Battle 6: vs Demon of Silence Lv 16
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Sharks
Claris
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Battle 6: vs Demon of Silence Lv 16
Thu Dec 12, 2019 12:37 pm
First topic message reminder :
CASTLE HIGH Lv. 15
HP ????? / 15000
Adagio of Peace Completion: 0%
Symphony of Binding Power: 15%
- 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
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 6: vs Demon of Silence Lv 16
Fri Jan 31, 2020 10:22 am
Severa: Heal myself and Erika with two separate healing spells. Just in case.
Re: Battle 6: vs Demon of Silence Lv 16
Sun Feb 02, 2020 2:09 pm
Bran raises his hands and activates Aegis of Magic, a shimmering shield extending around Avelia and protecting her! The shield has 390 HP and will provide additional defense after being shattered.
Severa raises her staff and emits rings of healing, flowing over herself and Erika! Severa gains 383 HP, while Erika gains 315 HP!
Arthur and Vince work together to stabilize Giada. Vince begins by removing the Burning debuff from Arthur, healing him for 100 HP. He then draws heat away from her body as Arthur steadies her breathing and restores some of her life force! Together, the two succeed, and can even see Giada's eyes begin to slowly flicker open, vaguely registering the two men.
Giada has been stabilized! She will return to combat at the end of the turn with 40% of her HP and will not suffer a Scar.
The Demon of Silence ripples and roars, its boney talons scarring the sky with streaks of ravenous hellfire! The monster crashes its blades into the earth, massive chunks of bone, stone, and flame exploding out at all allies!
The fire and brimstone burst through the ranks of all allies! Emilia, Ormen, Erika, Severa, and Yam are all assaulted by a cacophony of stone and blade, taking 494 damage each!! They also each are inflicted with the Burning Hell debuff, which will deal 200 damage at the end of the turn! Avelia is protected by the Aegis of Magic, which immediately shatters! The fragments of gold and light settle around her, granting her Arcane Armor, reducing damage taken by 25%! Russel, Saul and Vince each withstand the flurry of stone and bone, while Arthur attempts to defend not only himself, but Bran using Focused Defender! In order to intercept a jagged fragment of rock aimed for the scholar's throat, Arthur is forced to take the strike himself, receiving 321 damage and being inflicted with Burning Hell!
Arthur proceeds to counter-attack, spinning around his dagger and diving straight for the demon! Switching to Warrior, with all his effects combined, Arthur climbs to 200 Power!! Covered in flame, hellfire and viscera, the blacksmith charges the monster, a purpose in his eyes, as the music around him once again swells to a fever pitch! The Dagger of the Broken Kiss pierces the Demon of Silence, in defiance of its invincibility, drawing a fountain of black blood! The demon's many heads seem unable to accept the sight, staring down in disbelief, as its fiery, central head dissipates in a sonorous puff!
The Demon of Silence is inflicted with Mortality Clarified!! This remarkably powerful debuff removes its ability to cast Bonefire Combustion entirely, reduces all stats by 1, and removes all Power gained from Harvester of Life, a 40 Power reduction! The Demon of Silence's overflowing rage and force have given way to fear and horror!
TRAINING MISSION COMPLETE! Arthur has become a master at taking a blow and striking back at the attacker, giving him a new Technique, Counter Swing! He may spend an action to prepare to counter the attack of a specific enemy, and may specify a particular attack if he chooses. The next time that enemy attacks, he will not only intercept the strike and attempt a counter-attack, but will redirect half of the intercepted attack's potential damage back! Not only does this boost the damage, but guarantees a portion of damage to be dealt!
Saul, Yam and Erika each attack the demon producing a -6% Power reduction.
Russel takes a defensive stance in front of Avelia! "Just a little more!"
Regiment 1-21 reduces the demon's power by an additional 4% and heals Severa for 184 HP!
The Demon of Silence rallies itself, firing a blast of flame at Yam! She is unable to repel the attack... but only takes 190 damage!
"And with the monster's blood drawn, we see a new dawn, and the City of Silence is freed!" Ormen shouts, finishing his work! Not wasting a moment, he grabs his flute and joins the rising song, adding his melody into the greater sound!
The Adagio of Peace is complete!
Emilia fires an arrow of healing at Severa, restoring 201 HP!
Avelia holds her baton steady...!
The Demon of Silence is going all out, trying to do something, anything! It throws one of its talons at Avelia, but Russel intercepts the attack! He takes 112 damage from the strike, but remains resolute! Enraged, the monster swings its blade around at Bran, but is stopped by Arthur, all while the music grows...!
"SSTTTOOPPPP...!" the demon begs with fifty different voices, as its fruitless attacks find no hold!
"I know not what force freed you upon this world," Avelia speaks to the demon, her body battered and bloodied, but her voice containing every last ounce of her strength. "But I shall see that you are returned to where you belong!"
The conductor swings her baton, as the music emanating from every weapon, wound and stone nearby rises, as if the earth itself is singing! "The music surrounding us is not some simple seal, but a story made song! Brought by these heroes and the castle they stand with!" She swings her baton back at Castle High itself, a massive, deep organ chord bringing harmony to the orchestra.
"I know what it's like to be afraid!" Ormen calls up, his voice nearly lost among the notes. "But it's alright! I understand my dream now: these are the people who will wake us all up and see us through the night! I've seen it now, I know they can!"
Around the Demon of Silence, the earth begins to shake and shudder, as massive cracks create a circle around it! From every stone and weapon, a golden chain emerges, binding itself to every part of the monster, from its flaming talons to its shrieking heads!
The tempo picks up, as the golden chains go taut, dragging the demon down, down, down! It slashes out with its talons and spits fire, but is far too weak to fight back! The earth beneath the demon gives way, a marble circular hole forming around its sinking form! With a final, whispered, "please...", the Demon of Silence is pulled entirely beneath the ground.
"Now, everyone! Finale!" Avelia yells.
With a triumphant swell, the music holds upon its final note as the stone vault begins to vibrate shut, a massive marble barrier covering the chasm! The illusionary mist and unending soot and embers raining from the sky begin to weaken and diminish, as the burning patches of earth and ruin nearby begin to flicker out. As the stone vault door closes with a bone-shaking thud, a series of notes and chords etches itself into the marble -- the notes of the Adagio of Peace, holding the seal tight. As the last bouncing notes of the song emanate, color and life begin to reappear in the world around the army.
...And then, the music is finally allowed to fade. For a moment, every soul waits and listens...
The flutter of birds. The calling of crickets and bugs. The sound of wind through the grass. Quiet, but no silence.
As the army and members of Nightdeaf's orchestra relax, Avelia drops to her knees, vomiting up soot and bile. A "thank god..." passes between her lips before she lowers herself onto her side.
Not wasting a moment, Russel begins to look around, "Support Regiments! We need help, fast! Lots of injured!" He runs over to Giada, looking at Vince for a moment before turning down toward her. "Giada, are you--"
The engineer coughs, trying for a moment to pull herself up, then letting herself fall onto her back. "I'm uncomfortable, want a nap, probably burned half my skin, have ash in every crevice of my body, and I'm worried I might not have hair anymore--" she coughed again, "--ow. But, I'll live. How you doin' big guy?"
Russel couldn't help but laugh at her inappropriate casualness, "I'll live too. C'mon, let me help you up."
A weary cheer begins to rise among the ranks of Castle High, as their greatest foe yet is returned to its earthly prison!
Note: Stats have not been updated.
Severa raises her staff and emits rings of healing, flowing over herself and Erika! Severa gains 383 HP, while Erika gains 315 HP!
