Battle 6: vs Demon of Silence Lv 16
+3
Sharks
Claris
[VIOLET]
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Battle 6: vs Demon of Silence Lv 16
Thu Dec 12, 2019 12:37 pm
- Opening Cutscene:
- As you and the rest of Regiment 1-31 stand at attention to make landfall, you can't help but feel uneasy. An invincible demon? Even after everything else you've faced, it's a daunting prospect. Nonetheless, feeling that telltale shift in the castle's engines, you ready yourself for a landing. Apparently, since there's only a single target to battle, the entire army will be right behind you. Normally, having the entirety of Castle High backing you up would make you feel pretty secure, but for some reason, it doesn't give you much solace right now.
Behind you, a series of titanic footfalls herald Giada, fully clad in her suit of bunker-like dark green armor. Standing well above your head and striking an imposing silhouette, she tosses you a thumbs-up and calls out in an echoing voice, "I've been lookin' forward to this! Russel's said you all are the real deal for a while now. Rarin' to see how you do in action! Just remember, if things get too tough, get behind me! Doesn't matter if its men, demons or monsters, me and my armor will hold them off."
"Excuse me, Giada," Emilia asks beside you, "I've been thinking about this ever since we were briefed on the new castles: your armor. It sounds similar to the mechanical suits used by the forces of Bertila, doesn't it?"
"Ahh, yeaaaahhh..." Giada responds slowly. Despite her expression obscured by her armor, it's fairly apparent she's hesitant to explain.
"Oh, if it's something you don't want to talk about, I understand. I was just--"
"No no, sorry. It's fine, just uh... kind of a long story, and I don't remember all the pieces to it--"
"Heads up!" Russel's voice suddenly calls over the intercoms. "We're approaching the location of the demon! Get ready for landing!"
Independently deciding this would have to wait, Emilia returns to her spot by the wall, bracing herself against a column, while Giada widens her stance, eyes locked on the metal doors in front of her.
"Holy cr-- uh, go, go, go!"
Giada leads the charge, nearly bashing the bay doors open as she leaps down onto the battlefield, the rest of Regiment 1-31 swiftly behind her as they dive into the fray!
The warriors of Castle High would immediately experience three sensations: the titanic size of the monster before them, the scorching heat of the air around them, and the blare of an orchestra.
Spread out in front of the Regiment is a number of musicians playing an expansive range of instruments -- flutes and clarinets, trumpets and trombones, french horns and tubas, snare and bass drums, and many more. Besides the human musicians, there appear to be inanimate objects playing along as well to the flowing melody. Stones hum like violins, and the winds through trees make rich woodwind sounds. It's as if the earth itself follows the baton of the conductor, who stands at the center of this army of music. What the musicians wore was recognizable as the fine regalia of an orchestra -- black dresses and gloves, tailed suits, cummerbunds and bow-ties -- but adapted for the battlefield with sleek black bracers, dark boots, and elegant chestplates. Their instruments too are wielded like weapons, the ebb and flow of the music matching their movement and formation across the battlefield as they avoid fiery projectiles.
Towering over the musical band is a monster the likes of which you couldn't have possibly imagined. Whatever you thought a 'Hundred-Headed Demon' would look like pales in comparison to the behemoth before you. The creature is several stories tall with eight arms ending in clawed talons, blades the size of columns, warped and twisted like charred wood. The claws drag through the earth behind it, creating maelstroms of flame and reducing soil to dust. Its legs are some terrible mixture of a horse's and a spider's: long, spindly segments fanning out in all directions, but covered in muscle and sinew, globs of lava leaking from cracks across an exoskeleton of bone, leaving a molten trail beneath and around it. The upper half of the demon is horrific, dominated by its hundred heads. Each head is the size of a small house, and no two look alike. Some are animal in appearance: a drooling, feral rat; an angler fish with pulsating eyes; a ravenous spider, dripping a fiery poison. Others are eerily human: a child, crying tears of ash; a beautiful man's face with a gouged out eye; an old woman, looking to be on the verge of death. In the center of all the heads, larger than any other, is a spiraling mass of flame and shadow, four points of multi-colored light whirling about as if gazing upon those below.
"SssiiIIIillLLeenNncceEE," the mass of heads whisper, scream, cry, and roar in unison, draining all other sound from the world, including even the orchestra's melody. "PPppuuRrreeE aannDD ttRrUUeee..."
The music returns with force as the conductor -- a white-haired woman particularly fleet of foot -- hits a feverful phrase, and the demon seems to reel! By her side stands a young teenage boy, fervently playing a flute, who suddenly stops upon seeing the castle's forces. He runs over toward Giada, "are you here to help? Thank goodness! Aunt Avelia, look!"
"Ormen! Get back here!" the conductor calls out in annoyance. "I need you supporting the counter-melody-- oh," she starts, nearly falling off-tempo. "A band of warriors? Hmm..."
"Your weapons won't work against the Demon of Silence, but my aunt's baton can pull music out of anything. In fact, maybe with your help, I could finish my score--"
Suddenly, an oboe player from the front shouts, "Miss Calinn, it's coming! Just like before!"
"Damn," she curses, holding the fourth beat of a measure before dropping her baton with a flourish. "Everyone, stay with your section! Recognize each other by the song!"
Up above, you see what the oboe player must have been warning of. The central head of the demon is leaning forward, its churning darkness and heat seeming to turn more tangible... and all at once, it explodes, a spiraling cloud of black and red quickly fanning out across the burned battlefield! As you see orchestra members be consumed, the conductor runs toward Ormen and your Regiment, raising her baton to the cloud. "All of you, brace yourselves and hold your breath--!"
A few moments later, the dark cloud collides with the army, nearly knocking you off your feet with its force. Embers claw at your eyes as ash presses at your body as the tirade continues...!
Until all at once, the assault ends, leaving an eerie silence. You cautiously wipe the ash away from your eyes, revealing... a dark cave, sprawling out before you. As you look around, you find only the flute player Ormen, the conductor Avelia, and the others of Regiment 1-31 with you. Castle High and the rest of its forces seem to have vanished.
"Another illusion?" Ormen asks despairingly.
"Seems so," Avelia responds, before turning toward you and the others. "We've been trapped in one of the demon's illusions. The rest of my orchestra and your forces are somewhere within its depths, where the demon can pick us off separately. The only way to defeat the Demon of Silence is to seal it back into the earth with music too powerful for it to stand against."
"Or, we can lull it back to sleep with a beautiful melody!" Ormen responds, reaching into a pocket in his suit and producing a few crumbled-up sheets of music. "I'm almost done writing a score that I know will do the trick! It was the song I was going to perform for the demon--"
"In two months. Which we no longer have time for," Avelia corrects him. "I know you're of age to take the baton Ormen, but we don't have the luxury of peace any more. The demon is already raging. Our only hope is to seal it, now."
"Hey, uh," Giada cuts in, "time seems kind of limited right now, so let's hurry this along. What should we do?"
Avelia swings her baton over the Regiment, and suddenly, you feel something... change, in both you and your weapon. With just a small flick, it emits a harmonious tone.
"I've enchanted your weapons with the Blessing of Music. You should be able to fight off the demon's illusions and magic with them, now. Use them as you normally would, and the enchantment will bind them with music. You won't be able to harm the demon, but you should be able to weaken it or its magic." She holds the baton at attention, "we must create a song forceful enough to overcome the demon. Alone, our orchestra couldn't manage it, but with your forces, we might have a chance. We'll need to gather as many of your people and my own together as possible. If we distract the demon, the illusion should weaken, allowing more to find us. We could also seek them out ourselves, though wandering the monster's illusions seems risky..."
"M-my score is much quieter, by the way!" Ormen adds. "If you help me finish it, we wouldn't need many more people. It's gotta be perfect though, exactly the song it needs to be to calm the demon, or it won't work. I'm not really sure how we could know that... but if you could figure it out, maybe we could--"
"SSsiiiLLLeeeNNNccceEEEEEE," hums a small choir of voices, as from the roof of the cave, three of the demon's heads appear! A coiling serpent, the dying old woman, and a bloody shark head emerge from the ceiling, along with a taloned claw!
"...Ah, right. You should probably ensure my survival as well." Avelia adds, her eyes trained on the demonic outcropping. "Without a conductor... I'm afraid the demon will be truly invincible."
- The Demon of Silence:
- This battle features several unique mechanics, which I will expand upon to some degree here.
First and foremost, the demon cannot take damage! However, by attacking it, you will weaken its stats and abilities, and eventually weaken and break the illusion you are surrounded by. You can also do this through more traditional means, such as applying debuffs.
There are two primary ways of defeating the demon. The first (and most straightforward) is to find enough members of the Nightdeaf orchestra and the Castle High Forces to play a song strong enough to seal the demon away. You can find these people primarily by weakening the demon, but they can also be located through other means. Once enough allies are brought together, the battle will end.
Alternatively, you can assist Ormen in writing his melody. Once the melody is successfully finished, the battle will end. However, the song he is composing must be written precisely to counter the Demon of Silence, or it will not work. How to exactly assist him in this is a curious matter...
Throughout this process, the demon will continually attack you and attempt to stop you! As you get closer to succeeding, the demon will focus more attention upon your group in particular, causing it to become more dangerous! VERY IMPORTANTLY, due to the Support Regiment being lost within the illusion of the demon, Allies who are Incapacitated will not be automatically revived, at least until the Support Regiment is located! Be very careful!
- Castle High Forces:
ALLIES
Giada - HP 1750 / 1750
Adv: +0
Personal Adv: +4 (Strength)
Power: 55- Character Information:
Equipment Effects
T-23 Barricade Armor: Up to two allies may stand behind you. Increase their defense to all damage by +1 and re-direct the first attack that would hit each of them to you instead.
Quick-Construction Chassis: +10 Power and +1 EA to constructing barriers or other constructs.
Abilities
Stalwart Shield: Once per turn, re-direct an enemy attack aimed at a single ally to target you instead.
Adaptive Defenses: At the end of every turn, choose one of melee, ranged, or magic. Increase your defense when defending from that source by +1 for this battle. You may expend 1 Advantage to repeat this effect as many times as you wish.
Techniques
Drop the Barricade!: Gain Power * 5 Temporary HP this turn. Damage is dealt to Temporary HP first, and all Temporary HP is lost at end of turn. You may not use this Technique two turns in a row.
Anti-Air Missiles: An artillery attack against an airborne enemy. Deals an additional +15 Power and gets +1 EA.
Defenses and Resistances
All Defenses: +1
All Damage Resistance: +30%
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma +0 Agility -2 Faith -1 Insight +2 - Inventory:
- Weapon - Arm-Mounted Repeater - A rotating flurry of metallic firepower: uses Strength instead of Agility, +1 Agility, +1 Insight, ignore up to 15% of target's damage resistance. Power: 55
Specialty Armor - Quick-Construction Chassis - A number of metallic attachments that can spring out to create barriers or repairs: +10 power and +1 EA to constructing barriers or other constructs.
Armor - T-23 Barricade Armor - A massive, high-tech suit of power armor. Excels in defense and strength, but greatly limits agility and magical abilities: +3 Strength, -3 Agility, -1 Faith, -1 Spirit, +450 HP +1 to all defenses, +30% resistance to all damage.
Permanent Stats - +1 Strength, +1 Insight
Item - Fragmentation Grenade - A powerful, handheld explosive. Consume to deal a 60 Power Fire-Based attack.
Emilia Sauer - HP 1300 / 1300
Adv: +0
Personal Adv: +2 (Agility)
Power: 50- Character Information:
Equipment Effects
Charm of the Wilds: Increased effectiveness recruiting and commanding wildlife.
Camo Cloak: Cannot be targeted by enemies you have not attacked.
Ability
Double Shot: The second attack made with a Bow-type weapon each turn does not consume Advantage.
Fighting For Others: Whenever you support an ally, gain +5 Power to your next attack. This effect may stack indefinitely.
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.
Medicine Arrow: Heal target ally at any range. Gain +5 Power when doing so and remove any minor status effects.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +0 Spirit +0 Charisma +1 Agility +2 Faith +0 Insight +1 - Inventory:
- Weapon - Reinforced Heirloom Bow - A bow left behind by Emilia's mother, reinforced with iron +2 Agility, +1 Insight. Power: 45.
Armor - Camo Cloak - A cloak with leaves, branches, and magic sewn in to make it difficult to spot: +100 Max HP, cannot be targetted by enemies you have not attacked.
Specialty Armor - Charm of the Wilds - A cute pin surging with primal power: +1 Charisma, increased effectiveness recruiting and commanding wildlife.
Avelia - HP 1250 / 1250
Adv: +0
Personal Adv: +3 (Charisma)
Power: 50- Character Information:
Equipment Effects
None
Abilities
Conductor: Use an action to increase two allies' Power by +10 for the battle's remainder.
Techniques
Nature's Minuet: Cause an inanimate object to produce melodious song. The instrument it replicates depends upon the object and its history.
Defenses and Resistances
Physical Defense: +1
Fire Resistance: +15%
StatsPhysical Magical Support Strength +0 Spirit +2 Charisma +3 Agility +0 Faith +0 Insight +1 - Inventory:
- Weapon - Baton of Nature's Minuet - A legendary baton that can call forth music from anything: grants the "Nature's Minuet" Skill, +3 Charisma, +2 Spirit, +1 Insight. Power: 50.
Specialty Armor - None
Armor - Orchestral Regalia - The traditional outfit of Nightdeaf's orchestra, adapted for battle: +50 HP, +1 physical defense, +15% fire resistance.
Ormen - HP 1250 / 1250
Adv: +0
Personal Adv: +2 (Charisma)
Power: 50- Character Information:
Equipment Effects
None
Abilities
Child of the Sea: +25% resistance to Water and Wind elements, and +2 EA to all Water and Wind based magic.
Techniques
Compose: Create a segment of the Adagio of Peace. Can only be used when sufficiently inspired.
Pulse of Wind: Must have Charged Magic Circuits. Restore the health of a target with +25 Power. If healed for more than the target's missing HP, transfer excess healing to another target.
Defenses and Resistances
Physical Defense: +1
Fire Resistance: +15%
Water Resistance: +25%
Wind Resistance: +25%
StatsPhysical Magical Support Strength +0 Spirit +1 Charisma +2 Agility +0 Faith +0 Insight +0 - Inventory:
- Weapon - Flute of Ocean's Breeze - An heirloom of the Calinn family, it carries memories of quiet days on the sea: grants the "Pulse of Wind" Skill, +2 Charisma, +1 Spirit. Power: 50.
Specialty Armor - None
Armor - Orchestral Regalia - The traditional outfit of Nightdeaf's orchestra, adapted for battle: +50 HP, +1 physical defense, +15% fire resistance.
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.
Talisman of the Fox Robber: If you have more Advantage than the first enemy you attack this turn, gain an additional Advantage.
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 - 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 1500 / 1500
Adv: +0
Personal Adv: +2 (Faith)
Power: 50- Character Information:
Equipment Effects
Twin Streaks: +5 Power to Faith-based magic, +5 power for every 2 Adv.
Heavens Above: Gain Charged Magic Circuits every 2nd turn. All resisted damage is absorbed as HP instead. Unequip if less than 2 Faith, Unconscious, Defeated, or Sleeping.
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
Magical Resistance: +30%
StatsPhysical Magical Support Strength +2 Spirit +0 Charisma +0 Agility +1 Faith +2 Insight +1 - 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 - Heavens Above - 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: +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.
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 1400 / 1400
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.
Terra Tranquila Overcoat: Unaffected by elemental status effects.
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
Fire, Water, Earth, Wind Resistance: +35%
StatsPhysical Magical Support Strength +2 Spirit +4 Charisma +0 Agility +3 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 - Terra Tranquila Overcoat - 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: +2 Spirit, +1 Agility, +200 HP, +35% resistance to Earth, Fire, Water, and Wind elements, unaffected by elemental status effects.
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 HIGH Lv. 15
HP ????? / 15000
VS
----- / ----- HP
Lv. 16 THE DEMON OF SILENCE
Lv. 16 THE DEMON OF SILENCE
Adagio of Peace Completion: 0%
Symphony of Binding Power: 15%
- The Demon of Silence Forces:
The Demon of Silence - CASTLE - HP ----- / -----
Adv: +0
Personal Adv: +5 (Spirit)
Power: 90- Character Information:
Equipment Effects
Talons of Hate: Whenever an enemy attacks you, inflict them with Burning!
Abilities
Being of Grandeur (20%): You make take two actions per turn without expending any additional Advantage.
Beyond Mortality: Cannot take HP damage. Cannot be defeated. Sufficient damage inflicts debuffs of growing severity. This Ability cannot be ignored or removed by any means.
Curse of Silence: At the end of every turn, remove one status effect.
Harvester of Life: Whenever an enemy is defeated, gain +1 Advantage and increase Power of weapon by +10.
Techniques
Grand Illusion: Create an illusion undifferentiable from reality. Illusions are maintained across turns but lose cohesion with more statuses.
Bone Fire Combustion: Deal Power * 2 Fire damage to target enemy that is already Burning!
Silence Soul: Once per turn, target enemy is Silenced, unable to utilize any magic or make any sound for two turns. This does not cost an action.
Reality Redefined: Change the target of an enemy action.
Defenses and Resistances
All damage: Immune
StatsPhysical Magical Support Strength +4 Spirit +5 Charisma -2 Agility +3 Faith +1 Insight +4 - Inventory:
- Weapon - Talons of Hate - Massive claws of hellfire and serrated metal: Whenever an enemy attacks you, inflict them with Burning! Power: 90.
Specialty Armor - Demon of Silence's Heart - The only weakness of the Demon of Silence: increased vulnerability to music-based attacks and effects.
Armor - None
TURN 1 - FIGHT!
Next Action Deadline: 9/20/19
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 6: vs Demon of Silence Lv 16
Thu Dec 12, 2019 5:39 pm
As the terrifying monster revealed itself, Bran gulped. This is a lot to take in. That said, he had no regrets.
The moment it became clear that victory rested on the conductor and their nephew, Bran began to cast a spell. His footwork had noticeably improved given the short time he had spent practicing it, although it was unlikely to alter the spell's effectiveness.
Knowing that our enemy is a demon of silence, I'll need to fall back on the training Arthur gave me... I hope that will be enough.
Vision of the Historian: Target Ormen. How can Regiment 1-31 help him write his melody?
Bran: Cast a spell on Ormen, granting them a shield to protect them against damage.
The moment it became clear that victory rested on the conductor and their nephew, Bran began to cast a spell. His footwork had noticeably improved given the short time he had spent practicing it, although it was unlikely to alter the spell's effectiveness.
Knowing that our enemy is a demon of silence, I'll need to fall back on the training Arthur gave me... I hope that will be enough.
Vision of the Historian: Target Ormen. How can Regiment 1-31 help him write his melody?
Bran: Cast a spell on Ormen, granting them a shield to protect them against damage.
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 6: vs Demon of Silence Lv 16
Thu Dec 12, 2019 8:47 pm
- "Hnh," Arthur scoffed, a deep crease at the corner of his nose as he surveyed the area.:
After looking back and forth a few times, he passed close to Bran's shoulder, offering him a firm pat on the back of his shoulder when he noticed him start looking a little uneasy.
"Ormen, is it?" he asked, directing his attention to the flutist Bran had been focusing on with a curt downward angle of his chin.
"If you see our son Ormen out there someday, tell him... we'll always watch over him, no matter where he sails."
So that was really him... well, at least it seemed like he was surviving. That was all he could ask for in a time like this, really.
"'Figure it out'... tch. That doesn't make any sense. You're kidding yourself if you want us to waste our time looking for answers when we barely know what the 'question' is. Figure what out?" He scowled, "is that really the best you can offer? Unbelievable..."
Flashing one last glare, the swordsman spun away- but not before raising a hand over Bran's head.
"This is Bran-- thank him advance for being able to figure out even just the beginning of what it is you need by looking at you. However... your song is nothing but a wishy-washy suggestion until you give us some place to start; I suggest you assist him with that while he's interested."
As he stepped away from the young men and faced the demon- not yet raising his sword- he took a quiet but deep breath, rolling his neck and shoulders.
"I'll give you the benefit of the doubt and say our demon's getting to your head... You must be tired-- perhaps disheartened, after following it so far with so little success." -with a crack, he settled back down from his stretch; and while his words sounded as if they were directed towards the flutist, the projection of his voice brought them to sweep over the entire space about him, steady and full. "Don't continue to overexert yourself if you feel your stamina slipping. If you must... get behind something and take a knee... close your eyes for a minute, and steady your breath. Hold it in a few seconds, and let go."
