locked on her, Scarlett takes a few more silent seconds before closing her eyes and nodding to herself, apparently having come to some decision.
"Corbin and Giada have some really good points," she says slowly. "If we let him out, we're taking a gigantic risk. He has some connection to what's going on, and that could be disastrous. It isn't worth doing unless he's really going to be that useful to us. If it's unlikely we could pull this off without him."
She tilts her head to the side. "So, I have a question of my own for you, robed guy." She turns to him, raising an eyebrow. "You were one of the De-Zum-Ri, correct?"
"Yes. I've already told you all this."
She puts a hand to her chin. "From what I've read, all of you were designated some constellation to follow and work with from birth."
"You continue to tell me things I'm well aware of, yes."
"Well here's my question: which constellation is yours?"
Without hesitating, the robed man responds. "I am an astromancer under the sign of The First, constellation of the world's birth."
Scarlett seems to freeze up for a moment, letting out a slow sigh. She runs her good hand through her long hair, more gears spinning in her mind as she turns to you and the other commanders. "Shit... I was really worried he'd say that."
"Guys, I'm really sorry... but, I'm gonna have to vote yes. If what I'm thinkin' is right, we're gonna need all the help we can get."
- Cutscene Summary (TLDR):
You and the commanders confront the robed man locked in Castle High's observatory after Werzop reports he is his 'new creator.' A recording is played from about a month ago, where a voice identical to the robed man's tells Werzop to guard the ruins "once the copy is created." After hearing this, the robed man comes down and puts aside his pride and contempt to tell you and the commanders about himself. He has very few memories from before he awoke in the locked chamber, and can't even remember his own name. Part of the reason he hasn't tried to escape is because the observatory is the only place in the world that's familiar to him at all. After searching the stars for a while, he's concluded his fate is tied to you and the castle, and that he's willing to put aside his pride and work with you all to learn the truth. The commanders have a vote to decide if he should be allowed to work with them. Corbin and Giada vote no, while Russel and Rosemary vote yes. This leaves the final vote to Scarlett. She says letting him out is a gigantic risk, and should only be done if he's really going to be worth it. To determine this, she asks the robed man what constellation his magic is tied to, and he replies it is The First, the constellation of the world's birth. At hearing this, Scarlett freezes up and curses, before telling the others she must unfortunately vote yes, to let him join them. If what she's thinking is right, you are going to need all the help you can get.
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Wed Nov 27, 2019 2:43 pm
- Post-Battle Cutscene (3):
"Well then," Russel shrugs, "it sounds like you might have some ideas, sis. Did you figure something out?"
Scarlett nods, "I think so. I'd written down some possible theories on what could be going on before, and now that we've met..." she glances over at the robed figure, then stops, giving a sigh and crossing her arms. "Okay, you really need a name."
"Excuse me?" The robed man recoils. "Who are you to say such a thing?"
"Trust me, I get it: not remembering important shit really sucks," she allows, "but this whole operation is gonna be a real pain if we can't call you something. So just, pick something, anything."
"It's not anything, it's my name. What you treat with such flippancy I see as a sacred title. One's name is a reflection of oneself. A fragment of their destiny, repeated to them all their lives, so they may never forg--"
"Fine then, 'Long-Winded.'" Scarlett interrupts nonchalantly. "Are you sure that's what you'd like to be called?"
"Excuse me!? I said no such thing! Why w--"
"Yeah, it fits," Giada agrees, trying her best to keep from smiling. "Honestly Long-Winded, even I have to say, good choice there."
The robed man stares daggers at both women. "Is this really what I have to look forward to?"
"Could you choose something that reflects who you are now, then?" Rosemary tries, substantially more genuine than her allies. "The name you can't remember is tied with the memories you can't remember, right? So, maybe it's a bit fitting, to choose a new name to describe you as you are now."
"There... is wisdom to such an idea, yes," the robed man admits. "If this is where fate has taken me, I suppose it is only right to acknowledge it through my title. It seems I should make an effort, then..." He looks off to a faraway point, perhaps trying one last time to recall his real name. Finding no result, his eyes drift to the globe in the center of the room, emitting a faint blue hue. A hint of recognition and decision flashes in his old eyes. "Hm, yes. This will do. If I must have a false name for the time being, let it be... Zaffre."