Arthur and Vince work together to stabilize Giada. Vince begins by removing the Burning debuff from Arthur, healing him for 100 HP. He then draws heat away from her body as Arthur steadies her breathing and restores some of her life force! Together, the two succeed, and can even see Giada's eyes begin to slowly flicker open, vaguely registering the two men.
Giada has been stabilized! She will return to combat at the end of the turn with 40% of her HP and will not suffer a Scar.
The Demon of Silence ripples and roars, its boney talons scarring the sky with streaks of ravenous hellfire! The monster crashes its blades into the earth, massive chunks of bone, stone, and flame exploding out at all allies!
The fire and brimstone burst through the ranks of all allies! Emilia, Ormen, Erika, Severa, and Yam are all assaulted by a cacophony of stone and blade, taking 494 damage each!! They also each are inflicted with the Burning Hell debuff, which will deal 200 damage at the end of the turn! Avelia is protected by the Aegis of Magic, which immediately shatters! The fragments of gold and light settle around her, granting her Arcane Armor, reducing damage taken by 25%! Russel, Saul and Vince each withstand the flurry of stone and bone, while Arthur attempts to defend not only himself, but Bran using Focused Defender! In order to intercept a jagged fragment of rock aimed for the scholar's throat, Arthur is forced to take the strike himself, receiving 321 damage and being inflicted with Burning Hell!
Arthur proceeds to counter-attack, spinning around his dagger and diving straight for the demon! Switching to Warrior, with all his effects combined, Arthur climbs to 200 Power!! Covered in flame, hellfire and viscera, the blacksmith charges the monster, a purpose in his eyes, as the music around him once again swells to a fever pitch! The Dagger of the Broken Kiss pierces the Demon of Silence, in defiance of its invincibility, drawing a fountain of black blood! The demon's many heads seem unable to accept the sight, staring down in disbelief, as its fiery, central head dissipates in a sonorous puff!
The Demon of Silence is inflicted with Mortality Clarified!! This remarkably powerful debuff removes its ability to cast Bonefire Combustion entirely, reduces all stats by 1, and removes all Power gained from Harvester of Life, a 40 Power reduction! The Demon of Silence's overflowing rage and force have given way to fear and horror!
TRAINING MISSION COMPLETE! Arthur has become a master at taking a blow and striking back at the attacker, giving him a new Technique, Counter Swing! He may spend an action to prepare to counter the attack of a specific enemy, and may specify a particular attack if he chooses. The next time that enemy attacks, he will not only intercept the strike and attempt a counter-attack, but will redirect half of the intercepted attack's potential damage back! Not only does this boost the damage, but guarantees a portion of damage to be dealt!
Saul, Yam and Erika each attack the demon producing a -6% Power reduction.
Russel takes a defensive stance in front of Avelia! "Just a little more!"
Regiment 1-21 reduces the demon's power by an additional 4% and heals Severa for 184 HP!
The Demon of Silence rallies itself, firing a blast of flame at Yam! She is unable to repel the attack... but only takes 190 damage!
"And with the monster's blood drawn, we see a new dawn, and the City of Silence is freed!" Ormen shouts, finishing his work! Not wasting a moment, he grabs his flute and joins the rising song, adding his melody into the greater sound!
The Adagio of Peace is complete!
Emilia fires an arrow of healing at Severa, restoring 201 HP!
Avelia holds her baton steady...!
The Demon of Silence is going all out, trying to do something, anything! It throws one of its talons at Avelia, but Russel intercepts the attack! He takes 112 damage from the strike, but remains resolute! Enraged, the monster swings its blade around at Bran, but is stopped by Arthur, all while the music grows...!
"SSTTTOOPPPP...!" the demon begs with fifty different voices, as its fruitless attacks find no hold!
"I know not what force freed you upon this world," Avelia speaks to the demon, her body battered and bloodied, but her voice containing every last ounce of her strength. "But I shall see that you are returned to where you belong!"
The conductor swings her baton, as the music emanating from every weapon, wound and stone nearby rises, as if the earth itself is singing! "The music surrounding us is not some simple seal, but a story made song! Brought by these heroes and the castle they stand with!" She swings her baton back at Castle High itself, a massive, deep organ chord bringing harmony to the orchestra.
"I know what it's like to be afraid!" Ormen calls up, his voice nearly lost among the notes. "But it's alright! I understand my dream now: these are the people who will wake us all up and see us through the night! I've seen it now, I know they can!"
Around the Demon of Silence, the earth begins to shake and shudder, as massive cracks create a circle around it! From every stone and weapon, a golden chain emerges, binding itself to every part of the monster, from its flaming talons to its shrieking heads!
The tempo picks up, as the golden chains go taut, dragging the demon down, down, down! It slashes out with its talons and spits fire, but is far too weak to fight back! The earth beneath the demon gives way, a marble circular hole forming around its sinking form! With a final, whispered, "please...", the Demon of Silence is pulled entirely beneath the ground.
"Now, everyone! Finale!" Avelia yells.
With a triumphant swell, the music holds upon its final note as the stone vault begins to vibrate shut, a massive marble barrier covering the chasm! The illusionary mist and unending soot and embers raining from the sky begin to weaken and diminish, as the burning patches of earth and ruin nearby begin to flicker out. As the stone vault door closes with a bone-shaking thud, a series of notes and chords etches itself into the marble -- the notes of the Adagio of Peace, holding the seal tight. As the last bouncing notes of the song emanate, color and life begin to reappear in the world around the army.
...And then, the music is finally allowed to fade. For a moment, every soul waits and listens...
The flutter of birds. The calling of crickets and bugs. The sound of wind through the grass. Quiet, but no silence.
As the army and members of Nightdeaf's orchestra relax, Avelia drops to her knees, vomiting up soot and bile. A "thank god..." passes between her lips before she lowers herself onto her side.
Not wasting a moment, Russel begins to look around, "Support Regiments! We need help, fast! Lots of injured!" He runs over to Giada, looking at Vince for a moment before turning down toward her. "Giada, are you--"
The engineer coughs, trying for a moment to pull herself up, then letting herself fall onto her back. "I'm uncomfortable, want a nap, probably burned half my skin, have ash in every crevice of my body, and I'm worried I might not have hair anymore--" she coughed again, "--ow. But, I'll live. How you doin' big guy?"
Russel couldn't help but laugh at her inappropriate casualness, "I'll live too. C'mon, let me help you up."
A weary cheer begins to rise among the ranks of Castle High, as their greatest foe yet is returned to its earthly prison!
THE DEMON OF SILENCE: DEFEATED
Gained 256 XP
LEVEL UP! Castle High is now Level 17! All actions are now more likely to succeed!
(To next level: 29 XP)
Gained 256 XP
LEVEL UP! Castle High is now Level 17! All actions are now more likely to succeed!
(To next level: 29 XP)
Vote on Castle High's next upgrade:
Alchemical Refinery
The people of Nightdeaf are willing to install an alchemical refinery within Castle High, allowing equipment to be made more powerful.
Players may pass on their Crafting Action between waves to instead use the Refinery. They may refine any one item, increasing its Power, stats, and potentially unlocking hidden potential. A particular item may only be refined once.
Alchemical Fusion Core
The people of Nightdeaf are willing to install an alchemical fusion core within Castle High, allowing items and equipment to be magically combined for powerful results.
Players may pass on their Crafting Action between waves to instead use the Fusion Core. Any two items may be fused, creating an item sharing characteristics from both and potentially gaining new synergies. Fused items cannot be fused.
Music of Peace
The people of Nightdeaf implant musical charms into the walls of Castle High, providing its defenders with soothing magic to ease their injuries.
The damage allies recieve from ongoing damage effects/debuffed is halved.
Alchemical Refinery
The people of Nightdeaf are willing to install an alchemical refinery within Castle High, allowing equipment to be made more powerful.