Finally, he looked back at Ormen- his stern expression a touch softer. "-however, when you're done resting, you must stand up again. No matter what the situation is, you may only do one thing at a time... so let each action push you towards your goal: your back upright, to keep the wind in your chest; eyes forward, one foot steady in front of the other."
He settled into his own stance: sword ready at his side, dark eyes narrowed, feet poised to snap into motion the moment he spotted something approach his temporary charge; fierce, above all else. All the while, the telltale hum of a cello, low and smooth, followed the movement of his blade...
"Even when the world is twisted beyond recognition, or you've lost sight of the beginning and the end, this shall always be true- you start from the ground, and build up."
>Arthur: As Watcher - Use Focused Defender on Avelia, preparing to intercept a Melee attack. Advise and encourage the party to keep their focus even in spite of the surrounding illusions, hopefully bolstering their morale enough to offer some resistance to any incoming mental assault.
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 6: vs Demon of Silence Lv 16
Fri Dec 13, 2019 6:52 am
As I stood there, panic creeping in, the terror of the demon I'd chosen to face looming over me, Arthur's kind words broke through.
"Even when the world is twisted beyond recognition, or you've lost sight of the beginning and the end, this shall always be true- you start from the ground, and build up."
You know...he's right. From the ground, then. And...from the heart, I should sing.
Severa: Cast Crystalline Barrier on Ormen, assisting Bran in his defensive action. Secondly, use Note of Empowerment on Arthur, assisting in his morale-raising action.
"Even when the world is twisted beyond recognition, or you've lost sight of the beginning and the end, this shall always be true- you start from the ground, and build up."
You know...he's right. From the ground, then. And...from the heart, I should sing.
Severa: Cast Crystalline Barrier on Ormen, assisting Bran in his defensive action. Secondly, use Note of Empowerment on Arthur, assisting in his morale-raising action.
- Sharks
- Posts : 59
Join date : 2018-08-05
Age : 27
Location : hell
Re: Battle 6: vs Demon of Silence Lv 16
Sun Dec 22, 2019 1:14 am
>Yam: Summon a minion which is a crop of bell peppers which are actually functional bells, which autonomously harmonizes with everyone's music.
Re: Battle 6: vs Demon of Silence Lv 16
Mon Dec 23, 2019 12:42 am
As Arthur speaks to him, Ormen wiggles uncomfortably. "I-I'm sorry, I know it's not much. But if you want to know where it starts from, I... I started this song after a dream I had. Well, have had, quite a few times. It keeps coming back, and I can't get it out of my head: I'm standing at the front of a crowd of dark figures, a chilly wind stirring around me. We're all standing on a cliff, and down below, I see this giant monster surrounded by dozens of little lights, each one tearing away at the world. And I play a song like speaking words, saying... something. Erghhh," he taps the side of his head a few times, "what was it about? There was something going on..."
Bran uses Vision of the Historian on Ormen! At the end of the turn, he'll gain vision into how to help him write his melody.
Wasting no time, Arthur offers an inspiring speech, encouraging the party to keep focus! As he does so, Severa utilizes her Note of Empowerment, embewing Arthur with a divine power! All of his stats are now treated as +4! With a powerful charisma, Arthur imparts his allies with Will of the Heroes! With this status, all allies gain an increased resistance to illusions and deceptions, not easily believing what is before them, as well as +5 Power!
"Wow..." Ormen marvels, drinking in the fierce stance of the swordsman. "It's like something out of an old story... almost familiar..." he says the next words in a sing-song voice, eyes closing slightly. "A time-worn hero, fierce and foreboding, staring down darkness unafraid..." he quickly follows the words with a melody from his flute, bringing out the dark sound of Arthur's cello.
Up above, the massive heads of the demons seem to slow their movements, eyes following the small, weaving motions of Ormen's flute. Then, in time with the music, the creature's heads begin to sing. As before, the rest of the world and music is brought to nothing before its words, but they themselves hold a harmony, more unified than any before. "Yet the City of Silence still sleeps.."
Waiting just a beat, Cormen responds, almost defiant, parroting the melody, "Yet the City of Silence still dreams!"
As soon as Ormen finishes, the demon seems to return to normal. As it does, Ormen positively leaps, a victorious smile. "Yes, that! That's the song that's been playing in my head these last months! 'The City of Silence'... I don't know what it is, but I'm sure that's the melody!" Acting quickly, he writes down the music, nodding at it with satisfaction. "If we can just get the rest of it, we can end this!"
Ormen composes the first piece of the The Adagio of Peace: it's now 20% complete!
Arthur then readies his defenses for Avelia from Melee attacks using Focused Defender! He'll intercept any melee attacks aimed at her this turn! Targeting Avelia also activates his Watcher Ability, granting her +2 Effective Advantage this round!
Bran sweeps his staff, an arcane power gathering around him as he begins to conjure a defense. At the same time, Severa activates her Crystalline Barrier, the magical essence being bolstered by divine gems! The two magics sweep and ebb through each other as they produce a duet, Bran's barrier the dance of piano keys, Severa's crystals a supporting choir. Though they don't quite manage to get their efforts together in harmony,they still form an Arcane Crystal Barrier around Ormen! The barrier has 530 HP, and will deal damage to the enemy if destroyed by a melee attack!
Severa is exhausted from the effort... (-1 Adv)
Yam places her hands on the ground and calls upon the power of the earth, summoning a small bush of bell peppers! While the crops hanging from the leaves feature the same bright colors as usual, the peppers themselves ring gleefully, quickly harmonizing with the party's music. The construct has 400 HP.
"Oh!" Avelia starts, "well, I suppose that's another way we can gain reinforcements.
The Symphony of Binding has reached 20% power!
Saul uses Prayer of Deliverance, targetting Bran! A holy, peaceful light surrounds the mage -- he gains 30% damage resistance to all Faith-based attacks!
Erika performs a powerful guitar solo, aiming at the nearby illusionary space! As her guitar riffs strike the walls of the cave, they begin to buckle and fade, the barriers of the space weakening!
"What the... Regiment 1-31! Is that you?"
Running through a now-wavering wall nearby, Russel leads a group of soldiers, his sword balanced on his shoulder. "Oh thank goodness, we finally found you all! We were trapped in this stairwell that only lead down for so long..."
"Russel! Glad to see you're still kicking!" Giada greeted him. "We're putting together a band, jump in here!"
Russel and Regiment 1-21 have appeared! Once enchanted, they'll be able to join their power to your own!
Giada strikes several buttons on the side of her armor -- a few seconds later, with a pop!, a disc launches into the air, which she catches. She immediately tosses the disc at the ground just before Severa, where it proceeds to fan open. The disc expands at contact, growing larger and wider, until its formed a chest-high barricade! The barricade provides Cover to Severa, giving her 40% resistance to ranged attacks and +1 defense in general!
"I like this plan!" Giada says, pounding the fists of her suit together. "We'll just take defensive positions and get that song ready to go!"
Emilia, following the lead of the others, holds back her offensive. She takes a defensive position behind Giada, focusing. What was it those mages talked about? Charging their circuits? She wasn't sure what that was, but... things were escalating. She couldn't afford to just be a girl with a bow in the woods anymore, if she really wanted to see things set right. She concentrated on the tingling feeling at the ends of her fingertips, willing it together, into her muscles, ready to act...!
Emilia gains Charged Magic Circuits!
Avelia raises her conductor's baton to Russel and his soldiers -- with a wave of the implement, the weapons in their hands begin to emit a symphony of sound!
The Symphony of Binding has reached 40% power!
The Demon of Silence emits an otherworldly noise as it begins to act!
It begins by activating Silence Soul, targetting Severa, a crashing chorus of chaotic sound aimed straight for her...!
"Don't worry, I've got you!" Giada calls out, activating her Stalwart Shield, redirecting the Technique to herself as she leaps in front of Severa! The terrible sound strikes, causing Giada to give a pitched scream... before she's suddenly Silenced, unable to make any other sound!
The Demon raises two of its clawed talons, and the air around you begins to shimmer as it activates Grand Illusion!! Something is changing...
Suddenly, as you blink your eyes, you feel disoriented. You now stand on a crashing beach of pure white sand, the heads of the demon positioned down the beach from you... wait, no! The Will of Heroes allows you to see the illusion for what it is, and realize that Russel and the others are standing down the beach from you, not the demon. The heads of the monsters are instead of the beach head, watching you all with beady curiosity. At seeing you and the others of the party look toward it, the demon seems to vibrate, something else in the atmosphere changing...
"Tch, you've been wandering staircases? Unbelievable," a voice incredibly similar to Arthur's speaks from up the beach head. "Count yourselves lucky you found us, then. Bran and that boy with the flute are creating a solution, but we need to withstand the demon's assault first."
"Yeah, as much as I hate to admit it," Giada's voice chimes in next, "I could use a hand, Russel."
"Not a problem! You focus on the music making, we'll handle the monsters," Russel grins, levelling his sword toward Bran. "Regiment 1-21, prepare to attack!"
"Be careful! The demon's illusions are potent," Bran's voice chimes in. "However, as you can see, I've created a glowing band around all of us. If you see anything that looks like us without the bands, it's just an illusion."
"Great thinking!" Russel agrees. "Make some of those for us too! Let's go!"
Russel and Regiment 1-21 are trapped in the demon's illusion! They're convinced that you're the threat!
The Demon of Silence raises one of its massive Talons of Hate and swings it right through Regiment 1-31! Everyone moves to protect themselves!
Having taken cover behind Giada, Emilia is safe from the assault. The engineer herself, despite her protective armor and stance, is still thrown backward, receiving 338 damage!
The next attack heads for Avelia, but is intercepted by Arthur! He parries the first strike headed for him, but is slashed by a follow-up for 226 damage!
Ormen yelps, raising his hands over his eyes as the talon heads straight toward him... but is intercepted by the barrier created by Bran and Severa! The attack deals 512 damage, nearly shattering the barrier!
Saul manages to bat away the strike and Yam is able to vault over the massive talon, but Erika, Bran, and Severa are unable to avoid the attack, each taking 484 damage!
It seems that the arrival of Regiment 1-21 has brought more attention to this battle -- another two of the demon's heads bob into view! The Demon of Silence gains Being of Grandeur (35%): in addition to having a free action every turn, it can use that action at any time, including during the player turn!
As things begin to escalate, Bran recieves his Vision of the Historian, considering how this particular tale should go: it seemed that Arthur's speech-- no, his actions, were able to inspire a portion of Ormen's song. A song he heard in a dream... perhaps it was some sort of fateful metaphor? If he sung about Arthur in his dream, the melody must have to do with the people of Castle High. If that's the case, it'd make sense if Ormen's melody is inspired by the heroic actions or characteristics of your party members. But what was this 'City of Silence' business? And why would the song to lull the demon to sleep have to do with them? It might not be possible to finish the song without knowing...
CASTLE HIGH Lv. 15
HP ????? / 15000
Adagio of Peace Completion: 20%
Symphony of Binding Power: 40%
Bran uses Vision of the Historian on Ormen! At the end of the turn, he'll gain vision into how to help him write his melody.
Wasting no time, Arthur offers an inspiring speech, encouraging the party to keep focus! As he does so, Severa utilizes her Note of Empowerment, embewing Arthur with a divine power! All of his stats are now treated as +4! With a powerful charisma, Arthur imparts his allies with Will of the Heroes! With this status, all allies gain an increased resistance to illusions and deceptions, not easily believing what is before them, as well as +5 Power!
"Wow..." Ormen marvels, drinking in the fierce stance of the swordsman. "It's like something out of an old story... almost familiar..." he says the next words in a sing-song voice, eyes closing slightly. "A time-worn hero, fierce and foreboding, staring down darkness unafraid..." he quickly follows the words with a melody from his flute, bringing out the dark sound of Arthur's cello.
Up above, the massive heads of the demons seem to slow their movements, eyes following the small, weaving motions of Ormen's flute. Then, in time with the music, the creature's heads begin to sing. As before, the rest of the world and music is brought to nothing before its words, but they themselves hold a harmony, more unified than any before. "Yet the City of Silence still sleeps.."
Waiting just a beat, Cormen responds, almost defiant, parroting the melody, "Yet the City of Silence still dreams!"
As soon as Ormen finishes, the demon seems to return to normal. As it does, Ormen positively leaps, a victorious smile. "Yes, that! That's the song that's been playing in my head these last months! 'The City of Silence'... I don't know what it is, but I'm sure that's the melody!" Acting quickly, he writes down the music, nodding at it with satisfaction. "If we can just get the rest of it, we can end this!"
Ormen composes the first piece of the The Adagio of Peace: it's now 20% complete!
Arthur then readies his defenses for Avelia from Melee attacks using Focused Defender! He'll intercept any melee attacks aimed at her this turn! Targeting Avelia also activates his Watcher Ability, granting her +2 Effective Advantage this round!
Bran sweeps his staff, an arcane power gathering around him as he begins to conjure a defense. At the same time, Severa activates her Crystalline Barrier, the magical essence being bolstered by divine gems! The two magics sweep and ebb through each other as they produce a duet, Bran's barrier the dance of piano keys, Severa's crystals a supporting choir. Though they don't quite manage to get their efforts together in harmony,they still form an Arcane Crystal Barrier around Ormen! The barrier has 530 HP, and will deal damage to the enemy if destroyed by a melee attack!
Severa is exhausted from the effort... (-1 Adv)
Yam places her hands on the ground and calls upon the power of the earth, summoning a small bush of bell peppers! While the crops hanging from the leaves feature the same bright colors as usual, the peppers themselves ring gleefully, quickly harmonizing with the party's music. The construct has 400 HP.
"Oh!" Avelia starts, "well, I suppose that's another way we can gain reinforcements.
The Symphony of Binding has reached 20% power!
Saul uses Prayer of Deliverance, targetting Bran! A holy, peaceful light surrounds the mage -- he gains 30% damage resistance to all Faith-based attacks!
Erika performs a powerful guitar solo, aiming at the nearby illusionary space! As her guitar riffs strike the walls of the cave, they begin to buckle and fade, the barriers of the space weakening!
"What the... Regiment 1-31! Is that you?"
Running through a now-wavering wall nearby, Russel leads a group of soldiers, his sword balanced on his shoulder. "Oh thank goodness, we finally found you all! We were trapped in this stairwell that only lead down for so long..."
"Russel! Glad to see you're still kicking!" Giada greeted him. "We're putting together a band, jump in here!"
Russel and Regiment 1-21 have appeared! Once enchanted, they'll be able to join their power to your own!
Giada strikes several buttons on the side of her armor -- a few seconds later, with a pop!, a disc launches into the air, which she catches. She immediately tosses the disc at the ground just before Severa, where it proceeds to fan open. The disc expands at contact, growing larger and wider, until its formed a chest-high barricade! The barricade provides Cover to Severa, giving her 40% resistance to ranged attacks and +1 defense in general!
"I like this plan!" Giada says, pounding the fists of her suit together. "We'll just take defensive positions and get that song ready to go!"
Emilia, following the lead of the others, holds back her offensive. She takes a defensive position behind Giada, focusing. What was it those mages talked about? Charging their circuits? She wasn't sure what that was, but... things were escalating. She couldn't afford to just be a girl with a bow in the woods anymore, if she really wanted to see things set right. She concentrated on the tingling feeling at the ends of her fingertips, willing it together, into her muscles, ready to act...!
Emilia gains Charged Magic Circuits!
Avelia raises her conductor's baton to Russel and his soldiers -- with a wave of the implement, the weapons in their hands begin to emit a symphony of sound!
The Symphony of Binding has reached 40% power!
The Demon of Silence emits an otherworldly noise as it begins to act!
It begins by activating Silence Soul, targetting Severa, a crashing chorus of chaotic sound aimed straight for her...!
"Don't worry, I've got you!" Giada calls out, activating her Stalwart Shield, redirecting the Technique to herself as she leaps in front of Severa! The terrible sound strikes, causing Giada to give a pitched scream... before she's suddenly Silenced, unable to make any other sound!
The Demon raises two of its clawed talons, and the air around you begins to shimmer as it activates Grand Illusion!! Something is changing...
Suddenly, as you blink your eyes, you feel disoriented. You now stand on a crashing beach of pure white sand, the heads of the demon positioned down the beach from you... wait, no! The Will of Heroes allows you to see the illusion for what it is, and realize that Russel and the others are standing down the beach from you, not the demon. The heads of the monsters are instead of the beach head, watching you all with beady curiosity. At seeing you and the others of the party look toward it, the demon seems to vibrate, something else in the atmosphere changing...
"Tch, you've been wandering staircases? Unbelievable," a voice incredibly similar to Arthur's speaks from up the beach head. "Count yourselves lucky you found us, then. Bran and that boy with the flute are creating a solution, but we need to withstand the demon's assault first."
"Yeah, as much as I hate to admit it," Giada's voice chimes in next, "I could use a hand, Russel."
"Not a problem! You focus on the music making, we'll handle the monsters," Russel grins, levelling his sword toward Bran. "Regiment 1-21, prepare to attack!"
"Be careful! The demon's illusions are potent," Bran's voice chimes in. "However, as you can see, I've created a glowing band around all of us. If you see anything that looks like us without the bands, it's just an illusion."
"Great thinking!" Russel agrees. "Make some of those for us too! Let's go!"
Russel and Regiment 1-21 are trapped in the demon's illusion! They're convinced that you're the threat!
The Demon of Silence raises one of its massive Talons of Hate and swings it right through Regiment 1-31! Everyone moves to protect themselves!
Having taken cover behind Giada, Emilia is safe from the assault. The engineer herself, despite her protective armor and stance, is still thrown backward, receiving 338 damage!
The next attack heads for Avelia, but is intercepted by Arthur! He parries the first strike headed for him, but is slashed by a follow-up for 226 damage!
Ormen yelps, raising his hands over his eyes as the talon heads straight toward him... but is intercepted by the barrier created by Bran and Severa! The attack deals 512 damage, nearly shattering the barrier!
Saul manages to bat away the strike and Yam is able to vault over the massive talon, but Erika, Bran, and Severa are unable to avoid the attack, each taking 484 damage!
It seems that the arrival of Regiment 1-21 has brought more attention to this battle -- another two of the demon's heads bob into view! The Demon of Silence gains Being of Grandeur (35%): in addition to having a free action every turn, it can use that action at any time, including during the player turn!
As things begin to escalate, Bran recieves his Vision of the Historian, considering how this particular tale should go: it seemed that Arthur's speech-- no, his actions, were able to inspire a portion of Ormen's song. A song he heard in a dream... perhaps it was some sort of fateful metaphor? If he sung about Arthur in his dream, the melody must have to do with the people of Castle High. If that's the case, it'd make sense if Ormen's melody is inspired by the heroic actions or characteristics of your party members. But what was this 'City of Silence' business? And why would the song to lull the demon to sleep have to do with them? It might not be possible to finish the song without knowing...
- Castle High Forces:
ALLIES
Giada - HP 1412 / 1750
Adv: +1
Personal Adv: +4 (Strength)
Power: 55+ (60)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Silenced (2 Turns): Cannot use magic, make noise, or communicate.- Character Information:
Equipment Effects
T-23 Barricade Armor: Up to two allies may stand behind you. Increase their defense to all damage by +1 and re-direct the first attack that would hit each of them to you instead.
Quick-Construction Chassis: +10 Power and +1 EA to constructing barriers or other constructs.
Abilities
Stalwart Shield: Once per turn, re-direct an enemy attack aimed at a single ally to target you instead.
Adaptive Defenses: At the end of every turn, choose one of melee, ranged, or magic. Increase your defense when defending from that source by +1 for this battle. You may expend 1 Advantage to repeat this effect as many times as you wish.
Techniques
Drop the Barricade!: Gain Power * 5 Temporary HP this turn. Damage is dealt to Temporary HP first, and all Temporary HP is lost at end of turn. You may not use this Technique two turns in a row.
Anti-Air Missiles: An artillery attack against an airborne enemy. Deals an additional +15 Power and gets +1 EA.
Defenses and Resistances
All Defenses: +1
All Damage Resistance: +30%
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma +0 Agility -2 Faith -1 Insight +2 - Inventory:
- Weapon - Arm-Mounted Repeater - A rotating flurry of metallic firepower: uses Strength instead of Agility, +1 Agility, +1 Insight, ignore up to 15% of target's damage resistance. Power: 55
Specialty Armor - Quick-Construction Chassis - A number of metallic attachments that can spring out to create barriers or repairs: +10 power and +1 EA to constructing barriers or other constructs.
Armor - T-23 Barricade Armor - A massive, high-tech suit of power armor. Excels in defense and strength, but greatly limits agility and magical abilities: +3 Strength, -3 Agility, -1 Faith, -1 Spirit, +450 HP +1 to all defenses, +30% resistance to all damage.