"Za-what?" Giada asks.
"Zaffre. It's the primary compound used to create my artifacts of The First." He hovers over to one of the gears protruding from the globe, quietly contemplating it. "If I'm to have a title to describe my current life, let it be this. A word that connects me to what I once was, and where I shall go ne--"
Suddenly, there's a pounding at the doors of the observatory. As you and the commanders turn to look, you see a familiar person burst into the chamber, out of breath.
"C-commanders--" Candice sputters, the fins along her arms and legs billowing and contracting as she tries to catch her breath. Given the slim reconnaissance uniform she's wearing instead of her usual suit, it seems she just returned from a mission. A nasty gash runs along her temple, and she cradles her left arm close to her chest, droplets of blood still oozing from a hastily-bandaged wound just below her wrist. "I apologize for barging in like this, but I h-have a priority message!"
"Candice!?" Scarlett asks with concern. "What happened!? Are you alright?"
Corbin speaks up, "What exactly is going on here?"
"She's one of my lieutenants. She's been helping me organize and lead missions ever since my recent injuries." She turns to her subordinate. "Candice, what's wrong? You were just leading an expeditionary force toward the north, weren't you?"
"Yes ma'am," she agrees, managing to stand upright. "But while doing so, we ran into... heavy resistance. There's really no other words for it... an enemy invasion has begun from the north."
"What!?" ask five voices at once, as each commander is struck by the words.
Candice gives a nod, "my Regiment and I were intercepted by heavily armed combatants from a neighboring country, lead by a crawling castle of steel. They tried their best to stop our escape, but we managed to slip away." She swallows her breath, "Commander, I'm s-sorry, but the attack was so fast. Many of the other agents... I couldn't..."
"You've done great," Scarlett consoles her, "no need to worry."
"Wait no, t-there's more," she continues, shaking her head as she tries to re-focus. "While returning, I had agents check on the other expeditionary forces. A crusade from the knights of Aethon Sol is quickly advancing from the east, cutting down any and all magic users and any who defend them. Which is, um, most. T-to the south, some, ancient monster has broken free -- the locals are trying to contain it, but it's ravaging the countryside as it heads north."
"An attack from three fronts, all at the same time?" Giada mutters. "How in the hell..."
"And from the west? Is anything coming from there?" Corbin asks slowly.
"We... we couldn't make contact with any of the forces sent west," Candice admits. "When I looked to where they'd disappeared with my temporal scope... all I could see was a sky of twisted purple clouds, and a dark shadow moving through them."
"The Fortress..." Russel mouths.
"An attack from all sides simultaneously," Zaffre says. "It seems our enemy is aware of your recent progress. They've decided to close the noose."
"Why!?" Rosemary asks, frustration mixing with shocked horror. "What did the people of this country ever do to deserve this!? This much pain and suffering!?"
"Shit, I know this," Scarlett smacks the side of her head, "this was part of my theory! There was something the fortress was going after, at the center of the country! That must be why they're attacking from all sides!"
"Something in the center?" Russel asks, a slow realization coming to him. "But, wait... there's only one thing they could be targetting!"
Giada gasps. "Castle Low. Is that their goal? The power in Castle Low?"
"I remember that name..." Zaffre nods. "Yes, the seat of this country's power. If the person controlling that Flying Fortress has power similar to my own, the countless years of history that castle has seen would be a potent power source... very clever..."
"Alright everyone, let's go!" Russel says, bringing to bear his commanding voice. "We're gonna need more information about what's going on, but we need to be ready to fight again as soon as possible! We have to stop those enemies from causing any more damage to the people, and ensure that Castle Low remains safe!"
He begins turning to each commander.
"Rosemary, I need your staff working double-time. Skip over minor cuts and bruises for now and just get everyone in fighting condition as quick as you can. We need as many soldiers battle-ready by tomorrow as possible."
"Corbin, get some general coordinates from Candice and make preparations. I want us ready to jump at a moment's notice."
"Scarlett, once she's done with Corbin, get a full debrief from Candice and start sending out more agents as soon as you can. As soon as we know where we're going and what we're fighting, we'll be heading out."