Players may pass on their Crafting Action between waves to instead use the Refinery. They may refine any one item, increasing its Power, stats, and potentially unlocking hidden potential. A particular item may only be refined once.
Alchemical Fusion Core
The people of Nightdeaf are willing to install an alchemical fusion core within Castle High, allowing items and equipment to be magically combined for powerful results.
Players may pass on their Crafting Action between waves to instead use the Fusion Core. Any two items may be fused, creating an item sharing characteristics from both and potentially gaining new synergies. Fused items cannot be fused.
Music of Peace
The people of Nightdeaf implant musical charms into the walls of Castle High, providing its defenders with soothing magic to ease their injuries.
The damage allies recieve from ongoing damage effects/debuffed is halved.
Note: Stats have not been updated.
- 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! (1/3)
Deadline for Votes: 2/7/20
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 6: vs Demon of Silence Lv 16
Wed Feb 05, 2020 12:21 pm
Bran, after the battle was over, took a moment to lick his wounds. He was in pretty bad shape, all things considered, even if his robe protected him from the flames. He would need to train harder from here on out.
Bran: Vote on the Alchemical Refinery.
Bran: Vote on the Alchemical Refinery.
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 6: vs Demon of Silence Lv 16
Wed Feb 05, 2020 5:11 pm
Arthur let out a hoarse breath. Drenched in blood (his own could hardly be distinguished from that of the demon at this point), flecks of viscera, and sweat, he felt his mind start to slip backwards towards a dome of dragon bones and corpses... The smell certainly wasn't too far off. But that was then, and this was now... and Giada was awake.
Russel was already helping her stand back up... for some reason, he got the strong feeling that his ease at that sight was his cue to leave.
Before he started lumbering back up towards the castle, he dropped a gloved hand on Vince's shoulder, head angled down--
"...thank you."
--and left, without adding anything else.
>Arthur: Vote for Alchemical Refinery.
Russel was already helping her stand back up... for some reason, he got the strong feeling that his ease at that sight was his cue to leave.
Before he started lumbering back up towards the castle, he dropped a gloved hand on Vince's shoulder, head angled down--
"...thank you."
--and left, without adding anything else.
>Arthur: Vote for Alchemical Refinery.
- while the conclusion of their song bound the demon with golden chains, the demon’s shadow seemed to have vanished completely, fallen head and all. arthur was in the air, blinded by the blood splashed in his eyes.:
“ARTHUUUUR!”
-as his blade left the demon’s flesh, the other voice roared, coarse with raw pain.
“Arthur... Arthur--” the voice choked- “Listen to me... listen to me... please... put down that goddamned sword for once in your life, there’s nothing for you at the end of all this!”
“It hurts... living after you’ve lost something precious... I know. All you can do is take what’s in your hands and keep working... to keep the pain away... you...”
“...you... you... can’t hear me... in this silence...”- ”...can... you...?”:
“...Arthur, you already know... how this will end... but it’s okay to stop fighting... if you’re tired.”
His voice was gentle. And it took its time, each word like his lumbering gait... patient, steady. Careful, above all else; ever loathe to cause any harm. It was a voice the swordsman’s ear remained sharply tuned to even now- whether he liked it or not- yet even as the music around them swelled to the peak of ifs deafening crescendo, it...
“...if you decide it’s too much... the least I can do is wait for you. I was... such a burden to you... and maybe, you don’t think I’m real...”
“--but if it puts your heart at ease... you won’t have to be alone when you go back to sleep...”- ...it already wasn’t right-- but something about it changed. As his feet touched the ground again, did it... start sounding more confident?:
“That much is genuine, Arthur... I assure you.”
“You can rely on me.”
- SugarJan
- Posts : 39
Join date : 2018-08-08
Age : 28
Location : North Carolina
Re: Battle 6: vs Demon of Silence Lv 16
Fri Feb 07, 2020 10:38 pm
Vote for Fusion Core
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 6: vs Demon of Silence Lv 16
Sat Feb 08, 2020 5:55 am
Severa: Vote for Fusion Core.
Re: Battle 6: vs Demon of Silence Lv 16
Sun Feb 09, 2020 12:09 pm
Upgrade Chosen: Fusion Core
Note: This upgrade has been modified. You may now fuse and craft on the same turn.
Note: This upgrade has been modified. You may now fuse and craft on the same turn.
- Newly Discovered Items:
Weapons
Viola of the Peaceful Adagio
Power: 70
+2 Insight
+1 Spirit
+3 Charisma
-1 Faith
+15% Magic Resistance
+Equipped user gains Song of Peace.- Song of Peace:
- Consume 1 Advantage to inflict Peaceful on yourself and a non-Boss enemy for this turn. Peaceful characters may not perform offensive actions.
A beautiful, handcrafted viola created by the musimancers of Nightdeaf specifically to reward the defenders of Castle High. The instruments shaded woodwork represents the story of the light-filled battling the darkness to bring peace to all.
Hellclaw of the Demon
Power: 75
+Half of damage dealt counts as fire damage
+2 Strength
+2 Spirit
-5 Charisma
+On exceptional hits, inflict Silence
-Inflict yourself with Burning at the start of every turn
A twisted, infernal claw left behind by the Demon of Silence. It's exceptionally powerful, and carries the demon's silencing abilities, but burns and damages its wielder over time.
Armor
Regalia of Binding Harmony
+150 Max HP
+2 Spirit
+2 Charisma
+1 Agility
-1 Faith
+Reduce the damage taken from debuffs by half
+Equipped user gains Song of Binding.- Song of Binding:
- Consume 1 Advantage to inflict Bound on a non-Boss enemy, causing them to be unable to avoid attacks for the remainder of the turn.
A powerful and stunning tuxedo woven by the musimancers of Nightdeaf specifically to reward the defenders of Castle High. Made from light, flowing material, it carries an air of grace and magical power. The spiralling patterns along its sleeves and near the cuffs represent the harmony brought about by their combined efforts to seal away the demon.
4x Regalia of Nightdeaf
+100 Max HP
+1 Physical Defense
+1 Charisma
+1 Spirit
-1 Faith
A set of Nightdeaf's beautious formal wear (nightgown, tuxedo, jacket, etc.) adapted for combat with bracers and strong fibers. Gives one an air of elegance while still being practical for battle.
Specialty Armor
Bracelet of Rhapsody
+1 Strength
+1 Spirit
+1 Faith
+Grants an additional Advantage on every even turn
-On every odd turn, gain one of the following debuffs at random:
--Silenced: Cannot perform magic
--Peaceful: Cannot perform attacks
--Raging: Cannot perform non-attacking actions
A strange, unpredictable charm that hums a constantly changing melody. Enchanted with both a powerful blessing and a powerful curse, this bracelet rewards its user for being able to adapt and improvise.
Burning Hell Core
+2 Spirit
-2 Charisma
+If you would inflict Burning, inflict Hellfire instead
A large chunk of swirling flame and ash straight from the Demon of Silence's central head. It pulses with green hellfire.
Consumables
Heart of the Songbirds
+Gain a permanent +5 Power
-Consumed when placed in a player's inventory
Light of the People's Hope
+Gain a permanent +1 to physical defense
-Consumed when placed in a player's inventory
Star of the Heroes' Resolve
+Gain a permanent +1 to magical defense
-Consumed when placed in a player's inventory
A series of three special, extremely valuable amulets created by the elders of Nightdeaf. They are imbued with ancient stories of heroes long forgotten to time, and are said to strengthen one's very soul.
2x Refinement Seal
+Refines any piece of equipment or crafting material, increasing its power and abilities
-Is consumed on use
A magical seal that refines whatever it is applied to.