Permanent Stats - +1 Strength, +1 Insight
Item - Fragmentation Grenade - A powerful, handheld explosive. Consume to deal a 60 Power Fire-Based attack.
Emilia Sauer - HP 1300 / 1300
Adv: +1
Personal Adv: +2 (Agility)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Behind Giada: The first attack directed toward you each turn targets Giada instead. Gain +1 defense.- Character Information:
Equipment Effects
Charm of the Wilds: Increased effectiveness recruiting and commanding wildlife.
Camo Cloak: Cannot be targeted by enemies you have not attacked.
Ability
Double Shot: The second attack made with a Bow-type weapon each turn does not consume Advantage.
Fighting For Others: Whenever you support an ally, gain +5 Power to your next attack. This effect may stack indefinitely.
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.
Medicine Arrow: Heal target ally at any range. Gain +5 Power when doing so and remove any minor status effects.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +0 Spirit +0 Charisma +1 Agility +2 Faith +0 Insight +1 - Inventory:
- Weapon - Reinforced Heirloom Bow - A bow left behind by Emilia's mother, reinforced with iron +2 Agility, +1 Insight. Power: 45.
Armor - Camo Cloak - A cloak with leaves, branches, and magic sewn in to make it difficult to spot: +100 Max HP, cannot be targetted by enemies you have not attacked.
Specialty Armor - Charm of the Wilds - A cute pin surging with primal power: +1 Charisma, increased effectiveness recruiting and commanding wildlife.
Avelia - HP 1250 / 1250
Adv: +1
Personal Adv: +3 (Charisma)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Focused Defender (Melee)[Arthur]: All melee attacks are redirected to Arthur.- Character Information:
Equipment Effects
None
Abilities
Conductor: Use an action to increase two allies' Power by +10 for the battle's remainder.
Techniques
Nature's Minuet: Cause an inanimate object to produce melodious song. The instrument it replicates depends upon the object and its history.
Defenses and Resistances
Physical Defense: +1
Fire Resistance: +15%
StatsPhysical Magical Support Strength +0 Spirit +2 Charisma +3 Agility +0 Faith +0 Insight +1 - Inventory:
- Weapon - Baton of Nature's Minuet - A legendary baton that can call forth music from anything: grants the "Nature's Minuet" Skill, +3 Charisma, +2 Spirit, +1 Insight. Power: 50.
Specialty Armor - None
Armor - Orchestral Regalia - The traditional outfit of Nightdeaf's orchestra, adapted for battle: +50 HP, +1 physical defense, +15% fire resistance.
Ormen - HP 1250 / 1250
Adv: +1
Personal Adv: +2 (Charisma)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Arcane Crystal Barrier: 18 / 530 HP. Deals damage to attacker if destroyed by a melee attack.- Character Information:
Equipment Effects
None
Abilities
Child of the Sea: +25% resistance to Water and Wind elements, and +2 EA to all Water and Wind based magic.
Techniques
Compose: Create a segment of the Adagio of Peace. Can only be used when sufficiently inspired.
Pulse of Wind: Must have Charged Magic Circuits. Restore the health of a target with +25 Power. If healed for more than the target's missing HP, transfer excess healing to another target.
Defenses and Resistances
Physical Defense: +1
Fire Resistance: +15%
Water Resistance: +25%
Wind Resistance: +25%
StatsPhysical Magical Support Strength +0 Spirit +1 Charisma +2 Agility +0 Faith +0 Insight +0 - Inventory:
- Weapon - Flute of Ocean's Breeze - An heirloom of the Calinn family, it carries memories of quiet days on the sea: grants the "Pulse of Wind" Skill, +2 Charisma, +1 Spirit. Power: 50.
Specialty Armor - None
Armor - Orchestral Regalia - The traditional outfit of Nightdeaf's orchestra, adapted for battle: +50 HP, +1 physical defense, +15% fire resistance.
Bell Pepper Bush - HP 400 / 400
Adv: +0
Personal Adv: +1 (Charisma)
Power: 10- Character Information:
Equipment Effects
None
Abilities
Harmonic Bell Peppers: Whenever an ally performs a Charisma action, increase their EA by 1.
Techniques
Ring! Ring Ring!: Target ally's action gains increased effectiveness against the Demon of Silence or its illusions.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +0 Spirit +0 Charisma +1 Agility +0 Faith +0 Insight +0
HEROES
Arthur (Impromptu) - HP 1099 / 1325
Adv: +1
Personal Adv: +4 (Strength)
Power: 55+ (60)
Note of Empowerment: Equalize all stats to your highest (Strength, +4).
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Focused Defender (Melee) [Avelia]: Intercept all melee attacks aimed at [Avelia]. Recieve +25% damage resistance to intercepted attacks.- 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.
Talisman of the Fox Robber: If you have more Advantage than the first enemy you attack this turn, gain an additional Advantage.
Abilities
Self-Sufficient: Actions that target a character no other player is targetting have double Advantage.
Warrior and Watcher (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! (1/4)
Bran (GM_3826) - HP 716 / 1200
Adv: +1
Personal Adv: +1 (Insight)
Power: 70+ (75)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Prayer of Deliverance: +30% Resistance to Faith-based attacks- 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 - 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! (1/5)
Perform 6 actions of different types! (1/6) (Types: Attack (1 Target), Attack (AoE), Defend, Siege, Heal, [s]Buff[/s], Debuff, Interrupt, Examine)
Erika (Jan) - HP 791 / 1275
Adv: +1
Tempo: 0/5
Personal Adv: +3 (Charisma)
Power: 55+ (60)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.- 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: +1
Personal Adv: +1 (Faith)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.- 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 1500 / 1500
Adv: -1
Personal Adv: +2 (Faith)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Charged Magic Circuits: Increase the Power of your next magical attack.
Cover: +1 Defense in general and +40% damage resistance to ranged attacks.- Character Information:
Equipment Effects
Twin Streaks: +5 Power to Faith-based magic, +5 power for every 2 Adv.
Heavens Above: Gain Charged Magic Circuits every 2nd turn. All resisted damage is absorbed as HP instead. Unequip if less than 2 Faith, Unconscious, Defeated, or Sleeping.
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
Magical Resistance: +30%
StatsPhysical Magical Support Strength +2 Spirit +0 Charisma +0 Agility +1 Faith +2 Insight +1 - 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 - Heavens Above - 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: +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.
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, 2/2)
Yam (Sharks) - HP 1400 / 1400
Adv: +1
Personal Adv: +2 (Spirit)
Power: 60+ (65)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.- 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.
Terra Tranquila Overcoat: Unaffected by elemental status effects.
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
Fire, Water, Earth, Wind Resistance: +35%
StatsPhysical Magical Support Strength +2 Spirit +4 Charisma +0 Agility +3 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 - Terra Tranquila Overcoat - 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: +2 Spirit, +1 Agility, +200 HP, +35% resistance to Earth, Fire, Water, and Wind elements, unaffected by elemental status effects.
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! (1/3)
Block or heal 1200 ally damage! (0/1200)
Attack an enemy on the same turn they are defeated 3 times! (0/3)
CASTLE HIGH Lv. 15
HP ????? / 15000
VS
----- / ----- HP
Lv. 16 THE DEMON OF SILENCE
Lv. 16 THE DEMON OF SILENCE
Adagio of Peace Completion: 20%
Symphony of Binding Power: 40%
- The Demon of Silence Forces:
The Demon of Silence - CASTLE - HP ----- / -----
Adv: +1
Personal Adv: +5 (Spirit)
Power: 90- Character Information:
Equipment Effects
Talons of Hate: Whenever an enemy attacks you, inflict them with Burning!
Abilities
Being of Grandeur (35%): You make take two actions per turn without expending any additional Advantage. You make take one of these actions during the enemy turn.
Beyond Mortality: Cannot take HP damage. Cannot be defeated. Sufficient damage inflicts debuffs of growing severity. This Ability cannot be ignored or removed by any means.
Curse of Silence: At the end of every turn, remove one status effect.
Harvester of Life: Whenever an enemy is defeated, gain +1 Advantage and increase Power of weapon by +10.
Techniques
Grand Illusion: Create an illusion undifferentiable from reality. Illusions are maintained across turns but lose cohesion with more statuses.
Bone Fire Combustion: Deal Power * 2 Fire damage to target enemy that is already Burning!
Silence Soul: Once per turn, target enemy is Silenced, unable to utilize any magic or make any sound for two turns. This does not cost an action.
Reality Redefined: Change the target of an enemy action.
Defenses and Resistances
All damage: Immune
StatsPhysical Magical Support Strength +4 Spirit +5 Charisma -2 Agility +3 Faith +1 Insight +4 - Inventory:
- Weapon - Talons of Hate - Massive claws of hellfire and serrated metal: Whenever an enemy attacks you, inflict them with Burning! Power: 90.
Specialty Armor - Demon of Silence's Heart - The only weakness of the Demon of Silence: increased vulnerability to music-based attacks and effects.
Armor - None
Russel - HP 1400 / 1400
Adv: +1
Personal Adv: +3 (Strength)
Power: 60
Morale: 120%
Regiment 1-21: At the end of your turn, Regiment 1-21 performs a support, defense, and offense action.- Character Information:
Equipment Effects
Sunstreaker: Gain 10% Morale whenever you attack an enemy.
Abilities
Commander: If Morale is above 125%, all allies gain +5 Power. If Morale is above 150%, all allies gain +1 EA. If Morale is above 200%, all allies gain +10 Power and +2 EA. Reset Morale to 150% at end of turn if at or above 200%.
Flow of Battle: Whenever an ally damages an enemy, gain +5% Morale.
Techniques
Dusk Slash: Attack up to three enemies without reducing your Power with a Light element attack. May only be used if above 125% Morale.
Dawn Strike: Attack an enemy with Power * 2 Light element damage. Can only be used if above 150% Morale. Reduce Morale by 10%.
Defenses and Resistances
All Damage Resistance: +10%
Light Resistance: +25%
Dark Resistance: +25%
StatsPhysical Magical Support Strength +3 Spirit +1 Charisma +2 Agility +0 Faith +0 Insight +1
TURN 2 - FIGHT!
Next Action Deadline: 12/30/19
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 6: vs Demon of Silence Lv 16
Tue Dec 24, 2019 7:03 am
"...No..." Bran whispered. He did not want to fight his friends. Not again.
Should I try and convince Russel and the rest of Regiment 1-21 that the illusion has already taken hold and the version of 1-31 they're fighting with is not their ally? Bran thought. No... Without proof, there's no way for them to know which of us is real.
Turning to the rest of Regiment 1-31, Bran related to them what he had inferred. "It seems that the melody is based on our actions here. In that case, we should try and inspire Ormen through our actions."
Waving his staff as if it were a conductor's baton, Bran began to cast a spell as he muttered an incantation. While the demon was too powerful for him to dispel the illusory environment that they were trapped in, if his counterspell was successful it would negate the illusion that the heads of the demon were the soldiers of 1-31, and vice-versa.
Vision of the Historian: Target the Demon of Silence. How might it be connected to the City of Silence?
Bran: Using Arcane Negation, attempt to dispel the illusion that had swapped the appearance of the heads of the demon and the soldiers of 1-31.
Should I try and convince Russel and the rest of Regiment 1-21 that the illusion has already taken hold and the version of 1-31 they're fighting with is not their ally? Bran thought. No... Without proof, there's no way for them to know which of us is real.
Turning to the rest of Regiment 1-31, Bran related to them what he had inferred. "It seems that the melody is based on our actions here. In that case, we should try and inspire Ormen through our actions."
Waving his staff as if it were a conductor's baton, Bran began to cast a spell as he muttered an incantation. While the demon was too powerful for him to dispel the illusory environment that they were trapped in, if his counterspell was successful it would negate the illusion that the heads of the demon were the soldiers of 1-31, and vice-versa.
Vision of the Historian: Target the Demon of Silence. How might it be connected to the City of Silence?
Bran: Using Arcane Negation, attempt to dispel the illusion that had swapped the appearance of the heads of the demon and the soldiers of 1-31.
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 6: vs Demon of Silence Lv 16
Thu Dec 26, 2019 9:05 am
I refuse to take the lives of innocents. Never again!
Thoughts racing, I reach deep, in to memories of distant days...and a song comes to mind.
"Erika! Strike up the band - it's time for a number!"
Evening out my wild breathing, I dig deep, set my stance, and begin to sing...
"You'll never see me, behind this killer's face / These aren't my hands, these talons take their place! This is all part of its plan!"
Severa: Sing. Sing loud. Sing strong. Try to convince the other regiment to look not with their eyes, but with their hearts.
Thoughts racing, I reach deep, in to memories of distant days...and a song comes to mind.
"Erika! Strike up the band - it's time for a number!"
Evening out my wild breathing, I dig deep, set my stance, and begin to sing...
"You'll never see me, behind this killer's face / These aren't my hands, these talons take their place! This is all part of its plan!"
Severa: Sing. Sing loud. Sing strong. Try to convince the other regiment to look not with their eyes, but with their hearts.
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 6: vs Demon of Silence Lv 16
Sun Dec 29, 2019 9:11 pm
"Well... I suppose the saying goes that one should fight fire with fire..."
>Arthur: As a Warrior - Stand as a Focused Defender by Bran and make sure he can dispel the illusion. Bounce rhythmically back on forth on his feet to produce a steady bass beat for the rest of the musicians...?
Arthur had to admit, it was a little difficult getting used to the fact that all his motions produced sounds... not quite from him? Nothing was popping beneath his feet, or any different with his sword...
...ugh. There was a reason he never learned to play with magic. At least this movement would be unusual enough that Russel might catch the obvious truth; that is, if the swordsman's irritated- not even angry, just exasperated- silence didn't make him doubt himself first.
"Would you believe this isn't me? / That what you get isn't what you see?"
>Arthur: As a Warrior - Stand as a Focused Defender by Bran and make sure he can dispel the illusion. Bounce rhythmically back on forth on his feet to produce a steady bass beat for the rest of the musicians...?
Arthur had to admit, it was a little difficult getting used to the fact that all his motions produced sounds... not quite from him? Nothing was popping beneath his feet, or any different with his sword...
...ugh. There was a reason he never learned to play with magic. At least this movement would be unusual enough that Russel might catch the obvious truth; that is, if the swordsman's irritated- not even angry, just exasperated- silence didn't make him doubt himself first.
"Would you believe this isn't me? / That what you get isn't what you see?"
- Sharks
- Posts : 59
Join date : 2018-08-05
Age : 27
Location : hell
Re: Battle 6: vs Demon of Silence Lv 16
Tue Dec 31, 2019 2:18 am
>Yam: using your power over the aspect of Lies, keep one part of the illusion and instead of dispelling it, make it so that even the demon and reality itself is fooled; specifically the illusory copy of herself, in an effort to get it and the demon to attack each other/itself. (Lying is complicated.) If you have time, make a broccoli minion to heal whoever has the lowest health at the end of each round
- SugarJan
- Posts : 39
Join date : 2018-08-08
Age : 28
Location : North Carolina
Re: Battle 6: vs Demon of Silence Lv 16
Tue Dec 31, 2019 2:22 pm
As Severa called out to her, Erika got ready to play. As the song began, even though she had never heard it before, it quickly entered her mind and body as only a great song can. She felt it, the rhythm, the melody. Each instrument separated in her mind playing it's own strength before they reformed together again to make an even greater whole. The lyrics echoed through her mind, clear and meaningful. The only way to give a good vocal performance after all, was to believe the words.
As Arthur joined in, the rocker couldn't help but feel the lyrics coming to her mind, along with the visions of those she most held dear. Two men, obviously brothers, one with straight brown hair down to his waist and the other with spiked brown hair and a cigarette in his mouth. They both smiled at her and their eyes held signs of mischief. Tomas and Julio Schiano, her partners in crime and the family she never had. This was followed by the thought of the hell she put them through caused by the mistakes she had made and her death afterward.
Her fingers had already started playing her guitar, helping the others out with the music they needed, as she came out of the vision of her band mates, she noticed that her tapping feet, alternating between her toes and heel to make the drums. Julio would have been proud. She began to sing.
"I'm not a bad guy / I'm just portrayed that way / No matter what I try / I can't help but hurt those close to me / If you could see that we're who we appear to be"
>Erika: Join the song to break the illusion and convince 1-21 that we're not the enemy, adding music and the continuing the lyrics.
As Arthur joined in, the rocker couldn't help but feel the lyrics coming to her mind, along with the visions of those she most held dear. Two men, obviously brothers, one with straight brown hair down to his waist and the other with spiked brown hair and a cigarette in his mouth. They both smiled at her and their eyes held signs of mischief. Tomas and Julio Schiano, her partners in crime and the family she never had. This was followed by the thought of the hell she put them through caused by the mistakes she had made and her death afterward.
Her fingers had already started playing her guitar, helping the others out with the music they needed, as she came out of the vision of her band mates, she noticed that her tapping feet, alternating between her toes and heel to make the drums. Julio would have been proud. She began to sing.
"I'm not a bad guy / I'm just portrayed that way / No matter what I try / I can't help but hurt those close to me / If you could see that we're who we appear to be"
>Erika: Join the song to break the illusion and convince 1-21 that we're not the enemy, adding music and the continuing the lyrics.
Re: Battle 6: vs Demon of Silence Lv 16
Thu Jan 02, 2020 5:27 pm
It starts with Severa's voice striking forth, lone and potent. Her words ring out, and as she reaches the lyrics "This is all part of its plan!", Russel's eyes widen. "Wait a second, music... from the Demon of Silence?"
"Stay with us! It's trying to hypnotize you!" the false voice of Severa calls. "Don't listen to the words, it'll only make the effect stronger--"
But as the voice speaks, a rhythmic bassline joins, Arthur bobbing along as uses Focused Defender (Melee) on Bran -- and as he does, the Bell Pepper Bush rings its bells along with him, accenting beats with cymbal-like splashes! The words continue, "Would you believe this isn't me?"
"Wait a moment, Commander Russel... that doesn't look like the demon, but our own forces!" a katana-wielding warrior of Regiment 1-21 notes.
"Focus upon the conflict, you imbeciles! We've already told you, we are your allies," a false Arthur demands. "You must be witnessing more illusions. Hold fast -- we still wear these bands, so you know we must be true."
The other warriors of Castle High slowly begin to turn their weapons back toward you, not quite able to see...
...only for Erika to burst right in a beat later, igniting a powerful duet! As her drums, guitar and voice elevate the song, you can see the Demon of Silence shudder and shrink back! The two singers unite their voices in perfect harmony, "If you could see that we're who we appear to be!"
At the song's climax, Bran sees the perfect opportunity and casts Arcane Negation! The spell releases as an electronic piano accompaniment, blending into the music perfectly and increasing its potency...!
"Yes, that's it, keep going!" Avelia adds, swinging her baton to the beat -- the grass and stones beneath the Regiment's feet are now visible, and they come a singing chorus, joining the song!
As the number nears its end, Ormen makes for its last entrant! Despite the drums, guitar and voices, the pure tone of his flute shines through, playing the Adagio of Peace as a counter-melody!
With a final strike of everyone's instrument, the song finishes, a magical shockwave carrying its power out through the battlefield!
Russel gapes for a moment at you all before breaking into applause, "that was incredible! I didn't know you all had such musical talent! And I think I'm pretty sure now you all aren't the enemy," he nods, along with the rest of Regiment 1-21.
All around you, you begin to see the Demon of Silence's illusion weaken substantially! You once more find yourself upon a grassy field, though a mist of black smoke still obscures your vision. All the false versions of yourselves have vanished, leaving only the Demon itself!
"Is that... Arthur! Bran! Everyone!" calls Candice's voice, as she and the Support Regiment push through the mist! "There you are! Apologies if you've sustained any injuries -- I've been attempting to escort the Support Regiment back to the main forces, but we were trapped in a buried maze filled with mole creatures... regardless, we're here to assist you."
Candice and the Support Regiment have arrived! Any players who are Incapacitated will now revive as normal.
Using an Advantage, Avelia enchants the weapons and tools of the Support Regiment, adding their musical power to your own! The Symphony of Binding grows to 70% Power!
The song's power inflicted a debuff on the Demon: Silence Defied! Its Power is reduced by 20%, and it can no longer use its Silence Soul Technique!
Candice continues, reloading a pair of revolvers, "The remaining force must still be out there somewhere in the mi--"
"SILENCE!" bellows the demon, voices of frustration and pain. From the dark mist, you see another ten heads emerge, then twenty more, countless of its horrid features as the rest of its body appears from the mist, hulking and invincible!
The majority of the Demon of Silence is now focused upon you, giving it Being of Grandeur (85%)! The demon gains an additional free turn, +20 Power, and will be intent on killing you!