"Giada, focus all the efforts of the Logistics and Engineering Divisions on castle and equipment repairs. Cut any corners you safely can, but make us sturdy as can be."
"Any questions?" Russel asks. A moment later, he seems to realize everyone is staring at him, and his confidence wavers. "Oh, um, was that too bossy? Sorry, I just figured--"
"Nah, not at all," Giada smiles. "Suits you perfectly." The others nod in agreement, much to Russel's relief. She starts to head out, "I'll need to get started right away. I'll give you a progress report in three hours. And hey, make sure someone's keeping an eye on Zeffre."
"Um, my only concern is for lieutenant Candice's health," Rosemary says, her eyes glancing down to the slowly growing puddle of blood on the floor beneath her. "I know this is all very important, but if her injuries aren't treated soon, they could worsen."
"With all due respect commander, I think I'll be alright," she responds, trying to stand up straighter and letting her injured arm return to her side. "I can receive medical attention once my information has been--"
"Nope. You, me and Rosie are heading to medical. That's an order," Scarlett cuts her off, grabbing her by the shoulder and pushing her along toward the door.
"But commander Corbin--"
"Can hear about those coordinates when he passes by in half an hour. About time for my therapy anyway, so we can get treated together."
"Commander Scarlett, I really--!" is all you hear as the two depart the chamber, Rosemary quickly following behind.
Corbin quietly makes his leave with a thoughtful expression as Russel gives you an apologetic look. "I really hate asking so much from you and the others, but we really don't have much choice. I'm aiming to have us ready to fight again by tomorrow, but we might end up waiting a day or two to get good info. I know you've been going through a lot in these last few fights, but I'm afraid I'm gonna have to ask you give a bit more." He puts a hand on his chest, "I'll be giving more than I ever have too. If well give it one-hundred-and-ten percent, we might be able to get out of this."
"Why are you speaking in such a grave tone?" Zaffre asks. "Our enemy has revealed their hand, while we have not. Though the tempo of war swings in their favor..." he puts one of his hands to the globe, and an arcane, intricate gear slides out, floating beside him. "We've gained the advantage of information. All that remains is to capitalize, and find the strands of fate that lead to our victory."
"Zaffre, you stick with me for today, alright? I'll... show you around the castle, I suppose. Introduce you to how this all works. And I'll be keeping a close eye too, so no funny business."
He shakes his head. "My allegiances may only lie with myself, but I harbor no ill will for you or the others in this castle. For the time being, our goals are one and the same, so I shall do all I can."
Russel nods, "I guess that'll have to do for now. I'll get some mages up here to remove the wards on the chamber door." He turns back to you, "really good work today, as always. Go get some rest for now, alright? I'll let you know as soon as we get more info."
With the grave task ahead clearly in your mind, you make your way back to the living quarters...
- Cutscene Summary (TLDR):
The robed man decides to take the name of Zaffre.
Suddenly, Candice informs you and the commanders that the country is under attack from four sides simultaneously: an invading foreign army to the north, an ancient unleashed monster to the south, a crusade of holy knights to the east, and the Flying Fortress from the west. The commanders realize there's only one target they could all be heading for: Castle Low, in the country's center. Zaffre says that it's likely whomever is controlling the fortress could pull untold power from Castle Low's countless years of history, if they can reach it. The castle's commanders set out to preparations as Castle High prepares for swift combat.
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Wed Nov 27, 2019 4:08 pm
- The Second Act:
- Welcome back to Castle High! The four castles listed below will be the final castles of the game. You will have the opportunity to fight each -- but of course, the order in which you do so is not only up to you, but very important. Whenever you choose to fight a particular the castle, the castles you are not fighting will grow in power. This will be listed in their "Risks if Left Alone" section. Besides growing in level, the castles will gain more difficult enemies, mechanics, and more. Another new listing will be the "Crucial Information": consider these your "hints" for what the encounter will be like. Unlike previous battles, these castles will pose substantial challenges, including enemies who will try to encounter and out-smart you, or will simply pose an incredibly dangerous threat if players are not diligently opposing them. If you plan to fight every castle, it may be wise to think about which enemies you can handle now, and which may be better to handle further down the road.
