Battle 5: vs Colossus of De-Zum-Ri Lv 12
+4
GM_3826
[VIOLET]
Claris
Aeront
8 posters
Page 3 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
- [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 12:46 pm
Location: Garden
Despite hearing his name, Arthur didn't look back at the scholar immediately; but his attention shifted, the tranquil focus he had on his work quietly broken. Beneath him, in a small clay pot, stood a pair of yellow flowers in loamy soil supported against a thin, dry reed.
"Hnh, it's a skill rather than a hobby, I'd say." He wiped a bead of sweat from his brow with the sleeve of his undershirt, "An old friend of mine nearly lost control of his garden, once-- collected a few too many specimens to care for, and kept coming late to work... so I picked up the slack for him. Regardless... it's just a gift. I'd rather be in the smithy, all things said."
He paused for a moment; then, finally, turned in his crouch towards Bran.
"Physical combat... hnh- as if training you now would improve your odds against an opponent of that calibre. You've hardly any muscle mass, for starters... Suppose we have two weeks, or even six: even if I do suspect you would learn quickly, building endurance takes just as much time as it does great effort. Are you sure this is a valuable use of either of those, when you could be honing your magic?"
"I do know my way around the staff," he added, "It was my first weapon before I was given a sword. However... I don't plan to waste any more of my time teaching young men who don't have the good sense to survive. I'd much rather you stay far behind me-- or sit that one out entirely-- than make you think you can handle those men in close quarters."
Despite hearing his name, Arthur didn't look back at the scholar immediately; but his attention shifted, the tranquil focus he had on his work quietly broken. Beneath him, in a small clay pot, stood a pair of yellow flowers in loamy soil supported against a thin, dry reed.
"Hnh, it's a skill rather than a hobby, I'd say." He wiped a bead of sweat from his brow with the sleeve of his undershirt, "An old friend of mine nearly lost control of his garden, once-- collected a few too many specimens to care for, and kept coming late to work... so I picked up the slack for him. Regardless... it's just a gift. I'd rather be in the smithy, all things said."
He paused for a moment; then, finally, turned in his crouch towards Bran.
"Physical combat... hnh- as if training you now would improve your odds against an opponent of that calibre. You've hardly any muscle mass, for starters... Suppose we have two weeks, or even six: even if I do suspect you would learn quickly, building endurance takes just as much time as it does great effort. Are you sure this is a valuable use of either of those, when you could be honing your magic?"
"I do know my way around the staff," he added, "It was my first weapon before I was given a sword. However... I don't plan to waste any more of my time teaching young men who don't have the good sense to survive. I'd much rather you stay far behind me-- or sit that one out entirely-- than make you think you can handle those men in close quarters."
- 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 1:17 pm
Arthur certainly had a point. Bran was scrawny. In a fight, he could hardly measure up to a common soldier, much less a knight of their calibur.
But Bran knew what he had to do.
"I have no other choice." Although Bran was anxious just a moment ago, he relaxed his muscles, his mind resolute. "You're absolutely right that given the time we have, I couldn't hope to best a knight in a one-in-one battle. But it's just as I say. The knights have the capability to render all the pointing and waving I do useless. How am I supposed to do anything against such a threat without even a hint of combat ability? Besides, we won’t be fighting one-on-one. I’ll have the rest of Regiment 1-31 behind my back."
Although Bran was short, he stood up straight, in an attempt to appear taller. He still couldn't compare to Arthur's height, but it at least made it clear that he would not budge on this. "I could sit this one out. That would certainly be possible. But I wouldn't want to stay behind as we're taking the fight to the frontlines. I'd feel worthless. I spent all this time learning magic so I could explore the world and defend myself, and so what? Just so I could stay at home and do some paperwork? I might not be a born soldier, but I'm a part of this army all the same."
At this point, Bran began to gesture as he spoke, leaning over slightly. Although he was not casting a spell, he might as well put all that time he spent learning to wave his hands to use. "I will never measure up to a warrior who's spent his life from the age of 6 training his body and mind to battle. But I need to do something against such an enemy. I will do my best to cast magic and provide intel during that fight, but I need another skill to fall back on. You can teach me the basics of combat. Maybe that won’t be enough, but it’s the best we can do."
Bran frowned once again. “Please.”
Edit: Castle Vote: The Hundred-Headed Demon
Leader Vote: Giada
Edit 2: Training Mission: Utility
But Bran knew what he had to do.