Immediately using this newfound power, the Demon of Silence summons two of its talons to crush Severa! Too tired to avoid the attack, she braces herself as the massive weapons crush her! She takes 565 damage!
Yam captures pieces of the fading illusion and re-constitutes the false image of herself, creating False Yam! This illusion will make a standard attack against the demon every turn, has half of all of Yam's stats and Power, and 300 HP.
Yam then calls upon her earthen powers and summons another minion: a giant floret of broccoli, running around on small green feet. It begins taking stock of the situation, hurrying toward the wounded!
Yam is fatigued from her actions... (-1 Adv)
Saul charges the demon, swinging with his blade to cleave at one of its heads! It tries to bat him away, but he passes through the monster's defenses and slashes it! Though the attack deals no damage, the sound of his blade striking the monster releases the sound of a defiant trombone, battering the creature! It receives a debuff to reduce its Strength by 1, but in turn inflicts Saul with Burning!
False Yam swings forward next, her scythe poised to attack! The demon doesn't seem to notice her, perhaps believing her to still be its own illusion, before she slashes it with her scythe, eliciting a pitched scream! The demon loses another 4% Power, inflicting Burning! on False Yam!
Emilia fires a Medicine Arrow at Erika, healing her for 339 HP!
Giada aims at the demon with her repeater cannons and opens fire! However, the monster writhes out of the way, avoiding any notable hits.
Russel takes a defensive position in front of Severa, saying, "that thing looks pretty mad! Better make sure it doesn't take it out on you anymore."
Ormen uses an Advantage as he takes a second action, writing another section of the Adagio of Peace! The song has added the melody of the Regiment's singing, transitioning back into its original melody afterward: "The knights, reignite the light, to end the coming night, to wake us dreamers 'fore we fall, to find new peace in life for all... so the City of Silence can't sleep... let the City of Silence be free!"
The Adagio of Peace is 45% complete!
The Demon of Silence raises a countless number of its heads into the air and begins to spew fiercely burning embers, which rain down upon the army!
Every single ally and player is inflicted with the Burning status besides Yam, Severa and Emilia! They will all take 150 damage at the end of every turn!
The demon seems fatigued from the musical assault, its body convulsing and moving erratically! It seems the tide has begun to turn--
When suddenly, The Demon of Silence lunges its talons for Avelia!
Giada uses Stalwart Shield, redirecting the attack to herself! It lashes at and around her, attempting to find purchase on her armor, but she withstands the initial strike and pushes the attack away, receiving only 159 damage.
The Demon of Silence expends an Advantage to continue attacking, once again going for Avelia! The conductor tries her best to escape, but one of the talons knocks her over, dealing 345 damage! The talon then scrapes across the grass, dragging Avelia with it back toward the demon itself! Before she can call out, one of the heads reaches down... and consumes her! She disappears within its mouth!! Avelia has been Swallowed, causing 200 damage at the end of every turn and making her unable to act! She can't conduct the Symphony of Binding!
"Aunt Avelia!! Oh no!" Ormen yells, horrified.
Finally, The Demon of Silence uses Curse of Silence to remove Silence Defied, restoring 20% of its Power and enabling Silence Soul once more.
Regiment 1-21 goes through a series of actions themselves: in the end, they manage to cause the Demon's Power to be reduced another 5% and heal Bran for 156 HP.
Bran's Vision of the Historian activates as he examines the demon itself, wondering about this City of Silence... hmm... there are two reasonable possibilities. The first is that the City of Silence is the demon itself, which must be "awoken" in order to defeat. Awakening the souls trapped within it, perhaps, explaining all the heads? The other option is that the City of Silence is some sort of metaphor for something else -- given his last lines about waking 'us dreamers', maybe it somehow refers to the whole kingdom?
CASTLE HIGH Lv. 15
HP ????? / 15000
Adagio of Peace Completion: 45%
Symphony of Binding Power: 70%
"Stay with us! It's trying to hypnotize you!" the false voice of Severa calls. "Don't listen to the words, it'll only make the effect stronger--"
But as the voice speaks, a rhythmic bassline joins, Arthur bobbing along as uses Focused Defender (Melee) on Bran -- and as he does, the Bell Pepper Bush rings its bells along with him, accenting beats with cymbal-like splashes! The words continue, "Would you believe this isn't me?"
"Wait a moment, Commander Russel... that doesn't look like the demon, but our own forces!" a katana-wielding warrior of Regiment 1-21 notes.
"Focus upon the conflict, you imbeciles! We've already told you, we are your allies," a false Arthur demands. "You must be witnessing more illusions. Hold fast -- we still wear these bands, so you know we must be true."
The other warriors of Castle High slowly begin to turn their weapons back toward you, not quite able to see...
...only for Erika to burst right in a beat later, igniting a powerful duet! As her drums, guitar and voice elevate the song, you can see the Demon of Silence shudder and shrink back! The two singers unite their voices in perfect harmony, "If you could see that we're who we appear to be!"
At the song's climax, Bran sees the perfect opportunity and casts Arcane Negation! The spell releases as an electronic piano accompaniment, blending into the music perfectly and increasing its potency...!
"Yes, that's it, keep going!" Avelia adds, swinging her baton to the beat -- the grass and stones beneath the Regiment's feet are now visible, and they come a singing chorus, joining the song!
As the number nears its end, Ormen makes for its last entrant! Despite the drums, guitar and voices, the pure tone of his flute shines through, playing the Adagio of Peace as a counter-melody!
With a final strike of everyone's instrument, the song finishes, a magical shockwave carrying its power out through the battlefield!
Russel gapes for a moment at you all before breaking into applause, "that was incredible! I didn't know you all had such musical talent! And I think I'm pretty sure now you all aren't the enemy," he nods, along with the rest of Regiment 1-21.
All around you, you begin to see the Demon of Silence's illusion weaken substantially! You once more find yourself upon a grassy field, though a mist of black smoke still obscures your vision. All the false versions of yourselves have vanished, leaving only the Demon itself!
"Is that... Arthur! Bran! Everyone!" calls Candice's voice, as she and the Support Regiment push through the mist! "There you are! Apologies if you've sustained any injuries -- I've been attempting to escort the Support Regiment back to the main forces, but we were trapped in a buried maze filled with mole creatures... regardless, we're here to assist you."
Candice and the Support Regiment have arrived! Any players who are Incapacitated will now revive as normal.
Using an Advantage, Avelia enchants the weapons and tools of the Support Regiment, adding their musical power to your own! The Symphony of Binding grows to 70% Power!
The song's power inflicted a debuff on the Demon: Silence Defied! Its Power is reduced by 20%, and it can no longer use its Silence Soul Technique!
Candice continues, reloading a pair of revolvers, "The remaining force must still be out there somewhere in the mi--"
"SILENCE!" bellows the demon, voices of frustration and pain. From the dark mist, you see another ten heads emerge, then twenty more, countless of its horrid features as the rest of its body appears from the mist, hulking and invincible!
The majority of the Demon of Silence is now focused upon you, giving it Being of Grandeur (85%)! The demon gains an additional free turn, +20 Power, and will be intent on killing you!
Immediately using this newfound power, the Demon of Silence summons two of its talons to crush Severa! Too tired to avoid the attack, she braces herself as the massive weapons crush her! She takes 565 damage!
Yam captures pieces of the fading illusion and re-constitutes the false image of herself, creating False Yam! This illusion will make a standard attack against the demon every turn, has half of all of Yam's stats and Power, and 300 HP.
Yam then calls upon her earthen powers and summons another minion: a giant floret of broccoli, running around on small green feet. It begins taking stock of the situation, hurrying toward the wounded!
Yam is fatigued from her actions... (-1 Adv)
Saul charges the demon, swinging with his blade to cleave at one of its heads! It tries to bat him away, but he passes through the monster's defenses and slashes it! Though the attack deals no damage, the sound of his blade striking the monster releases the sound of a defiant trombone, battering the creature! It receives a debuff to reduce its Strength by 1, but in turn inflicts Saul with Burning!
False Yam swings forward next, her scythe poised to attack! The demon doesn't seem to notice her, perhaps believing her to still be its own illusion, before she slashes it with her scythe, eliciting a pitched scream! The demon loses another 4% Power, inflicting Burning! on False Yam!
Emilia fires a Medicine Arrow at Erika, healing her for 339 HP!
Giada aims at the demon with her repeater cannons and opens fire! However, the monster writhes out of the way, avoiding any notable hits.
Russel takes a defensive position in front of Severa, saying, "that thing looks pretty mad! Better make sure it doesn't take it out on you anymore."
Ormen uses an Advantage as he takes a second action, writing another section of the Adagio of Peace! The song has added the melody of the Regiment's singing, transitioning back into its original melody afterward: "The knights, reignite the light, to end the coming night, to wake us dreamers 'fore we fall, to find new peace in life for all... so the City of Silence can't sleep... let the City of Silence be free!"
The Adagio of Peace is 45% complete!
The Demon of Silence raises a countless number of its heads into the air and begins to spew fiercely burning embers, which rain down upon the army!
Every single ally and player is inflicted with the Burning status besides Yam, Severa and Emilia! They will all take 150 damage at the end of every turn!
The demon seems fatigued from the musical assault, its body convulsing and moving erratically! It seems the tide has begun to turn--
When suddenly, The Demon of Silence lunges its talons for Avelia!
Giada uses Stalwart Shield, redirecting the attack to herself! It lashes at and around her, attempting to find purchase on her armor, but she withstands the initial strike and pushes the attack away, receiving only 159 damage.
The Demon of Silence expends an Advantage to continue attacking, once again going for Avelia! The conductor tries her best to escape, but one of the talons knocks her over, dealing 345 damage! The talon then scrapes across the grass, dragging Avelia with it back toward the demon itself! Before she can call out, one of the heads reaches down... and consumes her! She disappears within its mouth!! Avelia has been Swallowed, causing 200 damage at the end of every turn and making her unable to act! She can't conduct the Symphony of Binding!
"Aunt Avelia!! Oh no!" Ormen yells, horrified.
Finally, The Demon of Silence uses Curse of Silence to remove Silence Defied, restoring 20% of its Power and enabling Silence Soul once more.
Regiment 1-21 goes through a series of actions themselves: in the end, they manage to cause the Demon's Power to be reduced another 5% and heal Bran for 156 HP.
Bran's Vision of the Historian activates as he examines the demon itself, wondering about this City of Silence... hmm... there are two reasonable possibilities. The first is that the City of Silence is the demon itself, which must be "awoken" in order to defeat. Awakening the souls trapped within it, perhaps, explaining all the heads? The other option is that the City of Silence is some sort of metaphor for something else -- given his last lines about waking 'us dreamers', maybe it somehow refers to the whole kingdom?
- Castle High Forces:
ALLIES
Giada - HP 1153 / 1600
Adv: +2
Personal Adv: +4 (Strength)
Power: 55+ (60)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Silenced (1 Turn): Cannot use magic, make noise, or communicate.
Burning!: Take 150 damage at the end of every turn.- Character Information:
Equipment Effects
T-23 Barricade Armor: Up to two allies may stand behind you. Increase their defense to all damage by +1 and re-direct the first attack that would hit each of them to you instead.
Quick-Construction Chassis: +10 Power and +1 EA to constructing barriers or other constructs.
Abilities
Stalwart Shield: Once per turn, re-direct an enemy attack aimed at a single ally to target you instead.
Adaptive Defenses: At the end of every turn, choose one of melee, ranged, or magic. Increase your defense when defending from that source by +1 for this battle. You may expend 1 Advantage to repeat this effect as many times as you wish.
Techniques
Drop the Barricade!: Gain Power * 5 Temporary HP this turn. Damage is dealt to Temporary HP first, and all Temporary HP is lost at end of turn. You may not use this Technique two turns in a row.
Anti-Air Missiles: An artillery attack against an airborne enemy. Deals an additional +15 Power and gets +1 EA.
Defenses and Resistances
All Defenses: +1
All Damage Resistance: +20%
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma +0 Agility -2 Faith -1 Insight +2 - Inventory:
- Weapon - Arm-Mounted Repeater - A rotating flurry of metallic firepower: uses Strength instead of Agility, +1 Agility, +1 Insight, ignore up to 15% of target's damage resistance. Power: 55
Specialty Armor - Quick-Construction Chassis - A number of metallic attachments that can spring out to create barriers or repairs: +10 power and +1 EA to constructing barriers or other constructs.
Armor - T-23 Barricade Armor - A massive, high-tech suit of power armor. Excels in defense and strength, but greatly limits agility and magical abilities: +3 Strength, -3 Agility, -1 Faith, -1 Spirit, +350 HP +1 to all defenses, +20% resistance to all damage.
Permanent Stats - +1 Strength, +1 Insight
Item - Fragmentation Grenade - A powerful, handheld explosive. Consume to deal a 60 Power Fire-Based attack.
Emilia Sauer - HP 1300 / 1300
Adv: +2
Personal Adv: +2 (Agility)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Behind Giada: The first attack directed toward you each turn targets Giada instead. Gain +1 defense.- Character Information:
Equipment Effects
Charm of the Wilds: Increased effectiveness recruiting and commanding wildlife.
Camo Cloak: Cannot be targeted by enemies you have not attacked.
Ability
Double Shot: The second attack made with a Bow-type weapon each turn does not consume Advantage.
Fighting For Others: Whenever you support an ally, gain +5 Power to your next attack. This effect may stack indefinitely.
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.
Medicine Arrow: Heal target ally at any range. Gain +5 Power when doing so and remove any minor status effects.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +0 Spirit +0 Charisma +1 Agility +2 Faith +0 Insight +1 - Inventory:
- Weapon - Reinforced Heirloom Bow - A bow left behind by Emilia's mother, reinforced with iron +2 Agility, +1 Insight. Power: 45.
Armor - Camo Cloak - A cloak with leaves, branches, and magic sewn in to make it difficult to spot: +100 Max HP, cannot be targetted by enemies you have not attacked.
Specialty Armor - Charm of the Wilds - A cute pin surging with primal power: +1 Charisma, increased effectiveness recruiting and commanding wildlife.
Avelia - HP 555 / 1250
Adv: +0
Personal Adv: +3 (Charisma)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Burning!: Take 150 damage at the end of every turn.
Swallowed: Take 200 damage at the end of every turn. Cannot act or generate Advantage.- Character Information:
Equipment Effects
None
Abilities
Conductor: Use an action to increase two allies' Power by +10 for the battle's remainder.
Techniques
Nature's Minuet: Cause an inanimate object to produce melodious song. The instrument it replicates depends upon the object and its history.
Defenses and Resistances
Physical Defense: +1
Fire Resistance: +15%
StatsPhysical Magical Support Strength +0 Spirit +2 Charisma +3 Agility +0 Faith +0 Insight +1 - Inventory:
- Weapon - Baton of Nature's Minuet - A legendary baton that can call forth music from anything: grants the "Nature's Minuet" Skill, +3 Charisma, +2 Spirit, +1 Insight. Power: 50.
Specialty Armor - None
Armor - Orchestral Regalia - The traditional outfit of Nightdeaf's orchestra, adapted for battle: +50 HP, +1 physical defense, +15% fire resistance.
Ormen - HP 1100 / 1250
Adv: +0
Personal Adv: +2 (Charisma)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Arcane Crystal Barrier: 18 / 530 HP. Deals damage to attacker if destroyed by a melee attack.
Burning!: Take 150 damage at the end of every turn.- Character Information:
Equipment Effects
None
Abilities
Child of the Sea: +25% resistance to Water and Wind elements, and +2 EA to all Water and Wind based magic.
Techniques
Compose: Create a segment of the Adagio of Peace. Can only be used when sufficiently inspired.
Pulse of Wind: Must have Charged Magic Circuits. Restore the health of a target with +25 Power. If healed for more than the target's missing HP, transfer excess healing to another target.
Defenses and Resistances
Physical Defense: +1
Fire Resistance: +15%
Water Resistance: +25%
Wind Resistance: +25%
StatsPhysical Magical Support Strength +0 Spirit +1 Charisma +2 Agility +0 Faith +0 Insight +0 - Inventory:
- Weapon - Flute of Ocean's Breeze - An heirloom of the Calinn family, it carries memories of quiet days on the sea: grants the "Pulse of Wind" Skill, +2 Charisma, +1 Spirit. Power: 50.
Specialty Armor - None
Armor - Orchestral Regalia - The traditional outfit of Nightdeaf's orchestra, adapted for battle: +50 HP, +1 physical defense, +15% fire resistance.
Bell Pepper Bush - HP 250 / 400
Adv: +1
Personal Adv: +1 (Charisma)
Power: 20
Burning!: Recieve 150 damage at the end of each turn.- Character Information:
Equipment Effects
None
Abilities
Harmonic Bell Peppers: Whenever an ally performs a Charisma action, increase their EA by 1.
Techniques
Ring! Ring Ring!: Target ally's action gains increased effectiveness against the Demon of Silence or its illusions.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +0 Spirit +0 Charisma +1 Agility +0 Faith +0 Insight +0
Bounding Broccoli - HP 250 / 400
Adv: +0
Personal Adv: +2 (Spirit)
Power: 10
Burning!: Recieve 150 damage at the end of each turn.- Character Information:
Equipment Effects
None
Abilities
None
Techniques
Healing Flowers: Restore 15% of target ally's health.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +0 Spirit +0 Charisma +1 Agility +0 Faith +0 Insight +0
False Yam - HP 250 / 400
Burning!: Recieve 150 damage at the end of each turn.
Russel - HP 1250 / 1400
Adv: +2
Personal Adv: +3 (Strength)
Power: 60
Morale: 120%
Regiment 1-21: At the end of your turn, Regiment 1-21 performs a support, defense, and offense action.
Burning!: Recieve 150 damage at the end of each turn.- Character Information:
Equipment Effects
Sunstreaker: Gain 10% Morale whenever you attack an enemy.
Abilities
Commander: If Morale is above 125%, all allies gain +5 Power. If Morale is above 150%, all allies gain +1 EA. If Morale is above 200%, all allies gain +10 Power and +2 EA. Reset Morale to 150% at end of turn if at or above 200%.
Flow of Battle: Whenever an ally damages an enemy, gain +5% Morale.
Techniques
Dusk Slash: Attack up to three enemies without reducing your Power with a Light element attack. May only be used if above 125% Morale.
Dawn Strike: Attack an enemy with Power * 2 Light element damage. Can only be used if above 150% Morale. Reduce Morale by 10%.
Defenses and Resistances
All Damage Resistance: +10%
Light Resistance: +25%
Dark Resistance: +25%
StatsPhysical Magical Support Strength +3 Spirit +1 Charisma +2 Agility +0 Faith +0 Insight +1
HEROES
Arthur (Impromptu) - HP 949 / 1325
Adv: +3
Personal Adv: +4 (Strength)
Power: 55+ (60)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Focused Defender (Melee) [Bran]: Intercept all melee attacks aimed at [Bran]. Recieve +25% damage resistance to intercepted attacks.
Burning!: Take 150 damage at the end of every turn.- 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.
Talisman of the Fox Robber: If you have more Advantage than the first enemy you attack this turn, gain an additional Advantage.
Abilities
Self-Sufficient: Actions that target a character no other player is targetting have double Advantage.
Warrior and Watcher (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! (2/4)
Bran (GM_3826) - HP 872 / 1200
Adv: +2
Personal Adv: +1 (Insight)
Power: 70+ (75)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Prayer of Deliverance: +30% Resistance to Faith-based attacks.- 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 - 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! (2/5)
Perform 6 actions of different types! (2/6) (Types: Attack (1 Target), Attack (AoE), Defend, Siege, Heal, [s]Buff[/s], Debuff, [s]Interrupt[/s], Examine)
Erika(Jan) - HP 980 / 1275
Adv: +2
Tempo: 2/5
Personal Adv: +3 (Charisma)
Power: 55+ (60)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Burning!: Take 150 damage at the end of every turn.- 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! (1/5)
Saul (meta) - HP 1150 / 1300
Adv: +2
Personal Adv: +1 (Faith)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Burning!: Take 150 damage at the end of every turn.- 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! (1/3)
Severa (LadyRena) - HP 785 / 1500
Adv: 0
Personal Adv: +2 (Faith)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Burning!: Take 150 damage at the end of every turn.
Cover: +1 Defense in general and +40% damage resistance to ranged attacks.- Character Information:
Equipment Effects
Twin Streaks: +5 Power to Faith-based magic, +5 power for every 2 Adv.
Heavens Above: Gain Charged Magic Circuits every 2nd turn. All resisted damage is absorbed as HP instead. Unequip if less than 2 Faith, Unconscious, Defeated, or Sleeping.