Besides the three more standard castles, you will also notice that The Flying Fortress can now be fought! Choosing this option will begin the game's final battle, and will make fighting the other castles impossible. Be sure that you're ready to go if you choose this! It's likely wise to power up by defeating the other castles first, but if you'd really like to end things sooner than later, this option is available.
Updates to player statistics will be coming later this week. Due to the strange schedule we've had as we've swung back into gear, the due date has been pushed to next Friday.
Best of luck to all players!
CHOOSE A CASTLE
- The Army of the Aethon Sol - Lv 15:
- The Army of the Aethon Sol - Lvl 15 Crusaders Against the Arcane
Reconnaissance Report: The Church of the Aethon Sol is a large religious organization scattered throughout this and surrounding countries. Worshiping Iros, god of light and charity, the followers of the church are usually peaceful individuals. The sole exception is their hatred of magic and its practitioners, a fact that makes their worship less prominent in this country. On rare occasion, the church has been known to organize crusades into lands they deem especially tainted in order to weed out witchcraft, though these typically only targeted specific towns. The crusade currently sweeping in from the east is by far the largest ever recorded, with troops outnumbering our army 3 to 2. A significant number of these combatants are Knights of the Aethon Sol, highly trained and incredibly dangerous warriors. It is currently unknown how they were influenced to attack the country at the same time as the other incoming forces.
Critical Information:- The knights of the Aethon Sol are some of the best equipped warriors in the world. Their armor and weaponry are unparalleled, making causalities among their ranks very rare. They are also specifically trained in countering all forms of magic. This usually leaves their enemies with no choice but to face them in physical combat, where they are most powerful.
- The enemy does not have a castle, but instead a war camp that is moved every morning. If this war camp is destroyed, the crusaders will have no choice but to retreat.
- The enemy force outnumbers us 3 to 2, though the number of knights is likely less.
- The teachings of Iros place value in compassion and honor. While the very existence of this crusade brings into question these beliefs, appealing to the honor or pride of the knights may be an effective means of resolving the conflict.
Potential Rewards:- Some of the highest quality weaponry and armor available.
- The supplies from their war camp would be enough to sustain Castle High for at least a month, well enough time to pursue its other campaigns.
Risks If Left Alone:- More towns will be purged as the knights make their way toward Castle Low.
- While dangerous, it is likely the Church have not yet managed to organize and bring to bear the entirety of their forces. If left alone, more knights will join their ranks, further increasing their numbers advantage. Higher ranked knights within the Church may be able to arrive as well.
- The knights of the Aethon Sol are some of the best equipped warriors in the world. Their armor and weaponry are unparalleled, making causalities among their ranks very rare. They are also specifically trained in countering all forms of magic. This usually leaves their enemies with no choice but to face them in physical combat, where they are most powerful.
- The Hundred-Headed Demon - Lvl 16:
- The Hundred-Headed Demon - Lvl 16 Invincible Monster of Hellfire
Reconnaissance Report: According to legend, a town to the far south, Nightdeaf, was built above the vault of an ancient demon. Once a year, the demon would begin to awaken, rumbling the ear, and the town would have a grand orchestra performance. The music would soothe the demon's heart and lull it back into peace until the next year. While thought by the wider world to be a simple folk tale, meant to explain the town's large orchestra and yearly performance, it is incredibly apparent this is not the case. Despite there being two more months until the year's performance, reports have described a massive, hundred-headed monster beginning to crash across the countryside, heading north, destroying everything in its way with hellfire. The musicians of the town have been following the demon, attempting to satiate it once more, but have found no success.
Critical Information:- According to legend (and judging by initial reports), the demon is entirely invincible. The only way to stop it appears to be to somehow incapacitate, seal, or calm it.
- Several of Nightdeaf's orchestra members -- most notably its conductor and lead flutist -- have managed to slow the demon's advance, but seem unable to stop it outright. The conductor's magical baton appears to bring music out of all it touches, which could prove invaluable in defeating the monster.
- Reports on the abilities of the demon range from simple fire manipulation to complete illusion control. Forces should assume the absolute worst and be ready to handle any and all forms of fire and mental assault.
Potential Rewards:- The magic of this town is unique in its connection with sound, and could provide similarly unique materials for manufacturing.