Crafting Materials
3x Ichor of the Demon of Silence
Vials of the Demon of Silence's immortal, burning blood. It's pure black. No doubt carries a myriad of powerful, dangerous properties.
2x Enchanted Elmwood
Musically enchanted pieces of wood, this is the material Nightdeaf creates its woodwind instruments from. Can be easily woodworked into any manner of things.
1x Wretched Wad
A chunk of the Demon of Silence's invincible skin. It still moves and twitches, and if one listens closely, they can hear sorrowful whispers...
2x Enchanted Brass
Musically enchanted ingots of brass, this is the material Nightdeaf creates its brass instruments from. Can be easily smithed and molded into any manner of things.
2x Leather Straps
Straps of simple leather, good for binding things together or creating wrappings.
2x Velcro Strips
A strip of velcro teeth with a zipper. Can help create more agile and seamless clothing.
- Castle Treasury:
- Weapons:
2x Steel Crossbow
Power: 50
Effects
+1 Insight
A well-made crossbow forged from hardened steel.
1x Ten Foot Pole
Power: 30
Effects
+1 Magic
-2 Agility
+30 power when the user has Charged Magic Circuits
A wooden pole so long it's almost unusable. Would theoretically be good for prodding things from a distance or channeling massive amounts of magical power.
2x Stone Pellets
Power: 30
Effects
+1 Agility
Chance to Blind target on hit
A bundle of stone shrapnel, meant to be thrown.
1x Throwing Blade
Power: 35
Effects
+1 Agility
Can be thrown without costing an action, but doing so destroys this item
A sharp and small dagger meant for quick mix-ups.
1x Tale of Lonely Cold
Power: 50
Effects
+2 Spirit
+5 Power to Ice Element magic attacks
+20% Water Resistance
+20% Fire Resistance
An enchanted book, inscribed with the story of a lonely scholar stuck in a frozen castle.
1x Surging Wand
Power: 50
Effects
+2 Spirit
+5 Power to Water Element magic attacks
A wand that seems to ebb with magical power.
- Armor:
1x Leather Armor
+1 Physical Defense
Effects
+50 Max HP
Slightly worn leather armor, including bracers and a shoulder protector.
1x Dragonbone Armor
Effects
-2 Agility
+30% resistance to all damage
Immunity to fire damage
Carved pieces of dragon bone fashioned into armor. Heavy in both weight and history.
- Specialty Armor:
- 1x Leather Collar
Effects
+25 Max HP
+1 Charisma
A leather collar with iron studs. Helps block attacks at the neck. Very punk.
1x Stone of the Duelist
Effects
Gain the skill 'Duelist's Rush' as long as this item is equipped
An ancient artifact, buried deep within Dragonskull Colosseum. Tells the legend of a warrior who won 1000 duels.- Duelist's Rush:
- Duelist's Rush: Name one non-Elite, non-Boss enemy who has attacked an ally this battle. You and the chosen enemy each choose a combat action or combat Skill. Each character takes turns using their chosen action until either character is defeated.
1x Amulet of the First
Effects
+You may only equip and un-equip this item outside of combat
+Gain 2 Advantage at the beginning of the first turn
-You do not gain Advantage at the end of rounds
+1 Faith
+1 Insight
An amulet embedded with a sapphire representing the constellation of The First, a single, bright blue star. The First is the story of the world's creation, long last to time yet ever present, and is thought to have thus been the very first star put in the sky.
1x Leather Buckler
Effects
+1 Physical Defense
A dependable, small buckler for repelling enemy attacks.
- Crafting Materials:
1x Scrap Metal - A collection of metal fragments. While not of the highest quality, the metal is solid and sturdy.
1x Steel Spike - A large, steel spike, taken from a spear. Could be afixed to other things to add a dangerous point.
1x Durable String - Well crafted string that can bear plenty of weight, despite its thinness. Great for bow or guitar strings.
1x Explosive Canister - A blackened metal container meant to house and forcefully eject explosive or dangerous compounds.
1x Course Handle - A rough and worn handle made from knit fabric. An essential part of making many weapons from scratch.
1x Fragment of Dragon Bone - An incredibly tough piece of dragon bone. Difficult to shape or craft with, but has great durability and defensive strength.
1x Chunk of the Black Diamond - A large piece of an ancient black diamond. Seems as if it once contained a potent spell, but is empty once more.
2x Artifact Scraps - Stone-like materials often used to create artifacts and constructs.
1x Pristine Mana Sink - A well-preserved item that, if properly utilized, draws in mana from nearby sources.
2x Enchantment Dust - A magical substance that can draw the magic from one item or artifact and transfer it to another.
2x Runestone - A hard, brick-like material that made up the foundation of the colossus. Durable and more suspectible to magic and enchantment than common stone.
- Castle High Forces:
- HEROES
Arthur (Impromptu) - HP 1325 / 1325
Adv: +0
Personal Adv: +4 (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 (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:
- Assist an ally in a successful action 4 times! (3/4)
Bran (GM_3826) - HP 1200 / 1200
Adv: 0
Personal Adv: +4 (Spirit)
Power: 70- Character Information:
Equipment Effects
Robes of Wind: Remove debuffs that are suspectible to wind magic.
Far-Sight Spectacles: No penalty to long-range actions. Insight actions have improved results. Sometimes passively reveals unknown information.
Perunyr: Gain the storm familiar Perkun, which can be unbound once per battle, unleashing a lightning, water, and wind attack upon random enemies. Doing so reduces this weapon's power by 25 for the battle's remainder.
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 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! (1/5)
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! (2/3)
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
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 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! (2/3)
Block or heal 1200 ally damage! (343/1200)
Attack an enemy on the same turn they are defeated 3 times! (1/3)
Deadline for Crafting Actions and Training Mission Categories: 2/14/20
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 6: vs Demon of Silence Lv 16
Sun Feb 09, 2020 12:28 pm
Bran: Use a Refinement Seal on the Robes of Wind.
Fusion: Fuse the Tale of Lonely Cold with Perunyr.
Training Mission: Support
Fusion: Fuse the Tale of Lonely Cold with Perunyr.
Training Mission: Support
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 6: vs Demon of Silence Lv 16
Tue Feb 11, 2020 12:44 pm
>Arthur: Given nobody else decides they want the Light of the People's Hope by the end of the crafting period, fuse it with the Bone Specter Coat. Meanwhile, use a Refinement Seal on the Luster Steel Broadsword.
>Training Mission: Utility
- He would wait.:
Among the treasures bestowed to their forces lay a striking piece: an amulet, set aglow by heroic tales... He disregarded it, at first; but as he worked throughout the following days-- begrudgingly accepting there was little he could do to improve his sword without the assistance of enchantment-- it continued to call him back again and again...
--no, he could never meet the expectations of such a thing. The tale of a hero who rallied the hopes of many was a far cry from anything the swordsman could achieve: he was too far gone, too deep in who he'd become to honor such ideals.
If the days would pass, and if that amulet continued to wait... he might roll out of bed in the middle of the night, woken abruptly by another vision of beheading his only friend-- and in a frenzy of desperate determination, fling his evil raiments into an empty chamber of the Fusion Core... that impossible shining star soon following after.
He could not "be" a hero. But if he could look and act the part to make someone smile...
...that would be enough.
>Training Mission: Utility
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 6: vs Demon of Silence Lv 16
Fri Feb 14, 2020 9:35 am
A mana sink...let's see what I can do with that.
Severa: Fuse the Pristine Mana Sink with the Twin Streaks, in the hopes that they can absorb mana via vacuum twirling.
Training Mission: Offense[Is that the right name?]
Severa: Fuse the Pristine Mana Sink with the Twin Streaks, in the hopes that they can absorb mana via vacuum twirling.