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
Magical Resistance: +30%
StatsPhysical Magical Support Strength +2 Spirit +0 Charisma +0 Agility +1 Faith +2 Insight +1 - 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 - Heavens Above - 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: +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.
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, 2/2)
Yam (Sharks) - HP 1400 / 1400
Adv: +0
Personal Adv: +2 (Spirit)
Power: 60+ (65)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.- 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.
Terra Tranquila Overcoat: Unaffected by elemental status effects.
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
Fire, Water, Earth, Wind Resistance: +35%
StatsPhysical Magical Support Strength +2 Spirit +4 Charisma +0 Agility +3 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 - Terra Tranquila Overcoat - 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: +2 Spirit, +1 Agility, +200 HP, +35% resistance to Earth, Fire, Water, and Wind elements, unaffected by elemental status effects.
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! (2/3)
Block or heal 1200 ally damage! (0/1200)
Attack an enemy on the same turn they are defeated 3 times! (0/3)
CASTLE HIGH Lv. 15
HP ????? / 15000
VS
----- / ----- HP
Lv. 16 THE DEMON OF SILENCE
Lv. 16 THE DEMON OF SILENCE
Adagio of Peace Completion: 45%
Symphony of Binding Power: 70%
- The Demon of Silence Forces:
The Demon of Silence - CASTLE - HP ----- / -----
Adv: +0
Personal Adv: +5 (Spirit)
Power: (90 + 20) * 0.91
Weakened Body: -1 Strength
Weakened Soul (1): -4% Power
Weakened Soul (2): -5% Power- Character Information:
Equipment Effects
Talons of Hate: Whenever an enemy attacks you, inflict them with Burning!
Abilities
Being of Grandeur (85%): You make take three actions per turn without expending any additional Advantage. You make take one of these actions during the enemy turn. +20 Power.
Beyond Mortality: Cannot take HP damage. Cannot be defeated. Sufficient damage inflicts debuffs of growing severity. This Ability cannot be ignored or removed by any means.
Curse of Silence: At the end of every turn, remove one status effect.
Harvester of Life: Whenever an enemy is defeated, gain +1 Advantage and increase Power of weapon by +10.
Techniques
Grand Illusion: Create an illusion undifferentiable from reality. Illusions are maintained across turns but lose cohesion with more statuses.
Bone Fire Combustion: Deal Power * 2 Fire damage to target enemy that is already Burning!
Silence Soul: Once per turn, target enemy is Silenced, unable to utilize any magic or make any sound for two turns. This does not cost an action.
Reality Redefined: Change the target of an enemy action.
Defenses and Resistances
All damage: Immune
StatsPhysical Magical Support Strength +4 Spirit +5 Charisma -2 Agility +3 Faith +1 Insight +4 - Inventory:
- Weapon - Talons of Hate - Massive claws of hellfire and serrated metal: Whenever an enemy attacks you, inflict them with Burning! Power: 90.
Specialty Armor - Demon of Silence's Heart - The only weakness of the Demon of Silence: increased vulnerability to music-based attacks and effects.
Armor - None
TURN 3 - FIGHT!
Next Action Deadline: 1/10/19
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 6: vs Demon of Silence Lv 16
Thu Jan 02, 2020 6:14 pm
"...What in the world?" The Demon of Silence is getting serious now. We can't spare a moment!
There was nothing to be said.
Vision of the Historian: Target Avelia. How can she be freed?
Bran: Use Arcana to cast Arcane Crystal Barrier again, targeting Ormen once more. Then prepare Arcane Negation to counter the Demon of Silence as it casts Bone Fire Combustion. Lastly, use Elemental Conduit to siphon the flames that the Demon of Silence had unleashed, and cast Arcane Storm on the heads of the demon!
There was nothing to be said.
Vision of the Historian: Target Avelia. How can she be freed?
Bran: Use Arcana to cast Arcane Crystal Barrier again, targeting Ormen once more. Then prepare Arcane Negation to counter the Demon of Silence as it casts Bone Fire Combustion. Lastly, use Elemental Conduit to siphon the flames that the Demon of Silence had unleashed, and cast Arcane Storm on the heads of the demon!
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 6: vs Demon of Silence Lv 16
Thu Jan 02, 2020 7:01 pm
Arthur's eyes narrowed as Avelia slipped past him; too fast-- he couldn't reach her in time. Damn... should have known that thing would be watching for her. Still, he kept his stance, face scrunching at the scorching heat biting at his skin... tcch...
...he drew a deep breath. Let the world around him grow quiet... though his skin burned from the embers, and a hot, stinging feeling ripped across the back of his shoulder, it was... all outside of his head. He couldn't do anything about burns that had struck everyone, nor could he help the spewing flame; so all that mattered, then, was his stance...
...and the object ahead of him.
Seemed like that symphony pissed it off a fair bit; though he certainly couldn't produce any sound like that himself (and his own 'instrument' seemed to hover below the sounds around it...), he could at least try to keep its claws off of the others while they continued figuring things out.
His body had followed the trails in the grass left behind as those claws took Avelia, though his mind did not, catching up only when he'd wandered in close enough for the eerie energy of it to start making his vision uncertain. Finally resolving to stand guard, he took a light stance-- elegant, like a heron hanging over the waterside-- and...
"...Hǎi làng wú shēng jiāng yè mù shēn shēn yān mò,
màn guò tiān kōng jìn tóu de, jiǎo luò...
Dà yú zài mèng jìng de fèng xì lǐ yóu guò,
níng wàng nǐ... chén shuì de lún kuò..."
>Arthur: As Warrior - Use Brawler's Challenge on the Demon of Silence, singing a lullaby deeply imbued with sorrow while approaching to keep its attention on him. Then use Focused Defender on himself, guarding with his sword, and prepare to deliver a leaping counterattack with the Dagger of the Broken Kiss- hopefully clawing deeply enough into the demon's throat to make it let go of Avelia..!
...he drew a deep breath. Let the world around him grow quiet... though his skin burned from the embers, and a hot, stinging feeling ripped across the back of his shoulder, it was... all outside of his head. He couldn't do anything about burns that had struck everyone, nor could he help the spewing flame; so all that mattered, then, was his stance...
...and the object ahead of him.
Seemed like that symphony pissed it off a fair bit; though he certainly couldn't produce any sound like that himself (and his own 'instrument' seemed to hover below the sounds around it...), he could at least try to keep its claws off of the others while they continued figuring things out.
His body had followed the trails in the grass left behind as those claws took Avelia, though his mind did not, catching up only when he'd wandered in close enough for the eerie energy of it to start making his vision uncertain. Finally resolving to stand guard, he took a light stance-- elegant, like a heron hanging over the waterside-- and...
- the words that left him could not be said- no, they could not be heard, without recalling the image of that person:
They stood on another cliffside, along a more peaceful shore. He said he missed the ocean... and so, not even a week later, they packed their bags and headed down the forest trail together. Back to the other side of the mountain... back to the white beaches, and salty sea air.
When they arrived at that place, he dropped his bags at the bottom of the incline and jogged up, as if the wind were tugging playfully at his hands... and when he reached the top, his chest swelled with the depth of the breath he took-- a breath through his nose just like the ones he took when he had a bowl of homemade udon in front of him, same stupid smile and upward tilt of his chin and all.
"...I realized,"
"You and I are getting old, you know... maybe it's time you moved up from 'apprentice', hm?"
Those gently spoken words finally broke him from his joyous trance; and he shot a wide-eyed glance over his shoulder.
"...what do you think..."
"...does 'partner' sound good?"
Back then, the swordsman didn't realize how the joy in that man's eyes faded upon seeing a hand offered to him... It was bewilderment, wasn't it? Wasn't he surprised?
"We've been living together for twelve years... so, it only seems natural."
"..and, well... you stuck around a lot longer than I thought you would."
Wasn't he happy?
"From here on..."
"...no more of this 'Master' nonsense."
"Just Arthur will do... please."
"...Hǎi làng wú shēng jiāng yè mù shēn shēn yān mò,
màn guò tiān kōng jìn tóu de, jiǎo luò...
Dà yú zài mèng jìng de fèng xì lǐ yóu guò,
níng wàng nǐ... chén shuì de lún kuò..."
>Arthur: As Warrior - Use Brawler's Challenge on the Demon of Silence, singing a lullaby deeply imbued with sorrow while approaching to keep its attention on him. Then use Focused Defender on himself, guarding with his sword, and prepare to deliver a leaping counterattack with the Dagger of the Broken Kiss- hopefully clawing deeply enough into the demon's throat to make it let go of Avelia..!
- Sharks
- Posts : 59
Join date : 2018-08-05
Age : 27
Location : hell
Re: Battle 6: vs Demon of Silence Lv 16
Sat Jan 11, 2020 12:03 pm
>Yam: Using your agricultural magic, summon a rainstorm to put out the fires.
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 6: vs Demon of Silence Lv 16
Sat Jan 11, 2020 12:08 pm
Severa: Sing as loudly and as beautifully as possible, hoping to offend if not "damage" the demon. Take its aggro, if you will.
Re: Battle 6: vs Demon of Silence Lv 16
Mon Jan 13, 2020 11:17 pm
Yam swings her scythe through the air, agricultural magic weaving clouds in her wake! Though the magic forms a dense swarm of rain clouds, the powerful heat and smoke dilute the rain, causing it to only fall as a light drizzle.
The rain reduces the damage all allies take from Burning! from 150 damage to 100 damage!
Bran calls upon his inner magical power, recalling the memory of the Arcane Crystal Barrier spell. Channeling the memory back into the present, the mage collects arcane energy on the end of his staff before sweeping it outward, casting a crystalline barrier over Ormen! The barrier has 570 HP and will deal damage upon being broken.
Bran then watches the demon closely, preparing to counter Bone Fire Combustion...
Finally, Bran uses Elemental Conduit on the massive, growing plumes of hellfire around him, absorbing it as magical potential and gaining Charged Magic Circuits (Hellfire)! He then aligns his sights with the monster... and unleashes an Arcane Storm! Great tendrils of green and purple flame course forward from his staff, a powerful and grand piano solo in their wake, which he barely manages to retain control of! As the destructive magic strikes forth, tongues of flame bite back at him, dealing 151 damage to the mage! The tendrils then pound the demon with fiery strikes, each producing the climatic crash of keys! When the assault finally subsides, the demon appears worse for wear!
The Demon of Silence gets a -8% Power debuff! The illusionary smoke seems to weaken!
Bran is exhausted from the effort... (-2 Adv)
Severa opens her mouth and raises her voice, a loud, beauteous song coming forth! The Demon wails, voices of anger and pain striking out from the vocal assault!
The Demon of Silence gets a -1 Spirit debuff!
The Demon of Silence begins to convulse, its dozens of heads gnashing their teeth and whispering dark horrors! Raising up its massive body, the central, burning head of the demon begins to grow and burn brighter, until suddenly, a single, massive eye appears in its center! The eye gazes straight at Severa, a piercing look, as all at once, it activates Bone Fire Combustion, the fire surrounding Severa growing rapidly...!
When Bran throws up his staff, activating Arcane Negation! The flames weaken for just a moment, held back by the mage's might, allowing Severa to vault away just half-a-second before the flames burn white hot! Though she was able to leave the primary area of attack, the bone-melting heat of the fire still singes every piece of exposed skin she has, dealing 414 damage!
Arthur switches to the Warrior Stance, gaining 1 Advantage! He then activates the Brawler's Challenge with a sorrowful lullaby, the somber tone gaining the attention of dozens of the demon's heads, eyeing him with beady, crying, and hateful eyes. The swordsman's song seems to have the creature's full attention...
Arthur then activates Focused Defender (Melee) on himself, ready to intercept an attack...!
A moment after, The Demon of Silence roars and screams, its massive talons coming to bear as it lashes out wildly. Everyone moves to avoid or block!
Giada is immediately struck by a flurry of blows, as she not only defends Emilia, but uses Stalwart Shield to protect the Bounding Broccoli as well! She manages to maintain her defenses, only suffering a shifting strike from her flank for 304 damage!
Ormen emits a yelp as a talon heads for him, but his barrier absorbs the impact, taking 343 damage.
Due to the creature's weakened state, Russel bats away its strike from himself as Saul and Severa manage to do the same. Erika, Yam and Bran, however, are unable to avoid the assault, each receiving 377 damage!
The talons proceed to cleave straight through False Yam and the Bell Pepper Bush, immediately destroying them both!!
The Demon of Silence's Harvester of Life Ability activates: it gains an extra +2 Advantage and +20 Power!!
At last, the monster turns its attack upon Arthur! He catches one of the column-wide talons upon his sword, diverting the momentum to smash into the ground beside him before leaping into action! Rushing forward, he readies the Dagger of the Broken Kiss and lunges for the demon! In a flurry of momentum and savagery, he thrusts the blade deep into the writhing mass of flesh -- from the point of impact comes an entire chorus, echoing the man's lullaby!! The Demon of Silence cries out, but can't be heard over the outpouring!
All around the Regiment, the illusionary mist begins to grow thin... and the original members of the town's orchestra come through the fog!!
The Symphony of Binding rises to 90% Power!! It's nearly ready!
As the climatic strike lands, Ormen plays along, intertwining this new melody into his own, growing its power!
The Adagio of Peace rises to 65% Completion!
The Demon of Silence gains the Song of Sorrow debuff: it loses one action, takes the equivalent of a 50 Power Attack each turn, and more importantly, can't remove this debuff with Soul of Silence!! Unfortunately, despite his mighty strike, the demon maintains its hold upon the conductor...
Giada taps a number of buttons on her gauntlet, activating her Quick-Construction Chassis. A number small mnemonic arms spring forth, welding tools bringing together loose pieces of scrap from portions of the engineer's suit. A few moments later, a spidery construct rolls out and stands up, a pair of claws holding bandages ready to be applied! It immediately moves over to Bran, wrapping up an injury and healing him for 153 HP.
Russel takes a defensive stance in front of Severa, ready to block any incoming attacks!
Regiment 1-21 manages to attack the demon, reducing its Power by 3% and healing Severa for 201 HP!
Emilia charges up magic, gaining Charged Magic Circuits!
Avelia remains trapped within the demon!
Bounding Broccoli scurries over to Bran, making something resembling concerned noises. It shakes its floret, producing a healing vapor! The vapor removes his Burning! status and heals him for 112 HP!
The Demon of Silence stares down at Arthur with more than a hundred eyes, conveying every human emotion at once from a different face -- hatred, respect, pity, fear, on and on. In their cacophonous voice, they scream and whisper, "Youuu aallREEAADDdyyy kknOOOWWW SIllennceee..."
Suddenly, a number of the heads recoil backward, before slamming into each other, their muscle and flesh grinding together as they form a large orifice! Then, as one, this mass of being lowers itself to the ground, emitting a vile retching noise as it leaves something behind...
"A... A-A-Arth... Arthur...?" this new mass of sinew and fire whispers in a familiar voice to the swordsman. Despite its grotesque form, its body is tall, with width resembling broad shoulders. Its eyes are unmistakably those of a human, and look upon the mercenary with meaningful recognition. A quiet history, a deep pain.
"Why...?" It asks, like uttering the single syllable causes it literal pain. "Why... didn't... you save me? Why did... you... torture me..." bloody tears run down the thing's face, its gaze locked, as if demanding an answer. "Death... hurts... so much..."
The Construct of Landon lifts itself up, long claws extending from its body... and in a diminutive hand, holds a Conductor's Baton! It has the Baton of Nature's Minuet! It turns the baton toward the Demon of Silence and draws some imperceptible power from the monster... before stabbing itself with the baton! "It's okay... I'll deal with the pain... and stay silent... always suffer in silence..."
The Construct of Landon has absorbed the Song of Sorrow into itself, transferring the debuff from the demon!
Bran's Vision of the Historian activates as investigates how to free Avelia. The demon's invincibility makes getting her out through brute force difficult, if not impossible... the only way he can really think of freeing her would be for someone to physically reach in and pull her out, or for some sort of musical magic to release the demon's grip. Any attempt to do so will now gain +10 Power and +1 EA!
CASTLE HIGH Lv. 15
HP ????? / 15000
Adagio of Peace Completion: 65%
Symphony of Binding Power: 90%
The rain reduces the damage all allies take from Burning! from 150 damage to 100 damage!
Bran calls upon his inner magical power, recalling the memory of the Arcane Crystal Barrier spell. Channeling the memory back into the present, the mage collects arcane energy on the end of his staff before sweeping it outward, casting a crystalline barrier over Ormen! The barrier has 570 HP and will deal damage upon being broken.
Bran then watches the demon closely, preparing to counter Bone Fire Combustion...
Finally, Bran uses Elemental Conduit on the massive, growing plumes of hellfire around him, absorbing it as magical potential and gaining Charged Magic Circuits (Hellfire)! He then aligns his sights with the monster... and unleashes an Arcane Storm! Great tendrils of green and purple flame course forward from his staff, a powerful and grand piano solo in their wake, which he barely manages to retain control of! As the destructive magic strikes forth, tongues of flame bite back at him, dealing 151 damage to the mage! The tendrils then pound the demon with fiery strikes, each producing the climatic crash of keys! When the assault finally subsides, the demon appears worse for wear!
The Demon of Silence gets a -8% Power debuff! The illusionary smoke seems to weaken!
Bran is exhausted from the effort... (-2 Adv)
Severa opens her mouth and raises her voice, a loud, beauteous song coming forth! The Demon wails, voices of anger and pain striking out from the vocal assault!
The Demon of Silence gets a -1 Spirit debuff!
The Demon of Silence begins to convulse, its dozens of heads gnashing their teeth and whispering dark horrors! Raising up its massive body, the central, burning head of the demon begins to grow and burn brighter, until suddenly, a single, massive eye appears in its center! The eye gazes straight at Severa, a piercing look, as all at once, it activates Bone Fire Combustion, the fire surrounding Severa growing rapidly...!
When Bran throws up his staff, activating Arcane Negation! The flames weaken for just a moment, held back by the mage's might, allowing Severa to vault away just half-a-second before the flames burn white hot! Though she was able to leave the primary area of attack, the bone-melting heat of the fire still singes every piece of exposed skin she has, dealing 414 damage!
Arthur switches to the Warrior Stance, gaining 1 Advantage! He then activates the Brawler's Challenge with a sorrowful lullaby, the somber tone gaining the attention of dozens of the demon's heads, eyeing him with beady, crying, and hateful eyes. The swordsman's song seems to have the creature's full attention...
Arthur then activates Focused Defender (Melee) on himself, ready to intercept an attack...!
A moment after, The Demon of Silence roars and screams, its massive talons coming to bear as it lashes out wildly. Everyone moves to avoid or block!
Giada is immediately struck by a flurry of blows, as she not only defends Emilia, but uses Stalwart Shield to protect the Bounding Broccoli as well! She manages to maintain her defenses, only suffering a shifting strike from her flank for 304 damage!
Ormen emits a yelp as a talon heads for him, but his barrier absorbs the impact, taking 343 damage.
Due to the creature's weakened state, Russel bats away its strike from himself as Saul and Severa manage to do the same. Erika, Yam and Bran, however, are unable to avoid the assault, each receiving 377 damage!
The talons proceed to cleave straight through False Yam and the Bell Pepper Bush, immediately destroying them both!!
The Demon of Silence's Harvester of Life Ability activates: it gains an extra +2 Advantage and +20 Power!!
At last, the monster turns its attack upon Arthur! He catches one of the column-wide talons upon his sword, diverting the momentum to smash into the ground beside him before leaping into action! Rushing forward, he readies the Dagger of the Broken Kiss and lunges for the demon! In a flurry of momentum and savagery, he thrusts the blade deep into the writhing mass of flesh -- from the point of impact comes an entire chorus, echoing the man's lullaby!! The Demon of Silence cries out, but can't be heard over the outpouring!
All around the Regiment, the illusionary mist begins to grow thin... and the original members of the town's orchestra come through the fog!!
The Symphony of Binding rises to 90% Power!! It's nearly ready!
As the climatic strike lands, Ormen plays along, intertwining this new melody into his own, growing its power!
The Adagio of Peace rises to 65% Completion!
The Demon of Silence gains the Song of Sorrow debuff: it loses one action, takes the equivalent of a 50 Power Attack each turn, and more importantly, can't remove this debuff with Soul of Silence!! Unfortunately, despite his mighty strike, the demon maintains its hold upon the conductor...
Giada taps a number of buttons on her gauntlet, activating her Quick-Construction Chassis. A number small mnemonic arms spring forth, welding tools bringing together loose pieces of scrap from portions of the engineer's suit. A few moments later, a spidery construct rolls out and stands up, a pair of claws holding bandages ready to be applied! It immediately moves over to Bran, wrapping up an injury and healing him for 153 HP.