- Nightsdeaf is one of the very few communities with advanced knowledge of alchemy and alchemical seals. By saving them, they may provide us with alchemical tools, such as the ability to combine items or refine the abilities of items.
Risks If Left Alone:- The demon is gaining speed and momentum with every passing hour. If left alone, it will more and more devastation to all in its path. In particular, the forests and lakes the monster passes through are turned to ash, evaporating all natural life.
- The locals who are attempting to slow the demon are fighting a losing battle. If left to fight alone, it is likely they will be further and further overwhelmed, and the demon will regain more and more of its power.
- According to legend (and judging by initial reports), the demon is entirely invincible. The only way to stop it appears to be to somehow incapacitate, seal, or calm it.
- The Dreadnought of Bertila - Lvl 15:
- The Dreadnought of Bertila - Lvl 15 Unstoppable Army of Steel
Reconnaissance Report: Bertila and our country have had an uneasy ceasefire for the last several decades. While there have been several incidents, neither side ever wanted to commit to drawn-out, full-scale war. Apparently, Bertila was informed of the current plight of our country, and has come to take advantage with a powerful shock army. The force is highly mechanized, largely consisting of vehicles, flying machines, and personal mech suits. Though Bertila has the same level of technology as our own country, the massive scale and manufacturing power behind their tech allows them to take much better militaristic use of it. Their crown jewel is their Dreadnought, a metallic castle that is currently crawling across the country on eight giant legs, headed straight for Castle High. To even fight them, Castle High will need to hover nearby, and forces will need to leap onto the Dreadnought and do battle there.
Critical Information:- Enemy posses powerful technological weapons, including mech suits and flying machines. These weapons make up for their lack of magical effects with their sheer killing efficiency and high maneuverability.
- The military of Bertila is highly trained in army-against-army warfare. They will likely be one of the most tactically difficult foes to overcome, having a long history of out-smarting and out-maneuvering their opponents in order to obtain victory.
- The high speed at which the Dreadnought moves will require Castle High to fly alongside it and forces to repel to the Dreadnought itself to destroy it. This will likely mean a dissolution of conventional formations, and may force our armies to be split.
- Because of its mechanical nature, the Dreadnought likely has exploitable weaknesses somewhere within its structure, including its engines and legs. However, the Bertila will already know of these weaknesses, and may expect us to target them.
Potential Rewards:- The technological power of the fortress would make for valuable crafting materials, particularly for more modern weaponry and armor.
- The Dreadnought's incredible structure could allow for powerful upgrades to Castle High, including outer plating, more advanced weapon systems, and potentially a translation system similar to the Dreadnought's legs.
Risks If Left Alone:- The Dreadnought is the fastest of all four threats. As it moves across the country, it is consuming any and all natural resources to improve its army. Leaving it alone will likely lead to better equipped enemies in more massive mechanized units.
- This assault was likely a quick decision by the Bertila government. It's possible that the famous tactics they employee have not been completely thought out yet, making their weaknesses more exploitable. If left alone, they will likely cover up such weaknesses and force us into a more difficult engagement.
- If left alone for long enough, the Dreadnought will reach Castle High faster than any other threat. It is unknown what they intend to do once they reach the castle, but it is likely incredibly bad for us.
- Enemy posses powerful technological weapons, including mech suits and flying machines. These weapons make up for their lack of magical effects with their sheer killing efficiency and high maneuverability.
- The Flying Fortress - Lvl ??:
- The Flying Fortress - Lvl ?? Inevitable Monolith of Portent
Reconnaissance Report: All attempts to gain further information about the size or powers of the Flying Fortress have lead to mass casualties, with no survivors. Reconnaissance of the fortress has been suspended until further notice. (Scarlett note: I know it sucks, but I can't look at my agents and order them to their guaranteed deaths...) From all available information, it seems to be equipped with powerful, magic-based artillery, and contains a vast amount of power (evidenced by the spiraling purple clouds which follow it everywhere). Despite these dangers, it is the slowest moving threat, and besides destroying anyone who approaches it, is causing no harm to the country.
Critical Information:- None
Potential Rewards:- An end to a massive threat to our country and our people.