Training Mission: Offense[Is that the right name?]
- SugarJan
- Posts : 39
Join date : 2018-08-08
Age : 28
Location : North Carolina
Re: Battle 6: vs Demon of Silence Lv 16
Sat Feb 15, 2020 1:01 pm
Fuse the Regalia of Binding Harmony with the set of Dragonbone armor from the treasury to make something not nearly as formal as a tuxedo. Use and Enchantment Dust to take the properties of the viola (Most importantly the charisma and the Song of Peace) and enchant them onto the Electrical Guitar
Training Mission: Defensive
Training Mission: Defensive
Re: Battle 6: vs Demon of Silence Lv 16
Sun Feb 16, 2020 12:28 am
- Castle Treasury:
- Weapons:
2x Steel Crossbow
Power: 50
Effects
+1 Insight
A well-made crossbow forged from hardened steel.
1x Ten Foot Pole
Power: 30
Effects
+1 Magic
-2 Agility
+30 power when the user has Charged Magic Circuits
A wooden pole so long it's almost unusable. Would theoretically be good for prodding things from a distance or channeling massive amounts of magical power.
2x Stone Pellets
Power: 30
Effects
+1 Agility
Chance to Blind target on hit
A bundle of stone shrapnel, meant to be thrown.
1x Throwing Blade
Power: 35
Effects
+1 Agility
Can be thrown without costing an action, but doing so destroys this item
A sharp and small dagger meant for quick mix-ups.
1x Tale of Lonely Cold
Power: 50
Effects
+2 Spirit
+5 Power to Ice Element magic attacks
+20% Water Resistance
+20% Fire Resistance
An enchanted book, inscribed with the story of a lonely scholar stuck in a frozen castle.
1x Surging Wand
Power: 50
Effects
+2 Spirit
+5 Power to Water Element magic attacks
A wand that seems to ebb with magical power.
Hellclaw of the Demon
Power: 75
+Half of damage dealt counts as fire damage
+2 Strength
+2 Spirit
-5 Charisma
+On exceptional hits, inflict Silence
-Inflict yourself with Burning at the start of every turn
A twisted, infernal claw left behind by the Demon of Silence. It's exceptionally powerful, and carries the demon's silencing abilities, but burns and damages its wielder over time.
- Armor:
1x Leather Armor
+1 Physical Defense
Effects
+50 Max HP
Slightly worn leather armor, including bracers and a shoulder protector.
4x Regalia of Nightdeaf
+100 Max HP
+1 Physical Defense
+1 Charisma
+1 Spirit
-1 Faith
A set of Nightdeaf's beautious formal wear (nightgown, tuxedo, jacket, etc.) adapted for combat with bracers and strong fibers. Gives one an air of elegance while still being practical for battle.
- Specialty Armor:
- 1x Leather Collar
Effects
+25 Max HP
+1 Charisma
A leather collar with iron studs. Helps block attacks at the neck. Very punk.
1x Stone of the Duelist
Effects
Gain the skill 'Duelist's Rush' as long as this item is equipped
An ancient artifact, buried deep within Dragonskull Colosseum. Tells the legend of a warrior who won 1000 duels.- Duelist's Rush:
- Duelist's Rush: Name one non-Elite, non-Boss enemy who has attacked an ally this battle. You and the chosen enemy each choose a combat action or combat Skill. Each character takes turns using their chosen action until either character is defeated.
1x Amulet of the First
Effects
+You may only equip and un-equip this item outside of combat
+Gain 2 Advantage at the beginning of the first turn
-You do not gain Advantage at the end of rounds
+1 Faith
+1 Insight
An amulet embedded with a sapphire representing the constellation of The First, a single, bright blue star. The First is the story of the world's creation, long last to time yet ever present, and is thought to have thus been the very first star put in the sky.
1x Leather Buckler
Effects
+1 Physical Defense
A dependable, small buckler for repelling enemy attacks.
Bracelet of Rhapsody
+1 Strength
+1 Spirit
+1 Faith
+Grants an additional Advantage on every even turn
-On every odd turn, gain one of the following debuffs at random:
--Silenced: Cannot perform magic
--Peaceful: Cannot perform attacks
--Raging: Cannot perform non-attacking actions
A strange, unpredictable charm that hums a constantly changing melody. Enchanted with both a powerful blessing and a powerful curse, this bracelet rewards its user for being able to adapt and improvise.
Burning Hell Core
+2 Spirit
-2 Charisma
+If you would inflict Burning, inflict Hellfire instead
A large chunk of swirling flame and ash straight from the Demon of Silence's central head. It pulses with green hellfire.
- Consumables:
- Heart of the Songbirds
+Gain a permanent +5 Power
-Consumed when placed in a player's inventory
Star of the Heroes' Resolve
+Gain a permanent +1 to magical defense
-Consumed when placed in a player's inventory
A series of special, extremely valuable amulets created by the elders of Nightdeaf. They are imbued with ancient stories of heroes long forgotten to time, and are said to strengthen one's very soul.
1x Refinement Seal
+Refines any piece of equipment or crafting material, increasing its power and abilities
-Is consumed on use
A magical seal that refines whatever it is applied to.
- Crafting Materials:
1x Scrap Metal - A collection of metal fragments. While not of the highest quality, the metal is solid and sturdy.
1x Steel Spike - A large, steel spike, taken from a spear. Could be afixed to other things to add a dangerous point.
1x Durable String - Well crafted string that can bear plenty of weight, despite its thinness. Great for bow or guitar strings.
1x Explosive Canister - A blackened metal container meant to house and forcefully eject explosive or dangerous compounds.
1x Course Handle - A rough and worn handle made from knit fabric. An essential part of making many weapons from scratch.
1x Fragment of Dragon Bone - An incredibly tough piece of dragon bone. Difficult to shape or craft with, but has great durability and defensive strength.
1x Chunk of the Black Diamond - A large piece of an ancient black diamond. Seems as if it once contained a potent spell, but is empty once more.
2x Artifact Scraps - Stone-like materials often used to create artifacts and constructs.
1x Pristine Mana Sink - A well-preserved item that, if properly utilized, draws in mana from nearby sources.
2x Enchantment Dust - A magical substance that can draw the magic from one item or artifact and transfer it to another.
2x Runestone - A hard, brick-like material that made up the foundation of the colossus. Durable and more suspectible to magic and enchantment than common stone.
3x Ichor of the Demon of Silence - Vials of the Demon of Silence's immortal, burning blood. It's pure black. No doubt carries a myriad of powerful, dangerous properties.
2x Enchanted Elmwood - Musically enchanted pieces of wood, this is the material Nightdeaf creates its woodwind instruments from. Can be easily woodworked into any manner of things.
1x Wretched Wad - A chunk of the Demon of Silence's invincible skin. It still moves and twitches, and if one listens closely, they can hear sorrowful whispers...
2x Enchanted Brass - Musically enchanted ingots of brass, this is the material Nightdeaf creates its brass instruments from. Can be easily smithed and molded into any manner of things.
2x Leather Straps - Straps of simple leather, good for binding things together or creating wrappings.
2x Velcro Strips - A strip of velcro teeth with a zipper. Can help create more agile and seamless clothing.
- Star Arms:
- As the equipment you utilize (and battle against) become more and more powerful, you may come across particularly powerful items known as STAR ARMS. STAR ARMS are the strongest weapons and armor in the game, all sporting not only great stats, but unique modifiers not found anywhere else. A STAR ARM cannot be destroyed by any means, and cannot be claimed by force -- a fighter with a STAR ARM will only part with it by their own free will. Needless to say, a fighter using such a piece of equipment should be considered a formidible threat.