Russel takes a defensive stance in front of Severa, ready to block any incoming attacks!
Regiment 1-21 manages to attack the demon, reducing its Power by 3% and healing Severa for 201 HP!
Emilia charges up magic, gaining Charged Magic Circuits!
Avelia remains trapped within the demon!
Bounding Broccoli scurries over to Bran, making something resembling concerned noises. It shakes its floret, producing a healing vapor! The vapor removes his Burning! status and heals him for 112 HP!
The Demon of Silence stares down at Arthur with more than a hundred eyes, conveying every human emotion at once from a different face -- hatred, respect, pity, fear, on and on. In their cacophonous voice, they scream and whisper, "Youuu aallREEAADDdyyy kknOOOWWW SIllennceee..."
Suddenly, a number of the heads recoil backward, before slamming into each other, their muscle and flesh grinding together as they form a large orifice! Then, as one, this mass of being lowers itself to the ground, emitting a vile retching noise as it leaves something behind...
"A... A-A-Arth... Arthur...?" this new mass of sinew and fire whispers in a familiar voice to the swordsman. Despite its grotesque form, its body is tall, with width resembling broad shoulders. Its eyes are unmistakably those of a human, and look upon the mercenary with meaningful recognition. A quiet history, a deep pain.
"Why...?" It asks, like uttering the single syllable causes it literal pain. "Why... didn't... you save me? Why did... you... torture me..." bloody tears run down the thing's face, its gaze locked, as if demanding an answer. "Death... hurts... so much..."
The Construct of Landon lifts itself up, long claws extending from its body... and in a diminutive hand, holds a Conductor's Baton! It has the Baton of Nature's Minuet! It turns the baton toward the Demon of Silence and draws some imperceptible power from the monster... before stabbing itself with the baton! "It's okay... I'll deal with the pain... and stay silent... always suffer in silence..."
The Construct of Landon has absorbed the Song of Sorrow into itself, transferring the debuff from the demon!
Bran's Vision of the Historian activates as investigates how to free Avelia. The demon's invincibility makes getting her out through brute force difficult, if not impossible... the only way he can really think of freeing her would be for someone to physically reach in and pull her out, or for some sort of musical magic to release the demon's grip. Any attempt to do so will now gain +10 Power and +1 EA!
- Castle High Forces:
ALLIES
Giada - HP 749 / 1600
Adv: +2
Personal Adv: +4 (Strength)
Power: 55+ (60)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Burning!: Take 100 damage at the end of every turn.- Character Information:
Equipment Effects
T-23 Barricade Armor: Up to two allies may stand behind you. Increase their defense to all damage by +1 and re-direct the first attack that would hit each of them to you instead.
Quick-Construction Chassis: +10 Power and +1 EA to constructing barriers or other constructs.
Abilities
Stalwart Shield: Once per turn, re-direct an enemy attack aimed at a single ally to target you instead.
Adaptive Defenses: At the end of every turn, choose one of melee, ranged, or magic. Increase your defense when defending from that source by +1 for this battle. You may expend 1 Advantage to repeat this effect as many times as you wish.
Techniques
Drop the Barricade!: Gain Power * 5 Temporary HP this turn. Damage is dealt to Temporary HP first, and all Temporary HP is lost at end of turn. You may not use this Technique two turns in a row.
Anti-Air Missiles: An artillery attack against an airborne enemy. Deals an additional +15 Power and gets +1 EA.
Defenses and Resistances
All Defenses: +1
All Damage Resistance: +20%
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma +0 Agility -2 Faith -1 Insight +2 - Inventory:
- Weapon - Arm-Mounted Repeater - A rotating flurry of metallic firepower: uses Strength instead of Agility, +1 Agility, +1 Insight, ignore up to 15% of target's damage resistance. Power: 55
Specialty Armor - Quick-Construction Chassis - A number of metallic attachments that can spring out to create barriers or repairs: +10 power and +1 EA to constructing barriers or other constructs.
Armor - T-23 Barricade Armor - A massive, high-tech suit of power armor. Excels in defense and strength, but greatly limits agility and magical abilities: +3 Strength, -3 Agility, -1 Faith, -1 Spirit, +350 HP +1 to all defenses, +20% resistance to all damage.
Permanent Stats - +1 Strength, +1 Insight
Item - Fragmentation Grenade - A powerful, handheld explosive. Consume to deal a 60 Power Fire-Based attack.
Emilia Sauer - HP 1300 / 1300
Adv: +2
Personal Adv: +2 (Agility)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Behind Giada: The first attack directed toward you each turn targets Giada instead. Gain +1 defense.
Charged Magic Circuits: +15 Power to next magical action.- Character Information:
Equipment Effects
Charm of the Wilds: Increased effectiveness recruiting and commanding wildlife.
Camo Cloak: Cannot be targeted by enemies you have not attacked.
Ability
Double Shot: The second attack made with a Bow-type weapon each turn does not consume Advantage.
Fighting For Others: Whenever you support an ally, gain +5 Power to your next attack. This effect may stack indefinitely.
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.
Medicine Arrow: Heal target ally at any range. Gain +5 Power when doing so and remove any minor status effects.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +0 Spirit +0 Charisma +1 Agility +2 Faith +0 Insight +1 - Inventory:
- Weapon - Reinforced Heirloom Bow - A bow left behind by Emilia's mother, reinforced with iron +2 Agility, +1 Insight. Power: 45.
Armor - Camo Cloak - A cloak with leaves, branches, and magic sewn in to make it difficult to spot: +100 Max HP, cannot be targetted by enemies you have not attacked.
Specialty Armor - Charm of the Wilds - A cute pin surging with primal power: +1 Charisma, increased effectiveness recruiting and commanding wildlife.
Avelia - HP 255 / 1250
Adv: +0
Personal Adv: +3 (Charisma)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Burning!: Take 100 damage at the end of every turn.
Swallowed: Take 200 damage at the end of every turn. Cannot act or generate Advantage.- Character Information:
Equipment Effects
None
Abilities
Conductor: Use an action to increase two allies' Power by +10 for the battle's remainder.
Techniques
None
Defenses and Resistances
Physical Defense: +1
Fire Resistance: +15%
StatsPhysical Magical Support Strength +0 Spirit +0 Charisma +0 Agility +0 Faith +0 Insight +0 - Inventory:
Specialty Armor - None
Armor - Orchestral Regalia - The traditional outfit of Nightdeaf's orchestra, adapted for battle: +50 HP, +1 physical defense, +15% fire resistance.
Ormen - HP 1000 / 1250
Adv: +0
Personal Adv: +2 (Charisma)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Arcane Crystal Barrier: 18 / 530 HP. Deals damage to attacker if destroyed by a melee attack.
Burning!: Take 100 damage at the end of every turn.
Arcane Crystal Barrier (227 HP): Block incoming damage. If destroyed by a melee attack, damage attacker.- Character Information:
Equipment Effects
None
Abilities
Child of the Sea: +25% resistance to Water and Wind elements, and +2 EA to all Water and Wind based magic.
Techniques
Compose: Create a segment of the Adagio of Peace. Can only be used when sufficiently inspired.
Pulse of Wind: Must have Charged Magic Circuits. Restore the health of a target with +25 Power. If healed for more than the target's missing HP, transfer excess healing to another target.
Defenses and Resistances
Physical Defense: +1
Fire Resistance: +15%
Water Resistance: +25%
Wind Resistance: +25%
StatsPhysical Magical Support Strength +0 Spirit +1 Charisma +2 Agility +0 Faith +0 Insight +0 - Inventory:
- Weapon - Flute of Ocean's Breeze - An heirloom of the Calinn family, it carries memories of quiet days on the sea: grants the "Pulse of Wind" Skill, +2 Charisma, +1 Spirit. Power: 50.
Specialty Armor - None
Armor - Orchestral Regalia - The traditional outfit of Nightdeaf's orchestra, adapted for battle: +50 HP, +1 physical defense, +15% fire resistance.
Bounding Broccoli - HP 150 / 400
Adv: +0
Personal Adv: +2 (Spirit)
Power: 10
Burning!: Recieve 100 damage at the end of each turn.- Character Information:
Equipment Effects
None
Abilities
None
Techniques
Healing Flowers: Restore 15% of target ally's health.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +0 Spirit +0 Charisma +1 Agility +0 Faith +0 Insight +0
Russel - HP 1150 / 1400
Adv: +2
Personal Adv: +3 (Strength)
Power: 60
Morale: 120%
Regiment 1-21: At the end of your turn, Regiment 1-21 performs a support, defense, and offense action.
Burning!: Recieve 100 damage at the end of each turn.- Character Information:
Equipment Effects
Sunstreaker: Gain 10% Morale whenever you attack an enemy.
Abilities
Commander: If Morale is above 125%, all allies gain +5 Power. If Morale is above 150%, all allies gain +1 EA. If Morale is above 200%, all allies gain +10 Power and +2 EA. Reset Morale to 150% at end of turn if at or above 200%.
Flow of Battle: Whenever an ally damages an enemy, gain +5% Morale.
Techniques
Dusk Slash: Attack up to three enemies without reducing your Power with a Light element attack. May only be used if above 125% Morale.
Dawn Strike: Attack an enemy with Power * 2 Light element damage. Can only be used if above 150% Morale. Reduce Morale by 10%.
Defenses and Resistances
All Damage Resistance: +10%
Light Resistance: +25%
Dark Resistance: +25%
StatsPhysical Magical Support Strength +3 Spirit +1 Charisma +2 Agility +0 Faith +0 Insight +1
HEROES
Arthur (Impromptu) - HP 949 / 1325
Adv: +3
Personal Adv: +4 (Strength)
Power: 55+ (60)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Focused Defender (Melee) [Arthur]: Intercept all melee attacks aimed at [Arthur]. Recieve +25% damage resistance to intercepted attacks.
Burning!: Take 100 damage at the end of every turn.- 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.
Talisman of the Fox Robber: If you have more Advantage than the first enemy you attack this turn, gain an additional Advantage.
Abilities
Self-Sufficient: Actions that target a character no other player is targetting have double Advantage.
Warrior and Watcher (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! (2/4)
Bran (GM_3826) - HP 609 / 1200
Adv: +0
Personal Adv: +1 (Insight)
Power: 70+ (75)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Prayer of Deliverance: +30% Resistance to Faith-based attacks.- 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 - 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! (3/5)
Perform 6 actions of different types! (4/6) (Types: Attack (1 Target), [s]Attack (AoE)[/s], [s]Defend[/s], Siege, Heal, [s]Buff[/s], Debuff, [s]Interrupt[/s], Examine)
Erika(Jan) - HP 543 / 1275
Adv: +2
Tempo: 2/5
Personal Adv: +3 (Charisma)
Power: 55+ (60)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Burning!: Take 100 damage at the end of every turn.- 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! (1/5)
Saul (meta) - HP 1050 / 1300
Adv: +2
Personal Adv: +1 (Faith)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Burning!: Take 100 damage at the end of every turn.- 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! (1/3)
Severa (LadyRena) - HP 572 / 1500
Adv: 0
Personal Adv: +2 (Faith)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Burning!: Take 100 damage at the end of every turn.
Charged Magic Circuits: Increased power for next magical action.
Cover: +1 Defense in general and +40% damage resistance to ranged attacks.- Character Information:
Equipment Effects
Twin Streaks: +5 Power to Faith-based magic, +5 power for every 2 Adv.
Heavens Above: Gain Charged Magic Circuits every 2nd turn. All resisted damage is absorbed as HP instead. Unequip if less than 2 Faith, Unconscious, Defeated, or Sleeping.
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
Magical Resistance: +30%
StatsPhysical Magical Support Strength +2 Spirit +0 Charisma +0 Agility +1 Faith +2 Insight +1 - 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 - Heavens Above - 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: +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.
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, 2/2)
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
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.
Breath of Flame: Remove the Burning! status from a target to heal 100 HP. If targetting an enemy, this does not cost an action.
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: Whenever you perform 3 or more attacks in the same turn, reduce your Advantage consumed by 1.
Defenses and Resistances
Physical Defense: +1
Cold Resistance: +75%
StatsPhysical Magical Support Strength +0 Spirit +2 Charisma +1 Agility +0 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 - +1 Agility, +1 Spirit, +1 Charisma
- Training Missions:
- Peform 4 attacks in 2 turns! (0/4)
Yam (Sharks) - HP 1023 / 1400
Adv: +0
Personal Adv: +2 (Spirit)
Power: 60+ (65)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.- 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.
Terra Tranquila Overcoat: Unaffected by elemental status effects.
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
Fire, Water, Earth, Wind Resistance: +35%
StatsPhysical Magical Support Strength +2 Spirit +4 Charisma +0 Agility +3 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 - Terra Tranquila Overcoat - 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: +2 Spirit, +1 Agility, +200 HP, +35% resistance to Earth, Fire, Water, and Wind elements, unaffected by elemental status effects.
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! (2/3)
Block or heal 1200 ally damage! (0/1200)
Attack an enemy on the same turn they are defeated 3 times! (0/3)
CASTLE HIGH Lv. 15
HP ????? / 15000
VS
----- / ----- HP
Lv. 16 THE DEMON OF SILENCE
Lv. 16 THE DEMON OF SILENCE
Adagio of Peace Completion: 65%
Symphony of Binding Power: 90%
- The Demon of Silence Forces:
The Demon of Silence - CASTLE - HP ----- / -----
Adv: +3
Personal Adv: +4 (Spirit)
Power: (90 + 40) * 0.88
Weakened Body (1): -1 Strength
Weakened Body (2): -1 Spirit
Weakened Soul (1): -4% Power
Weakened Soul (2): -5% Power
Weakened Soul (3): -3% Power
Brawler's Challenge (Arthur): More inclined to target (Arthur) with offensive actions.
Visions of the Historian: +10 Power and +1 EA on actions to free Avelia.
Harvester of Life: +20 Power- Character Information:
Equipment Effects
Talons of Hate: Whenever an enemy attacks you, inflict them with Burning!
Abilities
Being of Grandeur (85%): You make take three actions per turn without expending any additional Advantage. You make take one of these actions during the enemy turn. +20 Power.
Beyond Mortality: Cannot take HP damage. Cannot be defeated. Sufficient damage inflicts debuffs of growing severity. This Ability cannot be ignored or removed by any means.
Curse of Silence: At the end of every turn, remove one status effect.
Harvester of Life: Whenever an enemy is defeated, gain +1 Advantage and increase Power of weapon by +10.
Techniques
Grand Illusion: Create an illusion undifferentiable from reality. Illusions are maintained across turns but lose cohesion with more statuses.
Bone Fire Combustion: Deal Power * 2 Fire damage to target enemy that is already Burning!
Silence Soul: Once per turn, target enemy is Silenced, unable to utilize any magic or make any sound for two turns. This does not cost an action.
Reality Redefined: Change the target of an enemy action.
Defenses and Resistances
All damage: Immune
StatsPhysical Magical Support Strength +4 Spirit +4 Charisma -2 Agility +3 Faith +1 Insight +4 - Inventory:
- Weapon - Talons of Hate - Massive claws of hellfire and serrated metal: Whenever an enemy attacks you, inflict them with Burning! Power: 90.
Specialty Armor - Demon of Silence's Heart - The only weakness of the Demon of Silence: increased vulnerability to music-based attacks and effects.
Armor - None
Construct of Landon - ELITE - HP 1200 / 1200
Adv: +0
Personal Adv: +1 (Spirit)
Power: 50
Song of Sorrow: Reduce your allowed actions per turn by 1 (min 1). At the beginning of every turn, take the equivlent of a 50 Power attack. Cannot be removed by Soul of Silence.- Character Information:
Abilities
Pitiful Soul: Reduce all incoming damage by 25%.
Equipment Effects
None
Techniques
Nature's Minuet: Cause an inanimate object to produce melodious song. The instrument it replicates depends upon the object and its history.
Defenses and Resistances
All Damage Resistance: +25%
StatsPhysical Magical Support Strength +0 Spirit +2 Charisma +3 Agility +0 Faith +0 Insight +1 - Inventory:
- Weapon - Baton of Nature's Minuet - A legendary baton that can call forth music from anything: grants the "Nature's Minuet" Skill, +3 Charisma, +2 Spirit, +1 Insight. Power: 50.
Specialty Armor - None
Armor - None
TURN 4 - FIGHT!
Next Action Deadline: 1/24/19
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 6: vs Demon of Silence Lv 16
Wed Jan 22, 2020 11:24 am
Bran analyzes the setting. Avelia is still inside the Demon of Silence's stomach. She can't stay there much longer before she is digested... He takes a glance at the Coin of Triumph. I have this for a reason.
"Arthur!" Bran looks Arthur in the eyes. "I need your help!"
Bran then takes the Coin of Triumph and flicks it in the air before he begins to cast another spell. Tendrils of darkness start to poke at the air surrounding him as Perkun smiles.
Bran: Create tendrils of darkness and use them to wrest Avelia from the Demon of Silence's stomach. Use the Coin of Triumph in order to ensure that this succeeds if necessary. Then prepare a barrier spell to deflect one attack targeted at Avelia or Bran himself.
"Arthur!" Bran looks Arthur in the eyes. "I need your help!"
Bran then takes the Coin of Triumph and flicks it in the air before he begins to cast another spell. Tendrils of darkness start to poke at the air surrounding him as Perkun smiles.
Bran: Create tendrils of darkness and use them to wrest Avelia from the Demon of Silence's stomach. Use the Coin of Triumph in order to ensure that this succeeds if necessary. Then prepare a barrier spell to deflect one attack targeted at Avelia or Bran himself.
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 6: vs Demon of Silence Lv 16
Wed Jan 22, 2020 4:37 pm
- the world stopped:
Arthur watched intently as his knife ran deep into the demon's rolling, twisting flesh, his honed senses filtering out the chorus that emerged on contact-- searching, for any sign of Avelia coming back up to the surface. Was he too late? Or did he just not cut deep enough?
The top of his arc arrived, and- dissatisfied- he returned to the ground at a low crouch. Behind him, it seemed the symphony had gained a new layer of voices: that was all well and good, that the people had returned, but whether their song mattered at all balanced quite delicately on Avelia coming back out of that demon. He flicked off the chunks of flesh remaining on his knife, then faced upwards again.
Once again, he narrowed his focus. Some of the demon's faces had taken to some grotesque ritual of mashing-together... then, once assembled into a... mouth? It lowered to the ground and hacked something up. Avelia..? No...- something broke:
"....A-A-Arth... Arthur...?"
What his eyes saw, and his ears heard, dissonant with each other, yet occurring in the same frame, brought his heart to slam faster and faster against the inside of his chest- so much it hurt- and something between the back of his tongue and the top of his stomach to lurch outward, only barely stopped by what little remained of his focus.
It spoke
it spoke
it spoke
it spoke
it spoke
He would have been taking deep, measured breaths-- seen easily under his well-fitted garments in the subtle rise and fall of his shoulders and chest. When holding his stance, he might have leaned slowly into his back leg for just a moment, as if preparing to spring. He would idly roll his shoulder, or his neck, to get the tension out, especially in this cold. He'd been doing that more often, these days.
This time, the swordsman stood completely still.
Then, without getting the chance to think, something else seized him: heat, hot enough to melt through the stone that had worked its way into his arms and legs, burning all the way past his fingertips...
...if the thing in front of him could see, it would see his eyes turn the one shade darker it took to go to black.
"What the hell are you supposed to be?" he growled back, breathless, seething. The demon had returned him to the bottom of the sea with another work of illusion, a pressure on his chest as if a boulder had been lowered onto it. "You're in my way. Give me the fucking baton, you disgusting pile of shit, I'll cut your fucking head off."
In this moment of sudden heat and clarity, he could finally catch the other voice cutting through the narrow field of his attention- Bran again. Needed help? Stepping a little close to their demon now, was he? Not his fault if the boy got swallowed up, too. But he'd try, if just to bring them that much closer to the end of all this.
He was starting to feel lightheaded...
>Arthur: As Watcher, attempt to behead the Construct of Landon with the Luster Steel Broadsword and wrestle Avelia's baton out of its gut. Use Focused Defender, preparing to defend Bran against Magic attacks by manually guiding him through a dodge-roll- protecting Bran and Avelia with his back if need-be.
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 6: vs Demon of Silence Lv 16
Thu Jan 23, 2020 10:19 am
Pain and roaring flames surround me, the sounds of battle raging, and the cries of desperation meet my ears.
Still, I won't give up. Not now, not ever.
"RAGNUS! Lend me your aid once more! I beseech thee!"
I throw my head back as I shout as loud as I can, attempting to overcome the din of chaos that engulfs us all. I twirl the Twin Streaks to whip up a wind that carries my voice higher, higher, further, farther...!