Risks If Left Alone:- With no information, it is difficult to predict what will happen if felt alone. That being said, its lack of interaction with its surroundings and apparently-unchanging appearance seem to imply there is no great risk in leaving this castle alone.
- None
CHOOSE A LEADER
Russel (Primed) - All-around strong commander. His sword is a capable weapon that excels at dealing with large groups of enemies. His unique Morale ability gives allies more momentum when succeeding, leading to his command abilities providing huge boosts to everyone's performance and keeping up the lead.
Giada (Primed) - Defensive adaptable engineer. Wears a suit of mechanical armor that blocks attacks, protects others, and retaliates. Her suit can also be quickly adapted to take the best advantage of her surroundings and give her allies unique opportunities.
Rosemary (Primed) - Protective supporting healer. She holds a magic ring that amplifies her supportive magic, restoring the health of allies and giving them quick bursts of performance enhancement. If given time to focus, she can quickly perform multiple of these techniques simultaneously without fail.
Scarlett (Tired) - Agile tricky infiltrator. Her needles are weak, but have high utility and can inflict nasty debuffs. Prefers to infiltrate the enemy forces for recon and sabotage, passing on useful information and striking key weak points. Excels at finding and exploiting enemy weaknesses.
Corbin (Tired) - Dangerous navigator. His gun isn't very damaging, and is better for suppressing enemy offenses and keeping dangerous enemies pinned down. He has a trick, however: after charging it up for enough turns, he can fire Castle High's thruster cannons to deal massive damage to all enemies.
NEW! Zaffre (Primed) - Chaotic unpredictable astromancer. Doesn't really do much fighting himself unless he comes under fire, but with his powerful fate-gazing apparatuses, can create powerful buffs, debuffs and crucial information. He's an unpredictable wildcard, and what bonuses he provides might not seem very helpful... at first.
Crafting actions and Votes for Castle and Leader Due Date: 12/6/19
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Thu Nov 28, 2019 11:29 am
>Arthur: Take the Dagger of the Broken Kiss and the Talisman of the Fox Robber. Equip the Talisman.
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Thu Nov 28, 2019 11:31 am
Location: Briefing Room Exterior
"So much is happening at once." Bran sighed. "Better prepare ourselves for the fight ahead. It is right at our doorstep, so we better be prepared for it." Although Bran usually kept his thoughts to himself, today he was talking to himself, apparently out of anxiety. Visibly straightening himself out, he began looking for Arthur. He had a request in mind.
Location: Garden
"Arthur?" Bran found Arthur as he was tending to a potted plant. Bran was smiling, but his eyes did meet the mercenary's. "Have you always been interested in gardening? I only dabble in it myself."
Bran tensed further. "To be honest, I'm here to ask you something." His uneasy smile became a frown. "There's a series of dangerous battles ahead of us, and they'll be hard on us all. But one thing worries me in particular." Tapping his foot as he thought about what to say next, he continued. "The knights of Aethon Sol are skilled at fighting magic users. This worries me, as I am the only soldier of our regiment to have no combat ability." At this moment, he raised his head. "I'm sorry for interrupting you, but are you familiar with physical combat with a staff? I would like you to teach me, so I can defend myself without using magic if necessary."
"So much is happening at once." Bran sighed. "Better prepare ourselves for the fight ahead. It is right at our doorstep, so we better be prepared for it." Although Bran usually kept his thoughts to himself, today he was talking to himself, apparently out of anxiety. Visibly straightening himself out, he began looking for Arthur. He had a request in mind.
Location: Garden
"Arthur?" Bran found Arthur as he was tending to a potted plant. Bran was smiling, but his eyes did meet the mercenary's. "Have you always been interested in gardening? I only dabble in it myself."
Bran tensed further. "To be honest, I'm here to ask you something." His uneasy smile became a frown. "There's a series of dangerous battles ahead of us, and they'll be hard on us all. But one thing worries me in particular." Tapping his foot as he thought about what to say next, he continued. "The knights of Aethon Sol are skilled at fighting magic users. This worries me, as I am the only soldier of our regiment to have no combat ability." At this moment, he raised his head. "I'm sorry for interrupting you, but are you familiar with physical combat with a staff? I would like you to teach me, so I can defend myself without using magic if necessary."
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