As players, the most common source of this endgame equipment is through fusing or refining high-level items, unlocking their latent potential. An item becoming a STAR ARMS signifies that it likely cannot be improved any further, and any more improvements will be minor. If powerful equipment you own does not bear this title, it still has hidden potential!
The term STAR ARMS was provided by Zephre. He explained that such items were the pinnacle of his people's creations, fated to someday create new constellations from the stories they would weave, legends in the making.
- Crafting Results:
Dresalia, the Dragon's Deathmantle
STAR ARM
(Fused)
+200 Max HP
+2 Spirit
+2 Charisma
+30% resistance to all damage
+Reflect Fire damage to the attacker
+Reduce the damage taken from debuffs by half
+Equipped user gains Dragon's Lament- Dragon's Lament:
- Consume 1 Advantage to inflict Draconic Binding on a non-Boss enemy. This enemy is unable to avoid any attacks and cannot use any Spirit or Faith-based magic.
A near-pitch black cloak, vest, and pants beautifully adorned by ivory dragonbone plates. The breathable, enchanted fabric is meshed perfectly with the dragonbone, creating the perfect balance of flexibility and protection. While worn, it brings a forgotten story to mind: of an ancient dragon's final, mournful song before its demise, lamenting the world it departs and cursing all who would threaten it.
Axe of the Storm
Power: 75
+4 Charisma
+1 Spirit
-1 Faith
+10% Max HP regen per turn
+On successful lightning magic attacks, attack another enemy at 25% Power.
+Equipped user gains Song of Peace.- Song of Peace:
- Consume 1 Advantage to inflict Peaceful on yourself and a non-Boss enemy for this turn. Peaceful characters may not perform offensive actions.
A wicked guitar humming with controlled electrical power. It inspires all who touch it to stay on their feet and rock with all they have, while blistering all competition.
Life-Ending Edge
(Refined)
Power: 65
+3 Strength
+1 Agility
+10 Power against foes with less power
+10 Power against foes with less than 50% HP.
A weapon forged from pure luster steel refined to the pinnacle of killing efficiency. While neither flashy nor magical, this blade becomes a cleaver of lives and limbs when wielded by an expert against a lesser opponent.
Phantasmal Coat of the People's Hope
(Fused)
+150 Max HP
+2 Charisma
+1 all defenses
+15% resistance to all damage
+Failed attacks against you have a chance to inflict Hopeless to the attacker
+Gain +1 permanent physical defense at the end of every Battle
Armor aglow with a disturbing presence, yet with a faint light deep within. Those who attack its wearer are reminded of their own weaknesses and inadequecies, testing their resolve. The sillhoutte left by this coat resembles that of a battered hero, stubbornly standing for the people.
Perkyst, the Frozen Cataclysm
STAR ARM
(Fused)
Power: 85
+5 Spirit
+1 Agility
+1 Faith
+20% resistance to Fire, Ice, and Water damage
+Gain the storm spirit Perkeen, which can be unbound once per battle, unleashing a devestating storm of Lightning, Water, Ice, and Wind upon all enemies. Doing so reduces this weapon's power by 15 for the battle's remainder.
+Gain the Technique "Maw of the Frozen Sea"- Maw of the Frozen Sea:
- Target enemy gains the Frozen Depths status, losing 15% of their HP each turn and recieving 25% weakness to Electricity, Water, Wind, and Ice damage.
A staff containing the power of an entire cataclysm, capable of freezing oceans, summoning monstrous twisters, and tearing apart the earth with lightning. Now a mature storm spirit, Perkeen can unleash this devestation for a short period, laying waste to all. Holding the staff conjures visions of souls tied to rocks, awaiting the world's bitter end.
Cloak of Swift Gales
(Refined)
+100 Max HP
+15% resistance to all elemental damage
+15% resistance to Earth damage
+Recover from all debuffs twice as fast
+Grants the ability to float, avoiding some hazards
Blades of Unending Mana
(Fused)
Power: 60
+3 Faith
+1 Agility
+5 Power for every Adv.
+If you use this weapon to attack, gain Charged Magic Circuits at the end of the turn.
+If you would gain Charged Magic Circuits while already having the status, replace it with Overloading Magic Circuits.
A twin blade fused with the power to easily and quickly absorb mana from the environment. While somewhat lacking in power, its user gains a constantly-refilling store of magical energy, allowing them continual access to powerful spells and Techniques.
CHOOSE A CASTLE
- The Army of the Aethon Sol - Lv 17:
- The Army of the Aethon Sol - Lvl 15 Crusaders Against the Arcane
Reconnaissance Report: The Church of the Aethon Sol is a large religious organization scattered throughout this and surrounding countries. Worshiping Iros, god of light and charity, the followers of the church are usually peaceful individuals. The sole exception is their hatred of magic and its practitioners, a fact that makes their worship less prominent in this country. On rare occasion, the church has been known to organize crusades into lands they deem especially tainted in order to weed out witchcraft, though these typically only targeted specific towns. The crusade currently sweeping in from the east is by far the largest ever recorded, with troops outnumbering our army 3 to 2. A significant number of these combatants are Knights of the Aethon Sol, highly trained and incredibly dangerous warriors. It is currently unknown how they were influenced to attack the country at the same time as the other incoming forces.
Critical Information:- The knights of the Aethon Sol are some of the best equipped warriors in the world. Their armor and weaponry are unparalleled, making causalities among their ranks very rare. They are also specifically trained in countering all forms of magic. This usually leaves their enemies with no choice but to face them in physical combat, where they are most powerful.
- The enemy does not have a castle, but instead a war camp that is moved every morning. If this war camp is destroyed, the crusaders will have no choice but to retreat.
- The enemy force outnumbers us 3 to 2, though the number of knights is likely less.
- The teachings of Iros place value in compassion and honor. While the very existence of this crusade brings into question these beliefs, appealing to the honor or pride of the knights may be an effective means of resolving the conflict.
New Threats:- Magic users and their allies have been persecuted, tried, and executed as the war band continues toward Castle Low. In doing so, the Church's warriors have grown more experienced and more adept at countering and cutting down mages.
- Reports have confirmed that multiple high-ranking Knights of the Aethon Sol have been spotted joining the crusade. These warriors wield intense, divine power, allowing them to protect and revive their allies and smite all who oppose them.
Potential Rewards:- Some of the highest quality weaponry and armor available.
- The supplies from their war camp would be enough to sustain Castle High for at least a month, well enough time to pursue its other campaigns.
Risks If Left Alone:- Rumors have surfaced that the knights are not only killing mages, but enslaving them. If left alone, they may find some use for these enslaved magic users to empower their war efforts substantially.
- A letter was intercepted requesting the aid of the Divine Order, the most powerful of the Aethon Sol's forces. If the Divine Order arrives, it is unknown if any strategy or power currently held by Castle High's forces will be sufficient to stop them from causing incredible damage.
- The knights of the Aethon Sol are some of the best equipped warriors in the world. Their armor and weaponry are unparalleled, making causalities among their ranks very rare. They are also specifically trained in countering all forms of magic. This usually leaves their enemies with no choice but to face them in physical combat, where they are most powerful.
- The Dreadnought of Bertila - Lvl 17:
- The Dreadnought of Bertila - Lvl 15 Unstoppable Army of Steel
Reconnaissance Report: Bertila and our country have had an uneasy ceasefire for the last several decades. While there have been several incidents, neither side ever wanted to commit to drawn-out, full-scale war. Apparently, Bertila was informed of the current plight of our country, and has come to take advantage with a powerful shock army. The force is highly mechanized, largely consisting of vehicles, flying machines, and personal mech suits. Though Bertila has the same level of technology as our own country, the massive scale and manufacturing power behind their tech allows them to take much better militaristic use of it. Their crown jewel is their Dreadnought, a metallic castle that is currently crawling across the country on eight giant legs, headed straight for Castle High. To even fight them, Castle High will need to hover nearby, and forces will need to leap onto the Dreadnought and do battle there.