"I can guide but one at a time, protect only so many - but you! With your vision and power! You can protect us all!"
My throat strains and my voice cracks.
"So lend me a piece of it - your power! Your might! Your wisdom! Show me - how do I save us from this demon!? I'm in over my head here!"
Taking a deep breath, I sing, and as I sing I imbue it with as much protective magic as I can muster.
Severa: Pray to Ragnus and sing, hoping to imbue the song with the weakened power of Guidance, to protect everyone here.
Still, I won't give up. Not now, not ever.
"RAGNUS! Lend me your aid once more! I beseech thee!"
I throw my head back as I shout as loud as I can, attempting to overcome the din of chaos that engulfs us all. I twirl the Twin Streaks to whip up a wind that carries my voice higher, higher, further, farther...!
"I can guide but one at a time, protect only so many - but you! With your vision and power! You can protect us all!"
My throat strains and my voice cracks.
"So lend me a piece of it - your power! Your might! Your wisdom! Show me - how do I save us from this demon!? I'm in over my head here!"
Taking a deep breath, I sing, and as I sing I imbue it with as much protective magic as I can muster.
Severa: Pray to Ragnus and sing, hoping to imbue the song with the weakened power of Guidance, to protect everyone here.
- Sharks
- Posts : 59
Join date : 2018-08-05
Age : 27
Location : hell
Re: Battle 6: vs Demon of Silence Lv 16
Sat Jan 25, 2020 11:10 am
Yam's eyes twitched as the demon destroyed the bell peppers, instincts flaring up wildly. So you carry some form of Harvest in you too, then?
Bet mine's stronger.
>Yam: Subvert the Demon of Silence's Harvester of Live ability to make it harvest death instead, causing it to take damage whenever anything dies.
Bet mine's stronger.
>Yam: Subvert the Demon of Silence's Harvester of Live ability to make it harvest death instead, causing it to take damage whenever anything dies.
Re: Battle 6: vs Demon of Silence Lv 16
Sat Jan 25, 2020 11:50 pm
With flames and fire growing, Severa uses her Charged Magic Circuits to create a divine wind, carrying her voice high, higher, higher, her song mixing with the magic melody of her instrument!
Among the swirling clouds of darkness hanging upon the battlefield, a light manages to break through, piercing the shade and surrounding all around in an ethereal glow!
All allies gain Divine Instinct! It's not nearly as effective as Guidance's full force, but will nonetheless reduce the first instance of damage all allies recieve this turn by 20%!
The Demon of Silence suddenly acts, emitting a raging roar! It seems hungry for blood, and sets its sights on Arthur! Once again, its primary, fiery head begins to collasce, an infernal eye appearing and staring directly down at the swordsman as it readies Bone Fire Combustion! The flames raging around the battlefield seem to rise to a fever pitch, as all at once--!
"Concentrate, and get them all out of here!" Giada yells as she rams into Arthur, knocking him aside! Using her Stalwart Shield, Giada redirects Bone Fire Combustion to hit herself instead!
Bracing as best she can, the hellfire rises into a massive column, the heat alone causing burning pain to those standing by! Even with her armor protecting her and Divine Instinct, Giada takes 863 damage!
Her armor remains standing a moment after the fire and smoke clears -- charred and singed, her mechanical attachments turned to molten iron, seeping through the crevices between metal plates. Then, all at once, the metal gives way, her knees buckle, and the engineer collapses, causing a slight tremor as the heavy metal strikes the ground.
Giada is defeated!
Harvester of Life activates, granting the Demon of Silence another +1 Advantage and +10 Power!
A moment later, Arthur surges into action, brandishing his sword! He takes a powerful stance and cleaves right through the head of the Construct of Landon! The creature offers no resistance nor does it attempt to avoid the attack, recieving 219 damage as its head is removed from its body! It hits the ground with a wet thump and rolls a small distance, the creature seeming to not care.
"Arthur... please... I know you hate me, but please listen..." the thing somehow continues to speak, the voice originating from the air around them.
The swordsman then reaches out, grabbing hold of the baton and yanking it free with all his might -- with a concentrated effort, he manages to succeed, pulling the baton from the hunk of flesh!
"You all were awoken from the City of Silence just like the demon... but you can't do anything. The Awakener will kill you all... but at least the others will die in their sleep... the Demon of Silence is just the silenced voices clawing for the castle's eternity... but it doesn't matter. They'll be silenced forever, just like you..."
A word catches, like the voice of Landon is trying to hold back a sob. "Just go home, alright? Take all of them and go home... forget all of this... just go back to sleep... like you did for me..."
Arthur has reclaimed the Baton of Nature's Minuet! He then prepares to defend Bran with Focused Defender (Magic), and to cover Avelia and Bran both! Having switched the Watcher, he gains +1 Advantage, and boosts Bran's EA by 5!
Arthur is exhausted from the effort... (-1 Adv)
Bran pulls from the shadows around him, forming tendrils of darkness striking through the air -- meanwhile, Vince charges forward! Bran unleashes his swarm of tentacles, which find purchase upon the maw of The Demon of Silence! While they're not able to get down into the stomach, they are enough to hold the path wide open, a path which Vince immediately takes! With a burst of flame, he soars into the fleshy darkness...
...Somehow, the inside of the Demon of Silence is worse than the outside. Paradoxically, Vince feels a hard cold trying to bite into him, just warded off by his Thermal Armor. The inside is strangely spacious, a hallway of flesh and sinew laid out before him. At the end of the hallway, trying her best to fight off swarms of grasping fingers, he sees the burning-yet-shivering form of Avelia and moves without delay! Quickly reaching her, he takes tight hold, before tossing his whip onto one of the demon's outer teeth. Giving a small running start, he burns 300 HP to fire off a powerful Sharpnel Blast, turning one of the nearby pieces of bone to splinters as he and Avelia ride the shockwave! The sharpnel tears apart the hands, defying the creature's invincibility, as the pair head for the exit...!
And emerge, none the worse for wear! The Demon whispers in hatred, "SSHHEEE AAAlllmmoossttt kknneewww..."
Upon landing, Vince uses Breath of Fire, and the flames still plaguing the conductor's body are swallowed up, leaving her free of affliction! Avelia has been cured of her Burning!, and Vince regains 100 HP!
Bran acts as well, swinging his staff to generate a defensive barrier to protect he and Avelia! He creates a shimmering barrier with 340 HP, which will absorb the first attack that hits either of the two!
TRAINING MISSION COMPLETE! Bran has gained experience blocking and weakening enemy attacks, especially with magical barriers, allowing him to gain a new Technique! Bran gains Aegis of Magic, a powerful Technique that allows him to construct a shimmering barrier to protect any target, and will never fail to do so! When the barrier is destroyed or dissipated, it grants the target Arcane Armor, reducing all damage they recieve for the remainder of the turn by 25%! It's a great way to protect an important ally, even against a hailstorm of attacks!
Vince and Bran are both exhausted by their efforts... (-1 Advantage)
Yam calls upon the powers of life and death, attempting to change the demon's Harvester of Life Ability!
Immediately upon doing so, every visible head turns to her, dozens of eyes boring back upon her! They whisper, in harsh tongues, "yyyooouuu'llll beeee ssIIILLLEEEENNCCEEDD SSOOoooonnn, hharrvestterrr..."
The attempt fails, her magical prowess not enough to contend with the primordial demon's power!
Erika rushes the monster, riding up and down a scale in rocking fashion! The assault weakens the demon, reducing its power by 4%.
Saul attempts to attack the demon, but is unable to reach it.
The Demon of Silence interrupts once more, making a flurry of slashing strikes at the party with its massive talons!
Emilia and Erika manage to evade the strike, but the rest of the Regiment is not able to! Avelia, badly beaten from her stay within the demon, braces for the impact... but Bran's barrier intercepts the attack! It shatters in the process, but prevents her from taking any damage. Unfortunately, this leaves Bran open... but Arthur steps in the way, intercepting the strike!! He holds his ground, bashing away the massive blade with his own, saving the mage! The barrier around Ormen likewise keeps him safe, several shards even bursting back at the demon! Russel, Severa, Vince and Yam each are struck, but Severa's Divine Instinct softens the blow -- they take 294, 434, 436, and 361 damage, respectively. The Bounding Broccoli, meanwhile, can only emit a quiet whimper as its slashed to pieces!
Harvester of Life activates, granting the Demon of Silence another +1 Advantage and +10 Power!
"Giada! No!" Russel yells, taking a few steps toward his comrade before being caught by Emilia.
"Keep your wits about you, commander. She knew what she was doing: her sacrifice let us to reclaim the baton, and have the demon poised for defeat."
"I know that, but... ergh! I've talked to her about not doing things like that, how if she wants to avoid what happens in that vision--"
"Focus!" She repeats sternly. "Remember our duty." She grabs an arrow, a magical energy thumping around its head. "If we end this quickly, we can get her proper help."
"Yeah... yeah, sorry, I... you're right," he finally settles, nodding back to her. "Let's finish this!"
Emilia goes all out!! The archer unleashes three arrows simultaneously, aiming for every vital point she can see! Each arrow sings with its own true tone, a chorus of pure sound assaulting the demon! Each finds their mark! She then pulls back her last arrow, ebbing with magical power, waiting...
Russel holds Sunstreaker over his head, catching the holy light still hanging around the party! "This sword carries the power and hope of our army! Their drive, passion, and hope, are the source of its light! And I'll show you how powerful that light can be!"
Russel activates Dawn Strike, a glorious light piercing the illusionary clouds, a heavenly choir heralding his assault! He swings his blade at the monster as the music crescendos, a golden arc carved through the air -- and at that exact same moment, Emilia lets loose her magical arrow, both attacks landing simulatenously with a thundrous force!!
The Demon of Silence shrinks back, bruised and damaged by the assault! It recieves two debuffs, one giving it -10% Power, the other being Cursed by Light, reducing the Power of all non-Light magic it performs by 15!
Emilia is exhausted from the effort... (-2 Adv)
The illusionary clouds are almost entirely gone -- Castle High can be seen above! It looks damaged and bruised, but still stable enough.
"As the dreamers wake... and the demon cries for relief..." Ormen mouthes, quickly writing out his song, inspired by the heroism of the Regiment! "The City of Silence may sleep... and their dream may not fade... but the waking and the walking will journey and fall as long as the stars stay in the heavens..." he looks up, "I've almost got it!"
The Adagio of Peace reaches 90% completion!
Ormen creates a wafting breeze of cool sea air to surround Severa, healing her for 151 HP!
Regiment 1-21 manage to decrease the monster's attack by another 3% and heal Bran for 193 HP!
Avelia pulls herself up, "I... I truly thought I would die in that terrible place. The whispers inside, of seeking an escape from the coming nothing..." she shivers, "terrible. Thank you for freeing and protecting me, all of you." The conductor takes her baton from Arthur, turning to the emerged castle. "This... this is enough."
Avelia casts Nature's Minuet on Castle High itself!! The stones and bricks of the mighty castle begin to vibrate and hum, a deep, powerful bass eminating from its towers and stones!
The Symphony of Binding's Power rises to 100%! It will activate at the end of the next turn!
The conductor looks at those around her, determination and sheer grit burning in her eyes.
"One more round of its onslaught. Keep me and this castle standing for just one more round."
Avelia activates Conductor, targetting Severa and Arthur! They each gain +10 Power for the battle's remainder!
Avelia and Ormen are both fatigued... (-1 Adv)
The Demon of Silence seems to understand what's about to happen, and its eyes turn upon the castle in fury! Taking its mashed-together head and pressing it into its burning, central face, it unleashes a stream of molten hellfire on Castle High!! The Castle's growing music is momentarily masked by the bubbling sound of burning slag, taking 1241 damage!
The Demon of Silence then follows up by stabbing into its own central, fiery head with its massive talons: though it screams out in pain, its blades are now coated in its endless hellfire! The Demon of Silence gains the Blades of Hell buff, increasing its Power by 10 and causing all successful melee attacks to inflict Burning Hell!, a debuff that deals 200 damage at the end of every turn, is treated as Burning! for Bone Fire Combustion's requirement, and can stack with Burning!
The Demon of Silence is slightly fatigued... (-1 Adv)
CASTLE HIGH Lv. 15
HP 7914 / 15000
Adagio of Peace Completion: 90%
Symphony of Binding Power: 100%! Activates at end of Turn 5!
Among the swirling clouds of darkness hanging upon the battlefield, a light manages to break through, piercing the shade and surrounding all around in an ethereal glow!
All allies gain Divine Instinct! It's not nearly as effective as Guidance's full force, but will nonetheless reduce the first instance of damage all allies recieve this turn by 20%!
The Demon of Silence suddenly acts, emitting a raging roar! It seems hungry for blood, and sets its sights on Arthur! Once again, its primary, fiery head begins to collasce, an infernal eye appearing and staring directly down at the swordsman as it readies Bone Fire Combustion! The flames raging around the battlefield seem to rise to a fever pitch, as all at once--!
"Concentrate, and get them all out of here!" Giada yells as she rams into Arthur, knocking him aside! Using her Stalwart Shield, Giada redirects Bone Fire Combustion to hit herself instead!
Bracing as best she can, the hellfire rises into a massive column, the heat alone causing burning pain to those standing by! Even with her armor protecting her and Divine Instinct, Giada takes 863 damage!
Her armor remains standing a moment after the fire and smoke clears -- charred and singed, her mechanical attachments turned to molten iron, seeping through the crevices between metal plates. Then, all at once, the metal gives way, her knees buckle, and the engineer collapses, causing a slight tremor as the heavy metal strikes the ground.
Giada is defeated!
Harvester of Life activates, granting the Demon of Silence another +1 Advantage and +10 Power!
A moment later, Arthur surges into action, brandishing his sword! He takes a powerful stance and cleaves right through the head of the Construct of Landon! The creature offers no resistance nor does it attempt to avoid the attack, recieving 219 damage as its head is removed from its body! It hits the ground with a wet thump and rolls a small distance, the creature seeming to not care.
"Arthur... please... I know you hate me, but please listen..." the thing somehow continues to speak, the voice originating from the air around them.
The swordsman then reaches out, grabbing hold of the baton and yanking it free with all his might -- with a concentrated effort, he manages to succeed, pulling the baton from the hunk of flesh!
"You all were awoken from the City of Silence just like the demon... but you can't do anything. The Awakener will kill you all... but at least the others will die in their sleep... the Demon of Silence is just the silenced voices clawing for the castle's eternity... but it doesn't matter. They'll be silenced forever, just like you..."
A word catches, like the voice of Landon is trying to hold back a sob. "Just go home, alright? Take all of them and go home... forget all of this... just go back to sleep... like you did for me..."
Arthur has reclaimed the Baton of Nature's Minuet! He then prepares to defend Bran with Focused Defender (Magic), and to cover Avelia and Bran both! Having switched the Watcher, he gains +1 Advantage, and boosts Bran's EA by 5!
Arthur is exhausted from the effort... (-1 Adv)
Bran pulls from the shadows around him, forming tendrils of darkness striking through the air -- meanwhile, Vince charges forward! Bran unleashes his swarm of tentacles, which find purchase upon the maw of The Demon of Silence! While they're not able to get down into the stomach, they are enough to hold the path wide open, a path which Vince immediately takes! With a burst of flame, he soars into the fleshy darkness...
...Somehow, the inside of the Demon of Silence is worse than the outside. Paradoxically, Vince feels a hard cold trying to bite into him, just warded off by his Thermal Armor. The inside is strangely spacious, a hallway of flesh and sinew laid out before him. At the end of the hallway, trying her best to fight off swarms of grasping fingers, he sees the burning-yet-shivering form of Avelia and moves without delay! Quickly reaching her, he takes tight hold, before tossing his whip onto one of the demon's outer teeth. Giving a small running start, he burns 300 HP to fire off a powerful Sharpnel Blast, turning one of the nearby pieces of bone to splinters as he and Avelia ride the shockwave! The sharpnel tears apart the hands, defying the creature's invincibility, as the pair head for the exit...!
And emerge, none the worse for wear! The Demon whispers in hatred, "SSHHEEE AAAlllmmoossttt kknneewww..."
Upon landing, Vince uses Breath of Fire, and the flames still plaguing the conductor's body are swallowed up, leaving her free of affliction! Avelia has been cured of her Burning!, and Vince regains 100 HP!
Bran acts as well, swinging his staff to generate a defensive barrier to protect he and Avelia! He creates a shimmering barrier with 340 HP, which will absorb the first attack that hits either of the two!
TRAINING MISSION COMPLETE! Bran has gained experience blocking and weakening enemy attacks, especially with magical barriers, allowing him to gain a new Technique! Bran gains Aegis of Magic, a powerful Technique that allows him to construct a shimmering barrier to protect any target, and will never fail to do so! When the barrier is destroyed or dissipated, it grants the target Arcane Armor, reducing all damage they recieve for the remainder of the turn by 25%! It's a great way to protect an important ally, even against a hailstorm of attacks!
Vince and Bran are both exhausted by their efforts... (-1 Advantage)
Yam calls upon the powers of life and death, attempting to change the demon's Harvester of Life Ability!
Immediately upon doing so, every visible head turns to her, dozens of eyes boring back upon her! They whisper, in harsh tongues, "yyyooouuu'llll beeee ssIIILLLEEEENNCCEEDD SSOOoooonnn, hharrvestterrr..."
The attempt fails, her magical prowess not enough to contend with the primordial demon's power!
Erika rushes the monster, riding up and down a scale in rocking fashion! The assault weakens the demon, reducing its power by 4%.
Saul attempts to attack the demon, but is unable to reach it.
The Demon of Silence interrupts once more, making a flurry of slashing strikes at the party with its massive talons!
Emilia and Erika manage to evade the strike, but the rest of the Regiment is not able to! Avelia, badly beaten from her stay within the demon, braces for the impact... but Bran's barrier intercepts the attack! It shatters in the process, but prevents her from taking any damage. Unfortunately, this leaves Bran open... but Arthur steps in the way, intercepting the strike!! He holds his ground, bashing away the massive blade with his own, saving the mage! The barrier around Ormen likewise keeps him safe, several shards even bursting back at the demon! Russel, Severa, Vince and Yam each are struck, but Severa's Divine Instinct softens the blow -- they take 294, 434, 436, and 361 damage, respectively. The Bounding Broccoli, meanwhile, can only emit a quiet whimper as its slashed to pieces!
Harvester of Life activates, granting the Demon of Silence another +1 Advantage and +10 Power!
"Giada! No!" Russel yells, taking a few steps toward his comrade before being caught by Emilia.
"Keep your wits about you, commander. She knew what she was doing: her sacrifice let us to reclaim the baton, and have the demon poised for defeat."
"I know that, but... ergh! I've talked to her about not doing things like that, how if she wants to avoid what happens in that vision--"
"Focus!" She repeats sternly. "Remember our duty." She grabs an arrow, a magical energy thumping around its head. "If we end this quickly, we can get her proper help."
"Yeah... yeah, sorry, I... you're right," he finally settles, nodding back to her. "Let's finish this!"
Emilia goes all out!! The archer unleashes three arrows simultaneously, aiming for every vital point she can see! Each arrow sings with its own true tone, a chorus of pure sound assaulting the demon! Each finds their mark! She then pulls back her last arrow, ebbing with magical power, waiting...
Russel holds Sunstreaker over his head, catching the holy light still hanging around the party! "This sword carries the power and hope of our army! Their drive, passion, and hope, are the source of its light! And I'll show you how powerful that light can be!"
Russel activates Dawn Strike, a glorious light piercing the illusionary clouds, a heavenly choir heralding his assault! He swings his blade at the monster as the music crescendos, a golden arc carved through the air -- and at that exact same moment, Emilia lets loose her magical arrow, both attacks landing simulatenously with a thundrous force!!
The Demon of Silence shrinks back, bruised and damaged by the assault! It recieves two debuffs, one giving it -10% Power, the other being Cursed by Light, reducing the Power of all non-Light magic it performs by 15!
Emilia is exhausted from the effort... (-2 Adv)
The illusionary clouds are almost entirely gone -- Castle High can be seen above! It looks damaged and bruised, but still stable enough.
"As the dreamers wake... and the demon cries for relief..." Ormen mouthes, quickly writing out his song, inspired by the heroism of the Regiment! "The City of Silence may sleep... and their dream may not fade... but the waking and the walking will journey and fall as long as the stars stay in the heavens..." he looks up, "I've almost got it!"
The Adagio of Peace reaches 90% completion!
Ormen creates a wafting breeze of cool sea air to surround Severa, healing her for 151 HP!
Regiment 1-21 manage to decrease the monster's attack by another 3% and heal Bran for 193 HP!