"I have no other choice." Although Bran was anxious just a moment ago, he relaxed his muscles, his mind resolute. "You're absolutely right that given the time we have, I couldn't hope to best a knight in a one-in-one battle. But it's just as I say. The knights have the capability to render all the pointing and waving I do useless. How am I supposed to do anything against such a threat without even a hint of combat ability? Besides, we won’t be fighting one-on-one. I’ll have the rest of Regiment 1-31 behind my back."
Although Bran was short, he stood up straight, in an attempt to appear taller. He still couldn't compare to Arthur's height, but it at least made it clear that he would not budge on this. "I could sit this one out. That would certainly be possible. But I wouldn't want to stay behind as we're taking the fight to the frontlines. I'd feel worthless. I spent all this time learning magic so I could explore the world and defend myself, and so what? Just so I could stay at home and do some paperwork? I might not be a born soldier, but I'm a part of this army all the same."
At this point, Bran began to gesture as he spoke, leaning over slightly. Although he was not casting a spell, he might as well put all that time he spent learning to wave his hands to use. "I will never measure up to a warrior who's spent his life from the age of 6 training his body and mind to battle. But I need to do something against such an enemy. I will do my best to cast magic and provide intel during that fight, but I need another skill to fall back on. You can teach me the basics of combat. Maybe that won’t be enough, but it’s the best we can do."
Bran frowned once again. “Please.”
Edit: Castle Vote: The Hundred-Headed Demon
Leader Vote: Giada
- Notice:
- The remainder of this conversation has been moved to the roleplay thread.
Edit 2: Training Mission: Utility
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Fri Nov 29, 2019 4:54 pm
- Regiment 1-31 Statistics:
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.
Abilities
Self-Sufficient: Actions that target a character no other player is targetting have double Advantage
Warrior and Watcher: At the beginning of each turn, you may choose to act as a Warrior or a Watcher. As a Warrior, increase your Power by 10% for each Effective Advantage when you attack. As a Watcher, grant the first ally you target this turn half of your Effective Advantage. Whenever you choose a modifier different from your choice the previous turn, gain +1 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 +0 Spirit +1 Charisma +0 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)
Assist an ally in a successful action 4 times! (0/4)
Bran (GM_3826) - HP 1200 / 1200
Adv: +0
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.
Abilities
Arcana: Cast any magic that was cast previously by an ally this battle. Limit 1 use per turn.
Vision of the Historian: At the beginning of every turn, name any target. You will learn a detail about the target which will assist your current goal at the end of the turn. You may specify a detail to investigate, such as a weakness or upcoming attack. Any actions you undertake with this information gain an extra +1 Effective Advantage and +10 Power.
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)
Perform 6 actions of different types! (0/6) (Types: Attack (1 Target), Attack (AoE), Defend, Siege, Heal, Buff, Debuff, Interrupt, Examine)
Erika (Jan) - HP 1275 / 1275
Adv: +0
Tempo: 0/5
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.
Abilities
Rockstar: +10 power to actions that target anyone who targeted you last turn.
Keepin' Up The Tempo... Now Drop It!: Gain 1 Tempo Counter at the beginning of every turn (5 max). If you start a turn with at least three Tempo Counters, your first action that turn automatically targets all enemies or (if a supporting action) all allies. Gain 1 additional Tempo Counter whenever an enemy is defeated that you attacked this 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: +0
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 Effective Advantage to your next action.
Steadfast Soul: Attempt to counter the first attack recieved every turn. This counter-attack gains +10 Power and +1 Effective Advantage, in addition to other effects. You may specify what this counter does during your actions. If the that 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! (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.
Abilities
Guidance: Negates the first instance of damage another ally would take this turn. Limit 1 use per turn.
Note of Empowerment: Choose whether to empower an ally or an action from last turn. If an ally, equalize all of target ally's stats to their highest stat for two turns. If an action, retroactively increase the Effective Advantage of that action by +1 and its Power by +15. This can cause a failed action to succeed, but cannot lead to a finishing blow.
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! (1/4)
Remove two debuffs and grant two buffs in three turns! (0/2, 0/2)
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 Effective Advantage or +10 Power. This boost cannot increase Power by more than 50 or Effective Advantage by more than +5.
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.
Abilities
Harvester: Whenever an enemy is knocked out, recover 10% HP and gain +10 Power to your next action. Can only activate once per turn.