Critical Information:- Enemy posses powerful technological weapons, including mech suits and flying machines. These weapons make up for their lack of magical effects with their sheer killing efficiency and high maneuverability.
- The military of Bertila is highly trained in army-against-army warfare. They will likely be one of the most tactically difficult foes to overcome, having a long history of out-smarting and out-maneuvering their opponents in order to obtain victory.
- The high speed at which the Dreadnought moves will require Castle High to fly alongside it and forces to repel to the Dreadnought itself to destroy it. This will likely mean a dissolution of conventional formations, and may force our armies to be split.
- Because of its mechanical nature, the Dreadnought likely has exploitable weaknesses somewhere within its structure, including its engines and legs. However, the Bertila will already know of these weaknesses, and may expect us to target them.
New Threats:- The Dreadnought has torn its way through outer towns and villages, wiping out anyone offering any resistance. It has re-purposed any and all precious metals, oil, and gunpowder into improving its elite units. These mechanical enemies will be more powerful and dangerous.
- Reports have confirmed that the Bertila military has begun employing its powerful military tactics, including well-defined unit divisions and tactical codewords the Recon Division has not been able to crack. They should be seen s a tactical threat unlike any other.
- The Dreadnought is quickly entering striking distance of Castle Low, and should be able to fire upon the castle with its long-range weapons any day now.
Potential Rewards:- The technological power of the fortress would make for valuable crafting materials, particularly for more modern weaponry and armor.
- The Dreadnought's incredible structure could allow for powerful upgrades to Castle High, including outer plating, more advanced weapon systems, and potentially a translation system similar to the Dreadnought's legs.
Risks If Left Alone:- Plans for a devestating new weapon have been uncovered by recon agents. If given time, this weapon could pose an incredible threat the Castle High, Castle Low, and the country in general.
- Though the forces of Bertila have organized their military, it is likely they don't have ample information about the capabilities of our current forces. If given time, however, it is very likely they main learn how to specifically counter our forces.
- The Dreadnought's ranged weapons will cause considerable damage to Castle Low, an attack that could destabilize the country as a whole, and if given more time, could allow it to take and annihilate the entirety of the castle.
- Enemy posses powerful technological weapons, including mech suits and flying machines. These weapons make up for their lack of magical effects with their sheer killing efficiency and high maneuverability.
- The Flying Fortress - Lvl ??:
- The Flying Fortress - Lvl ?? Inevitable Monolith of Portent
Reconnaissance Report: All attempts to gain further information about the size or powers of the Flying Fortress have lead to mass casualties, with no survivors. Reconnaissance of the fortress has been suspended until further notice. (Scarlett note: I know it sucks, but I can't look at my agents and order them to their guaranteed deaths...) From all available information, it seems to be equipped with powerful, magic-based artillery, and contains a vast amount of power (evidenced by the spiraling purple clouds which follow it everywhere). Despite these dangers, it is the slowest moving threat, and besides destroying anyone who approaches it, is causing no harm to the country.
Critical Information:- None
Potential Rewards:- An end to a massive threat to our country and our people.
Risks If Left Alone:- With no information, it is difficult to predict what will happen if felt alone. That being said, its lack of interaction with its surroundings and apparently-unchanging appearance seem to imply there is no great risk in leaving this castle alone.
- None
CHOOSE 2 LEADERS
Russel (Primed) - All-around strong commander. His sword is a capable weapon that excels at dealing with large groups of enemies. His unique Morale ability gives allies more momentum when succeeding, leading to his command abilities providing huge boosts to everyone's performance and keeping up the lead.
Giada (Tireded) - Defensive adaptable engineer. Wears a suit of mechanical armor that blocks attacks, protects others, and retaliates. Her suit can also be quickly adapted to take the best advantage of her surroundings and give her allies unique opportunities.
Rosemary (Primed) - Protective supporting healer. She holds a magic ring that amplifies her supportive magic, restoring the health of allies and giving them quick bursts of performance enhancement. If given time to focus, she can quickly perform multiple of these techniques simultaneously without fail.
Scarlett (Rested) - Agile tricky infiltrator. Her needles are weak, but have high utility and can inflict nasty debuffs. Prefers to infiltrate the enemy forces for recon and sabotage, passing on useful information and striking key weak points. Excels at finding and exploiting enemy weaknesses.
Corbin (Rested) - Dangerous navigator. His gun isn't very damaging, and is better for suppressing enemy offenses and keeping dangerous enemies pinned down. He has a trick, however: after charging it up for enough turns, he can fire Castle High's thruster cannons to deal massive damage to all enemies.
Zaffre (Primed) - Chaotic unpredictable astromancer. Doesn't really do much fighting himself unless he comes under fire, but with his powerful fate-gazing apparatuses, can create powerful buffs, debuffs and crucial information. He's an unpredictable wildcard, and what bonuses he provides might not seem very helpful... at first.
NEW! Candice (Primed) - Supportive gun-slinging chronomancer. Her time-bending weapons can change the tempo of battle by slowing her enemies and speeding along her allies, creating unique statuses rarely found elsewhere. A bit of an all-arounder, she's particularly helpful when dealing with enemies with bizarre and overwhelming powers.
- Castle High Forces:
- HEROES
Arthur (Impromptu) - HP 1325 / 1325
Adv: +0
Personal Adv: +4 (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 (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:
- Assist an ally in a successful action 4 times! (3/4)
Bran (GM_3826) - HP 1200 / 1200
Adv: 0
Personal Adv: +4 (Spirit)
Power: 70- Character Information:
Equipment Effects
Robes of Wind: Remove debuffs that are suspectible to wind magic.
Far-Sight Spectacles: No penalty to long-range actions. Insight actions have improved results. Sometimes passively reveals unknown information.
Perunyr: Gain the storm familiar Perkun, which can be unbound once per battle, unleashing a lightning, water, and wind attack upon random enemies. Doing so reduces this weapon's power by 25 for the battle's remainder.
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 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! (1/5)
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! (2/3)
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
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 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! (2/3)
Block or heal 1200 ally damage! (343/1200)
Attack an enemy on the same turn they are defeated 3 times! (1/3)
Deadline for Castle and Leader Voting: 2/21/20
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 6: vs Demon of Silence Lv 16
Sun Feb 16, 2020 10:49 am
- Perkun?:
- After the fusion was complete, Bran held his staff gently in his hand and looked his familiar in the eye. What was he seeing?
No...
At this moment, although he had never forgotten, he renewed his promise, stronger than steel, harder than adamant.
I won't let that happen.
Castle Vote: The Dreadnought of Bertila
Leader Votes: Rosemary and Zaffre
If Army of the Aethon Sol: Candice and Russel
Bran: Take the Star of the Heroes' Resolve, provided that no one objects.
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 6: vs Demon of Silence Lv 16
Mon Feb 17, 2020 2:11 pm
Castle Vote - The Knights of the Aethon Sol. Their unjust behavior rankles the pride of mages everywhere, and I am no exception. I will strike them down with my own two hands...er, blades. Blades, I mean.
Leader Votes - Rosemary and Corbin. If we do not face the Knights, however, I would substitute Scarlett over Corbin, as her infiltration will undoubtedly be invaluable in taking down the Dreadnought.
Leader Votes - Rosemary and Corbin. If we do not face the Knights, however, I would substitute Scarlett over Corbin, as her infiltration will undoubtedly be invaluable in taking down the Dreadnought.