Avelia pulls herself up, "I... I truly thought I would die in that terrible place. The whispers inside, of seeking an escape from the coming nothing..." she shivers, "terrible. Thank you for freeing and protecting me, all of you." The conductor takes her baton from Arthur, turning to the emerged castle. "This... this is enough."
Avelia casts Nature's Minuet on Castle High itself!! The stones and bricks of the mighty castle begin to vibrate and hum, a deep, powerful bass eminating from its towers and stones!
The Symphony of Binding's Power rises to 100%! It will activate at the end of the next turn!
The conductor looks at those around her, determination and sheer grit burning in her eyes.
"One more round of its onslaught. Keep me and this castle standing for just one more round."
Avelia activates Conductor, targetting Severa and Arthur! They each gain +10 Power for the battle's remainder!
Avelia and Ormen are both fatigued... (-1 Adv)
The Demon of Silence seems to understand what's about to happen, and its eyes turn upon the castle in fury! Taking its mashed-together head and pressing it into its burning, central face, it unleashes a stream of molten hellfire on Castle High!! The Castle's growing music is momentarily masked by the bubbling sound of burning slag, taking 1241 damage!
The Demon of Silence then follows up by stabbing into its own central, fiery head with its massive talons: though it screams out in pain, its blades are now coated in its endless hellfire! The Demon of Silence gains the Blades of Hell buff, increasing its Power by 10 and causing all successful melee attacks to inflict Burning Hell!, a debuff that deals 200 damage at the end of every turn, is treated as Burning! for Bone Fire Combustion's requirement, and can stack with Burning!
The Demon of Silence is slightly fatigued... (-1 Adv)
- Castle High Forces:
ALLIES
Giada - HP 0 / 1600
Adv: +0
Personal Adv: +4 (Strength)
Power: 55+ (60)
Defeated: Cannot act. Revive next turn with a Scar and 25% HP.- Character Information:
Equipment Effects
T-23 Barricade Armor: Up to two allies may stand behind you. Increase their defense to all damage by +1 and re-direct the first attack that would hit each of them to you instead.
Quick-Construction Chassis: +10 Power and +1 EA to constructing barriers or other constructs.
Abilities
Stalwart Shield: Once per turn, re-direct an enemy attack aimed at a single ally to target you instead.
Adaptive Defenses: At the end of every turn, choose one of melee, ranged, or magic. Increase your defense when defending from that source by +1 for this battle. You may expend 1 Advantage to repeat this effect as many times as you wish.
Techniques
Drop the Barricade!: Gain Power * 5 Temporary HP this turn. Damage is dealt to Temporary HP first, and all Temporary HP is lost at end of turn. You may not use this Technique two turns in a row.
Anti-Air Missiles: An artillery attack against an airborne enemy. Deals an additional +15 Power and gets +1 EA.
Defenses and Resistances
All Defenses: +1
All Damage Resistance: +20%
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma +0 Agility -2 Faith -1 Insight +2 - Inventory:
- Weapon - Arm-Mounted Repeater - A rotating flurry of metallic firepower: uses Strength instead of Agility, +1 Agility, +1 Insight, ignore up to 15% of target's damage resistance. Power: 55
Specialty Armor - Quick-Construction Chassis - A number of metallic attachments that can spring out to create barriers or repairs: +10 power and +1 EA to constructing barriers or other constructs.
Armor - T-23 Barricade Armor - A massive, high-tech suit of power armor. Excels in defense and strength, but greatly limits agility and magical abilities: +3 Strength, -3 Agility, -1 Faith, -1 Spirit, +350 HP +1 to all defenses, +20% resistance to all damage.
Permanent Stats - +1 Strength, +1 Insight
Item - Fragmentation Grenade - A powerful, handheld explosive. Consume to deal a 60 Power Fire-Based attack.
Emilia Sauer - HP 1300 / 1300
Adv: +0
Personal Adv: +2 (Agility)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.- Character Information:
Equipment Effects
Charm of the Wilds: Increased effectiveness recruiting and commanding wildlife.
Camo Cloak: Cannot be targeted by enemies you have not attacked.
Ability
Double Shot: The second attack made with a Bow-type weapon each turn does not consume Advantage.
Fighting For Others: Whenever you support an ally, gain +5 Power to your next attack. This effect may stack indefinitely.
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.
Medicine Arrow: Heal target ally at any range. Gain +5 Power when doing so and remove any minor status effects.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +0 Spirit +0 Charisma +1 Agility +2 Faith +0 Insight +1 - Inventory:
- Weapon - Reinforced Heirloom Bow - A bow left behind by Emilia's mother, reinforced with iron +2 Agility, +1 Insight. Power: 45.
Armor - Camo Cloak - A cloak with leaves, branches, and magic sewn in to make it difficult to spot: +100 Max HP, cannot be targetted by enemies you have not attacked.
Specialty Armor - Charm of the Wilds - A cute pin surging with primal power: +1 Charisma, increased effectiveness recruiting and commanding wildlife.
Avelia - HP 255 / 1250
Adv: +0
Personal Adv: +3 (Charisma)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.- Character Information:
Equipment Effects
None
Abilities
Conductor: Use an action to increase two allies' Power by +10 for the battle's remainder.
Techniques
None
Defenses and Resistances
Physical Defense: +1
Fire Resistance: +15%
StatsPhysical Magical Support Strength +0 Spirit +2 Charisma +3 Agility +0 Faith +0 Insight +1 - Inventory:
- Weapon - Baton of Nature's Minuet - A legendary baton that can call forth music from anything: grants the "Nature's Minuet" Skill, +3 Charisma, +2 Spirit, +1 Insight. Power: 50.
Specialty Armor - None
Armor - Orchestral Regalia - The traditional outfit of Nightdeaf's orchestra, adapted for battle: +50 HP, +1 physical defense, +15% fire resistance.
Ormen - HP 900 / 1250
Adv: +0
Personal Adv: +2 (Charisma)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Arcane Crystal Barrier: 18 / 530 HP. Deals damage to attacker if destroyed by a melee attack.
Burning!: Take 100 damage at the end of every turn.- Character Information:
Equipment Effects
None
Abilities
Child of the Sea: +25% resistance to Water and Wind elements, and +2 EA to all Water and Wind based magic.
Techniques
Compose: Create a segment of the Adagio of Peace. Can only be used when sufficiently inspired.
Pulse of Wind: Must have Charged Magic Circuits. Restore the health of a target with +25 Power. If healed for more than the target's missing HP, transfer excess healing to another target.
Defenses and Resistances
Physical Defense: +1
Fire Resistance: +15%
Water Resistance: +25%
Wind Resistance: +25%
StatsPhysical Magical Support Strength +0 Spirit +1 Charisma +2 Agility +0 Faith +0 Insight +0 - Inventory:
- Weapon - Flute of Ocean's Breeze - An heirloom of the Calinn family, it carries memories of quiet days on the sea: grants the "Pulse of Wind" Skill, +2 Charisma, +1 Spirit. Power: 50.
Specialty Armor - None
Armor - Orchestral Regalia - The traditional outfit of Nightdeaf's orchestra, adapted for battle: +50 HP, +1 physical defense, +15% fire resistance.
- Character Information:
Equipment Effects
None
Abilities
None
Techniques
Healing Flowers: Restore 15% of target ally's health.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +0 Spirit +0 Charisma +1 Agility +0 Faith +0 Insight +0
Russel - HP 756 / 1400
Adv: +3
Personal Adv: +3 (Strength)
Power: 60
Morale: 140%
Regiment 1-21: At the end of your turn, Regiment 1-21 performs a support, defense, and offense action.
Burning!: Recieve 100 damage at the end of each turn.- Character Information:
Equipment Effects
Sunstreaker: Gain 10% Morale whenever you attack an enemy.
Abilities
Commander: If Morale is above 125%, all allies gain +5 Power. If Morale is above 150%, all allies gain +1 EA. If Morale is above 200%, all allies gain +10 Power and +2 EA. Reset Morale to 150% at end of turn if at or above 200%.
Flow of Battle: Whenever an ally damages an enemy, gain +5% Morale.
Techniques
Dusk Slash: Attack up to three enemies without reducing your Power with a Light element attack. May only be used if above 125% Morale.
Dawn Strike: Attack an enemy with Power * 2 Light element damage. Can only be used if above 150% Morale. Reduce Morale by 10%.
Defenses and Resistances
All Damage Resistance: +10%
Light Resistance: +25%
Dark Resistance: +25%
StatsPhysical Magical Support Strength +3 Spirit +1 Charisma +2 Agility +0 Faith +0 Insight +1
HEROES
Arthur (Impromptu) - HP 949 / 1325
Adv: +2
Personal Adv: +4 (Strength)
Power: 55+ (70)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Focused Defender (Melee) [Arthur]: Intercept all melee attacks aimed at [Arthur]. Recieve +25% damage resistance to intercepted attacks.
Burning!: Take 100 damage at the end of every turn.
Conductor: +10 Power- 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.
Talisman of the Fox Robber: If you have more Advantage than the first enemy you attack this turn, gain an additional Advantage.
Abilities
Self-Sufficient: Actions that target a character no other player is targetting have double Advantage.
Warrior and Watcher (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! (700/1000)
Assist an ally in a successful action 4 times! (3/4)
Bran (GM_3826) - HP 609 / 1200
Adv: -1
Personal Adv: +1 (Insight)
Power: 70+ (75)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Prayer of Deliverance: +30% Resistance to Faith-based attacks.- 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.
Aegis of Magic: Create a barrier around target without fail. When this barrier is destroyed, grant the target Arcane Armor for the remainder of the turn, reducing all damage recieved by 25%.
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
- Training Missions:
- Perform 6 actions of different types! (5/6) (Types: [s]Attack (1 Target)[/s], [s]Attack (AoE)[/s], [s]Defend[/s], Siege, Heal, [s]Buff[/s], Debuff, [s]Interrupt[/s], Examine)
Erika(Jan) - HP 443 / 1275
Adv: +3
Tempo: 3/5
Personal Adv: +3 (Charisma)
Power: 55+ (60)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Burning!: Take 100 damage at the end of every turn.- 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! (1/5)
Saul (meta) - HP 614 / 1300
Adv: +2
Personal Adv: +1 (Faith)
Power: 50+ (55)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Burning!: Take 100 damage at the end of every turn.- 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! (1/3)
Severa (LadyRena) - HP 187 / 1500
Adv: 1
Personal Adv: +2 (Faith)
Power: 50+ (65)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.
Burning!: Take 100 damage at the end of every turn.
Charged Magic Circuits: Increased power for next magical action.
Cover: +1 Defense in general and +40% damage resistance to ranged attacks.
Conductor: +10 Power- Character Information:
Equipment Effects
Twin Streaks: +5 Power to Faith-based magic, +5 power for every 2 Adv.
Heavens Above: Gain Charged Magic Circuits every 2nd turn. All resisted damage is absorbed as HP instead. Unequip if less than 2 Faith, Unconscious, Defeated, or Sleeping.
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
Magical Resistance: +30%
StatsPhysical Magical Support Strength +2 Spirit +0 Charisma +0 Agility +1 Faith +2 Insight +1 - 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 - Heavens Above - 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: +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.
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, 2/2)
Vince (Atmos) - HP 664 / 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
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.
Breath of Flame: Remove the Burning! status from a target to heal 100 HP. If targetting an enemy, this does not cost an action.
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: Whenever you perform 3 or more attacks in the same turn, reduce your Advantage consumed by 1.
Defenses and Resistances
Physical Defense: +1
Cold Resistance: +75%
StatsPhysical Magical Support Strength +0 Spirit +2 Charisma +1 Agility +0 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 - +1 Agility, +1 Spirit, +1 Charisma
- Training Missions:
- Peform 4 attacks in 2 turns! (0/4)
Yam (Sharks) - HP 662 / 1400
Adv: +0
Personal Adv: +2 (Spirit)
Power: 60+ (65)
Will of the Heroes: Increased resistance to mental attacks and illusions, +5 Power.- 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.
Terra Tranquila Overcoat: Unaffected by elemental status effects.
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
Fire, Water, Earth, Wind Resistance: +35%
StatsPhysical Magical Support Strength +2 Spirit +4 Charisma +0 Agility +3 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 - Terra Tranquila Overcoat - 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: +2 Spirit, +1 Agility, +200 HP, +35% resistance to Earth, Fire, Water, and Wind elements, unaffected by elemental status effects.
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! (2/3)
Block or heal 1200 ally damage! (0/1200)
Attack an enemy on the same turn they are defeated 3 times! (0/3)
CASTLE HIGH Lv. 15
HP 7914 / 15000
VS
----- / ----- HP
Lv. 16 THE DEMON OF SILENCE
Lv. 16 THE DEMON OF SILENCE
Adagio of Peace Completion: 90%
Symphony of Binding Power: 100%! Activates at end of Turn 5!
- The Demon of Silence Forces:
The Demon of Silence - CASTLE - HP ----- / -----
Adv: +2
Personal Adv: +4 (Spirit)
Power: (90 + 40) * 0.84
Weakened Body (1): -1 Strength
Weakened Body (2): -1 Spirit
Weakened Soul (1): -4% Power
Weakened Soul (2): -5% Power
Weakened Soul (3): -3% Power
Weakened Soul (4): -4% Power
Curse of Light: -15 Power for non-Light magic
Harvester of Life: +40 Power- Character Information:
Equipment Effects
Talons of Hate: Whenever an enemy attacks you, inflict them with Burning!
Abilities
Being of Grandeur (85%): You make take three actions per turn without expending any additional Advantage. You make take one of these actions during the enemy turn. +20 Power.
Beyond Mortality: Cannot take HP damage. Cannot be defeated. Sufficient damage inflicts debuffs of growing severity. This Ability cannot be ignored or removed by any means.
Curse of Silence: At the end of every turn, remove one status effect.
Harvester of Life: Whenever an enemy is defeated, gain +1 Advantage and increase Power of weapon by +10.
Techniques
Grand Illusion: Create an illusion undifferentiable from reality. Illusions are maintained across turns but lose cohesion with more statuses.
Bone Fire Combustion: Deal Power * 2 Fire damage to target enemy that is already Burning!
Silence Soul: Once per turn, target enemy is Silenced, unable to utilize any magic or make any sound for two turns. This does not cost an action.
Defenses and Resistances
All damage: Immune
StatsPhysical Magical Support Strength +4 Spirit +4 Charisma -2 Agility +3 Faith +1 Insight +4 - Inventory:
- Weapon - Talons of Hate - Massive claws of hellfire and serrated metal: Whenever an enemy attacks you, inflict them with Burning! Power: 90.
Specialty Armor - Demon of Silence's Heart - The only weakness of the Demon of Silence: increased vulnerability to music-based attacks and effects.
Armor - None
Construct of Landon - ELITE - HP 981 / 1200
Adv: +1
Personal Adv: +1 (Spirit)
Power: 50
Song of Sorrow: Reduce your allowed actions per turn by 1 (min 1). At the beginning of every turn, take the equivlent of a 50 Power attack. Cannot be removed by Soul of Silence.- Character Information:
Abilities
Pitiful Soul: Reduce all incoming damage by 25%.
Equipment Effects
None
Techniques
Nature's Minuet: Cause an inanimate object to produce melodious song. The instrument it replicates depends upon the object and its history.
Defenses and Resistances
All Damage Resistance: +25%
StatsPhysical Magical Support Strength +0 Spirit +2 Charisma +3 Agility +0 Faith +0 Insight +1 - Inventory:
- Weapon - None
Specialty Armor - None
Armor - None
TURN 5 - FIGHT!
Next Action Deadline: 1/31/19
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 6: vs Demon of Silence Lv 16
Sun Jan 26, 2020 5:30 pm
- Ngh...:
Whatever had overcome Arthur earlier was quickly shattered after Giada slammed into his side (and thank goodness she didn't knock all the wind out of him, else Bran would very well have been finished)- but still, still, even after the dust cleared and the clouds parted, and he found most of their forces still standing, Avelia standing strong among them... that painful throbbing in his chest just wouldn't settle.- a blank that wouldnt surface:
what
what
w
w
w
w
w
w
w- dont look at t:
t he h e a d
th e h e a d
h
d
d
d
d
hh
h- you have to move on:
hh e a d s- it was your fault:
what the hell did you just do- i:
I'm so sorry
With a grunt, the swordsman rolled his shoulders back- taking all these talons on was starting to get into his bones. Not to mention the fire still eating at his feet, the deep gash in his shoulder, the deep sting of heat all over the side of his body nearest to the flames earlier... but he could endure it. Just a little more.
The moment had passed too quickly for him to think on it, then: Giada had knocked him away from the demon's line of sight at the last second, a pillar of heat consuming her in his stead, even melting pieces of her armor underneath... and he didn't know who she was talking to- but he felt the urgency of it, for sure. Now he was here again...
Was their song starting to swell to its climax? He didn't know... and frankly, he didn't have enough of an ear for music to put much stock into it- the fight would be over when the fight would be over; so, he faced the demon again. Taking a knee at Giada's side, he withdrew two articles from the back of his belt: an oxygen mask (kept in a small leather pouch and connected to a protected canister kept at his hip), and, of course, a fresh, well-insulated bottle of liquor. The latter was for him- taking a quick and deep swig out of it before he stashed it back in his belt. He'd worked with molten metal accidents before- and they usually weren't too bad- but he'd have to get as much of it off of her as quickly as possible... didn't have enough water on him to draw away the heat, unfortunately (and forget about him pouring his drink onto her skin, tch).
Even as his mind was moving quickly, the words flowed unimpeded.
"Sleep..." he growled, heat stinging through his gloves as he peeled away an armored plate. "You don't understand a damn thing, do you... You think I've been able to sleep?"
After alleviating all the extra weight and heat from Giada that he could within half a minute's time, the swordsman slipped his mask over her face and secured it. What was it with these Commanders and recklessly throwing themselves into obvious, immediately life-threatening danger? Shouldn't they be ordering the soldiers to do that for them, lest they lose their leaders? He hadn't the slightest clue how any of these idiot kids (sans Corbin and, maybe Zaffre) managed an army for this long...
"Even with respect to this absurd metaphor... how could I ever sleep-- how could I ever forget, when everywhere I go I feel the emptiness the man whose face you're wearing left with me?"
This heat was oppressive... breathing deep himself, he leaned over Giada's collapsed form, arms fully outstretched, heel of his right hand pressed to her sternum, left hand clasped over it- and began delivering rhythmic compressions. That much heat would knock out anyone in an instant; but whether it was a heat stroke she'd been plunged into or not, he wasn't just trying to keep her heart going: with each press, he willed energy through his hands and into her heart chakra. Small pulses, each time, just the flickerings at the end of his dim firelight.
Why? What did it matter to him if some buffoon went and saved his life at the cost of their own? Silver Lion or not, he was doomed anyway: if not for his head to remain trapped in the forest where everything ended for the rest of his life, then to face the punishment that awaited him at the end of this desperate chase for the light all those strange people decided to believe in...
"I have no idea what the hell you've been rambling on about," he wheezed, looking vaguely upwards, "-but don't you dare wear Landon's face and expect that would help convince me to roll over in any capacity."
...but he continued on. On, and on, and on, willed his life through his hands and into those of another. Without seeking reward, without seeking validation... no-- he just, had to. It was all he had left. There was no pride in him as he made this vain attempt to stabilize the stranger who kept watching over him while he whiled away sleepless nights in the forge... There was no relief, as he continued speaking defiantly to the voice that stole half of his heart forever, yet-- remained with him forever, just the same.
"No..."
...his arms were getting sore... but his dim flame only burned through them with greater intensity in the face of it-- like molten iron, sunlight, the foolish hope of redemption.
"...now, more than ever, I refuse to yield."
"...you were a coward, Landon, running away from me like that. But you didn't believe in a man who would lay down and die for your sake..."
>Arthur: Stabilize Giada by removing as much of the hot metal from her person as possible, steadying her breathing, and conveying qi through chest compressions to bolster her life force. Once support for her arrives, prepare to use Focused Defender (Melee) as Warrior on Bran, preparing to take a hit with his sword and counterattack with the Dagger of the Broken Kiss again..!
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 6: vs Demon of Silence Lv 16
Tue Jan 28, 2020 5:53 pm
As Avelia recovered from the Demon of Silence's stomach and announced that the song was almost ready, Bran immediately got to work on protecting her. If this battle was almost over, than her survival was their top priority, the scholar's aching body be damned. The last thing on his mind was Ormen's song. His thoughts were haphazard, and he wasn't taking as much focus to analyze the situation as he was earlier, but based on what he was hearing, perhaps it was best if it were completed.
Bran: Use Aegis of Magic on Avelia.
Bran: Use Aegis of Magic on Avelia.
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