Grow and Reap: Once per turn, you may create a summon that can perform one particular type of action (healing, debuffs, attacking, etc). Summons will perform one action per turn of their own choice, though will follow given instructions. Summons typically have HP equal to 100 times your Spirit modifier, and gain an additional +10 Power every turn. For no action cost, you may harvest all active summons created by this Ability and gain their combined Power and Advantage for two turns. You may prepare a summon during the between-battle wave.
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)
Attack an enemy on the same turn they are defeated 3 times! (0/3)
- Character Progression:
- Having survived 5 hard-fought battles, your character is becoming a bit of a veteran! This has lead all characters to gain their second Ability, if they didn't already have one. Besides this, your character's body and mind have become more finely honed, resulting in you gaining Permanent Stats! Permanent Stats will remain attached to your character regardless of equipment. They are a measure of your own character's physical and mental prowess.
Please select one of the following options to increase your stats. Be warned, this choice is permanent! This choice will be due at the same time as the previous deadline.- Increase three stats by 1, or
- Increase one stat by 2
- Increase three stats by 1, or
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Fri Nov 29, 2019 5:24 pm
Leader Vote: Barring Rosemary suddenly gaining popularity, I cast my vote for Giada.
Castle Vote: I am primed and ready to soothe the The Hundred-Headed Demon.
Training Mission: Give me Support or give me death.
Permanent Stats: +2 Strength. I will need the might of body to defend myself, should magic and faith fail.
Castle Vote: I am primed and ready to soothe the The Hundred-Headed Demon.
Training Mission: Give me Support or give me death.
Permanent Stats: +2 Strength. I will need the might of body to defend myself, should magic and faith fail.
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Fri Nov 29, 2019 5:33 pm
Permanent Stats: +1 Agility, +1 Spirit, +1 Insight
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Fri Nov 29, 2019 5:36 pm
Castle Vote: The Hundred-Headed Demon
Leader: Rosemary (yall know severa and erika are gonna want to focus on this demon instead of us)
Permanent Stats: +2 Strength!
Leader: Rosemary (yall know severa and erika are gonna want to focus on this demon instead of us)
Permanent Stats: +2 Strength!
- Strength:
"I didn't realize it would start becoming difficult to keep up with him so early in his training. Perhaps, though, I had just been avoiding the truth-- that man... had made sure to leave on me a permanent scar before he passed... One final victory over this body, out of spite. That breathlessness, worsening as I lost sleep, and grew sickly... was not something I could overcome with just my mind anymore."
"Still, I would not dishonour myself by relying on that mask."
"As I trained in the mornings and evenings, and during the boy's endurance exercises, I kept it on. If the wind could remain in me for just those moments, I'd be able to build my strength again. Meanwhile, I worked on adjusting to a more reserved fighting style to cover my new weak points; and as it forced my presence to withdraw, it would soon come to pass that I learned to step back and allow the others to shine brighter."
"...was such a thing possible, though? Could a sword live to save others-- to lift them up? However you looked at it, someone else would surely be hurt in the end."
"Even if it isn't... I suppose that is all that remains for me to strive for. I'm no longer the man I used to be-- those peaceful days, and this blight against my chest, have shattered the image of that swordsman called the Silver Lion. Yet these hands, and those slighted by them, shall always remember the blood that was shed."
"If it is truly impossible to live like this, something else will come to claim me, eventually. That is how it has always been."
"...but no matter what... I will challenge that inevitable death with my own two hands. On my honour as a human... I will not surrender this life, however broken it is, until the final blow is struck."
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Fri Nov 29, 2019 6:03 pm
Bran: Take the Robes of Wind to the Smithy and deconstruct them.
- Sharks
- Posts : 59
Join date : 2018-08-05
Age : 27
Location : hell
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Sun Dec 08, 2019 12:12 pm
>Yam:
>Crafting: Combine your Leather Armor with a Leather Collar, the Desert Sifter's Garbs, and the Admiral's Brooch using an Ectoplasm, a Fastener and some Leather Straps
>Stats: +2 Strength
>Castle Vote: The Hundred-Headed Demon
>Leader: Giada
>Crafting: Combine your Leather Armor with a Leather Collar, the Desert Sifter's Garbs, and the Admiral's Brooch using an Ectoplasm, a Fastener and some Leather Straps
>Stats: +2 Strength
>Castle Vote: The Hundred-Headed Demon
>Leader: Giada
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Sun Dec 08, 2019 4:55 pm
- Regiment 1-31 Statistics:
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.
Abilities
Self-Sufficient: Actions that target a character no other player is targetting have double Advantage.
Warrior and Watcher: At the beginning of each turn, you may choose to act as a Warrior or a Watcher. As a Warrior, increase your Power by 10% for each Effective Advantage when you attack. As a Watcher, grant the first ally you target this turn half of your Effective Advantage. Whenever you choose a modifier different from your choice the previous turn, gain +1 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%
StatsPhysical Magical Support Strength +4 Spirit +0 Charisma +2 Agility +1 Faith +0 Insight +0 - Inventory:
- Weapon - Luster Steel Broadsword - A pristine weapon that puts others to shame: +2 Strength, +10 power against foes with less power. Power: 55
Specialty Armor - Talisman of the Fox Robber - 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: +1 Agility, +1 Charisma. If you have more Advantage than the first enemy you attack this turn, gain an additional Advantage.
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 resistance. Failed melee attacks against you have a chance to inflict Vulnerable to the attacker.
Permanent Stats - +2 Strength
Item - Dagger of the Broken Kiss - 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: Gain +10 power against Elite and Boss enemies. +2 Agility, +1 Strength, -3 Faith. Power: 70.
- Training Missions:
- Deal 1000 damage while it's not your turn! (0/1000)
Assist an ally in a successful action 4 times! (0/4)
Bran (GM_3826) - HP 1200 / 1200
Adv: +0
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.
Abilities
Arcana: Cast any magic that was cast previously by an ally this battle. Limit 1 use per turn.
Vision of the Historian: At the beginning of every turn, name any target. You will learn a detail about the target which will assist your current goal at the end of the turn. You may specify a detail to investigate, such as a weakness or upcoming attack. Any actions you undertake with this information gain an extra +1 Effective Advantage and +10 Power.
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 +4 Charisma +0 Agility +2 Faith +1 Insight +2 - 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.
Permanent Stats - +1 Agility, +1 Spirit, +1 Insight
Item - Surging Wand - A wand that seems to ebb with magical power: +1 Spirit, +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% rersistance to water and fire damage. Power: 50.
Item - Coin of Triumph - 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.
- Training Missions:
- Reduce the damage from 5 different attacks! (0/5)
Perform 6 actions of different types! (0/6) (Types: Attack (1 Target), Attack (AoE), Defend, Siege, Heal, Buff, Debuff, Interrupt, Examine)
Erika (Jan) - HP 1275 / 1275
Adv: +0
Tempo: 0/5
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.
Abilities
Rockstar: +10 power to actions that target anyone who targeted you last turn.
Keepin' Up The Tempo... Now Drop It!: Gain 1 Tempo Counter at the beginning of every turn (5 max). If you start a turn with at least three Tempo Counters, your first action that turn automatically targets all enemies or (if a supporting action) all allies. Gain 1 additional Tempo Counter whenever an enemy is defeated that you attacked this 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.
Permanent Stats - ???
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: +0
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 Effective Advantage to your next action.
Steadfast Soul: Attempt to counter the first attack recieved every turn. This counter-attack gains +10 Power and +1 Effective Advantage, in addition to other effects. You may specify what this counter does during your actions. If the that 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: +2
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, +15% physical resistance.
Permanent Stats - ???
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! (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.
Abilities
Guidance: Negates the first instance of damage another ally would take this turn. Limit 1 use per turn.
Note of Empowerment: Choose whether to empower an ally or an action from last turn. If an ally, equalize all of target ally's stats to their highest stat for two turns. If an action, retroactively increase the Effective Advantage of that action by +1 and its Power by +15. This can cause a failed action to succeed, but cannot lead to a finishing blow.
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 +2 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.
Permanent Stats - +2 Strength
- Training Missions:
- Strike an enemy with magic-empowered attacks 4 times! (1/4)
Remove two debuffs and grant two buffs in three turns! (0/2, 0/2)
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 Effective Advantage or +10 Power. This boost cannot increase Power by more than 50 or Effective Advantage by more than +5.
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.
Permanent Stats - ???
- 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.
Abilities
Harvester: Whenever an enemy is knocked out, recover 10% HP and gain +10 Power to your next action. Can only activate once per turn.
Grow and Reap: Once per turn, you may create a summon that can perform one particular type of action (healing, debuffs, attacking, etc). Summons will perform one action per turn of their own choice, though will follow given instructions. Summons typically have HP equal to 100 times your Spirit modifier, and gain an additional +10 Power every turn. For no action cost, you may harvest all active summons created by this Ability and gain their combined Power and Advantage for two turns. You may prepare a summon during the between-battle wave.
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 +2 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.
Permanent Stats - +2 Strength
- Training Missions:
- Grow 3 plants with unique functions! (0/3)
Block or heal 1200 ally damage! (0/1200)
Attack an enemy on the same turn they are defeated 3 times! (0/3)
- Castle Treasury:
- Weapons:
2x Steel Crossbow
Power: 50
Effects
+1 Insight
A well-made crossbow forged from hardened steel.
1x Ten 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 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.
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.
1x Leather Buckler
Effects
+1 Physical Defense
A dependable, small buckler for repelling enemy attacks.
- 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 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.
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Sun Dec 08, 2019 6:04 pm
Severa:
- Updated Crafting Action - Using pure faith as a conduit, attempt to combine the Stone Rune Armor and the Robes of Motif in to some form of powered armor that works off of the Faith statistic. If it works, equip the result.
Re: Battle 5: vs Colossus of De-Zum-Ri Lv 12
Thu Dec 12, 2019 9:54 am
In the dark of the night, Yam gets to work upon their new armor. Starting with her Leather Armor, she straps in the flowing fabric of the Desert Sifter's Garbs. Securing the two together by tying them through a Leather Collar and held by a fastener, she then adheres the combination together with Ectoplasm. As she does so, an otherwordly chill begins to creep along the fabric, foreboding... before the Admiral's Brooch is afixed to the collar. All at once, that chilling feeling is replaced with the cool sensation of a fresh morning mist upon the ocean, and the faint smell of settled soil.
Item Crafted:
Terra Tranquila Overcoat
Effects
+35% resistance to Earth, Fire, Water, and Wind elements
+200 HP
+2 Spirit
+1 Agility
+Unaffected by elemental status effects
A long, flowing coat of leather and fabric that carries otherwordly power. The world around it seems to become more docile, representing a long-gone admiral's wish for peace.
Calling upon her connection to Ragnus, Severa lays her hands upon the Stone Rune Armor and the Robes of Motif. Placing faith in her god, she wills the two equipment together -- and with a golden radiance, strands of magic begin to bind them! The robes are unwound, interlacing themselves between the stony plates of armor, carrying the magic of its runes along their fabric!
Item Crafted:
Heavens Above
Effects
+300 HP
+1 Insight
+25% Resistance to magic damage
+All resisted damage is absorbed as HP instead
+Gain Charged Magic Circuits every 2nd turn
-Automatically un-equipped if the user's Faith stat is 1 or less
-Automatically un-equipped if the user is Unconscious, Defeated, or Sleeping
Armor attuned to the divine power of its wielder. Besides providing excellent defense, the runes born into the armor excel at gathering mana and dispelling magic. However, if one's faith wavers, the armor shall offer no protection.
Item Crafted:
Terra Tranquila Overcoat
Effects
+35% resistance to Earth, Fire, Water, and Wind elements
+200 HP
+2 Spirit
+1 Agility
+Unaffected by elemental status effects
A long, flowing coat of leather and fabric that carries otherwordly power. The world around it seems to become more docile, representing a long-gone admiral's wish for peace.
Calling upon her connection to Ragnus, Severa lays her hands upon the Stone Rune Armor and the Robes of Motif. Placing faith in her god, she wills the two equipment together -- and with a golden radiance, strands of magic begin to bind them! The robes are unwound, interlacing themselves between the stony plates of armor, carrying the magic of its runes along their fabric!
Item Crafted:
Heavens Above
Effects
+300 HP
+1 Insight
+25% Resistance to magic damage
+All resisted damage is absorbed as HP instead
+Gain Charged Magic Circuits every 2nd turn
-Automatically un-equipped if the user's Faith stat is 1 or less
-Automatically un-equipped if the user is Unconscious, Defeated, or Sleeping
Armor attuned to the divine power of its wielder. Besides providing excellent defense, the runes born into the armor excel at gathering mana and dispelling magic. However, if one's faith wavers, the armor shall offer no protection.
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