Re: Battle 6: vs Demon of Silence Lv 16
Thu Feb 20, 2020 12:14 am
- Cutscene:
- Giada stifles a yawn as she saunters into the commander's meeting, scratching her side. A few of the other commanders flash her concerned looks, but she waves them off, "don't worry, everyone. Those Regiment 1-31 boys kept me safe. A good shower and a day off my feet and I'm feeling plenty alright."
Russel gives her a smile as she sits down, "really glad to hear it. And good performance from everyone! That was one of the most dangerous enemies we've ever faced, but we managed to walk away with minimal casualties."
"Thank goodness," Rosemary sighs, placing a hand to her temple. "It was hard enough healing the injuries from the hellfire as-is."
"Don't start relaxing yet: we still have two big problems out there," Scarlett tosses a few files onto their meeting table, folding her arms. "And that's not even counting the giant fucking ominous one."
"Dark portents..." mutters Zaffre.
"What was that?" Russel asks.
"Dark portents," the astrologer repeats, turning his cold gaze toward the commander. "A beast with three heads, each growing stronger as the others are felled..." He shakes his head slowly, "I know not what this 'other version' of myself is planning, but I grow more and more sure we are but players on his stage, distracted by his minions."
"And so you think we should let the whole country die?" Corbin retorts with disgust. "Disgusting, such a lack of care for human life."
Zaffre seems to grow agitated, "you all show a lack of common sense. We control nothing in this situation, and he controls it all. We don't even know why we're on this castle, and I'm beginning to believe that was all part of his plan as well! We should take our fight to that Flying Fortress now, before we are too late!"
"We are not sacrificing the lives of civilians--" Rosemary stands.
"We are already sacrificing the lives of everyone by jeopardizing the world's safety!" Zaffre shouts with magical force, levitating a few inches off the ground. "You short-sighted children don't seem to understand that the powers at work here are mighty enough to end this world and all its people! If this other version of myself controls the same power as I do, of Creation, giving him more time to Create whatever he's planning will surely doom us all! The only reason he would take so long to approach is because he believes victory to be assured--!"
"Everyone, everyone, please! Sit back down, it's alright!" Russel intervenes, raising his hands and pleading with his eyes for them each to return to their seats. One by one, they do so, still carrying glares. The young soldier sighs, "look. I know the situation right now isn't great. There's a lot of problems, and we don't have a lot of time to think about what's going on." He turns to their newest member, "Zaffre, I really appreciate your input. You make a good point, and I'd like you to keep working with Scarlett whenever you can to figure out just what could be going on." He hesitates a moment, "however..."
Russel rests a hand on the sword at his waist, "we do know why we were left in this castle: to protect the kingdom from threats before they can arise. We still have the chance to do so. So let's do what we always have! Work together, fight together, and protect our country! And whatever comes after that... well, we'll face it together."
---
After a few more inconsequential points of order, the meeting is concluded, and the commanders begin leak out, seeing to what business they can before the next jump (Corbin in particular seems brooding, perhaps not over the meeting's scuffle).
As you leave, Russel grabs you by the shoulder, "oh hey, while you're heading back, could you gather the rest of your Regiment? Your buddy Candice has a few announcements she wanted to get to all of you. I told her to wait down by your dorms." He gives you a pat on the shoulder, "thanks! And hey, great work out there yesterday! Haha, I'm not sure what we'd do without you and your friends!"
--------------------------------------------------
A scant hour later, the majority of Regiment 1-31 was gathered in their dormitory, their attention turned to a slightly-anxious-looking Candice. She wears her usual suit jacket and tie, and passes out the new round of Training Missions as each member enters. Once the Regiment's entirety had mustered, she calls for the group's attention. "Hello, everyone. For starters, I want to thank each of you for all the hard work you've put in. Not only have you lead the castle to victory, but I'm constantly impressed by your continual improvement. Honestly!" She smiles brightly. "It's really quite outstanding how exceptional you all are." She gives a bow, "I can confidently say that I'm honored to work with you all."
"...Speaking of which," she hesitates, "I, actually wanted to inform you all of a bit of a... staffing, reshuffle." She checks her clipboard, then looks up at the group's resident archer. "Emilia?"
Emilia nods back, coming to stand by Candice, "hey everyone. I've been talking about this lately with Candice and some of the commanders. Uh, sorry if this comes off as a bit sudden, but well... I asked for a transfer." She gives a humble shrug, "honestly? I just can't keep up with you all. Most of you got crazy magic, divine powers, unbreakable defenses... as much of a shame as it is to say, a lady with a bow just can't fight in the same league." She slings her bow and bag over her shoulder, "I'm not quitting the fight or anything, mind 'ya -- like I told you back in the forest, I'm staying here 'til I can get some payback on the bastard who wiped out my mom. But... well, I gotta make sure I'm still around long enough to help out my little sister, y'know? Don't want her to lose two guardians. So, yeah, I'm transferring to Regiment 1-21. After seeing them fight yesterday, I think I could fit in well. Heh, and maybe I'll show them a couple pointers I picked up from watching all you." She gives a little wave, heading out, "I'll still be around the Living Quarters and all if you want to talk or play with Gnasher, but I guess this is goodbye on the battlefield, at least. Keep bringin' them hell, you all. We're so close, I can feel it."
As the archer made her exit, Candice cut back in, "after some further discussion with the other commanders, it was decided this would be a good opportunity to do something we'd considered for a while. The victories achieved by Regiment 1-31 are the single most important component to our success on the battlefield. Thus," she held up two fingers, "from now on, you'll be assigned two commanders to help you fight. Though this will slightly decrease cohesion in the other groups, it should help make sure you all succeed in your critical battles."
"...And, related to that," she adds once more. "Um... well, although I'm certainly no commander, I've managed to get ahead on my reconnaissance objectives, and with permission from Commander Scarlett... well, if you all so wished -- and I really must insist it's up to your discretion -- but if you so wished, I could fight alongside you as a 'commander' as well." She reaches her free hand down to open her suit jacket, revealing a handgun entwined with temporal energy. "I've grown much more proficient in my time-altering abilities from my experience in the Reconnaissance Division. Not time travel or anything like that, but slowing, speeding, stopping, and rewinding are all quite achievable. I've been able to speed up applies so they can act more frequently, or reset entities to a prior state they once held. The other commanders are quite remarkable, of course, but, if you believed such powers could benefit you, by all means."
She blinked, then bowed her head, "I apologize, this is probably a lot of information all at once -- regardless, I hope you choose your new commanders wisely. That should be everything..." she checks her clipboard again," ...yes, seems so. Excellent, then I shall see you all later-- oh, and one more time: good job!" she gives a little thumbs up, hesitates a few seconds more, and then quickly exits the dormitory chambers.
Re: Battle 6: vs Demon of Silence Lv 16
Thu Feb 20, 2020 11:38 pm
- Signature Techniques:
- With the end of our adventure quickly approaching, it's time the members of Regiment 1-31 developed something special! This time, instead of standard Training Missions, all active fighters have gained a Signature Mission -- once completed, it will unlock a Signature Technique!
If you've played a previous game in this genre, you may be familiar with what a Signature Technique is. Normally, you gain an assigned Technique upon completing a relevant Training Mission. While these Techniques are based on your actions, you do not develop them personally. That's where Signature Techniques come in: in essence, they are techniques that you get to design! While you won't be able to control the specifics of their Power or scaling, you'll be able to define the Technique's effects as you see fit.
Whenever you perform any action, you may claim that action as helping to "define" your Signature Technique. If you do so, you will gain 1/4 progress toward the Signature Mission's completion. Once you've completed four such actions, you'll gain your Technique! It's up to you how varied your four defining actions are: if you choose four entirely unrelated actions, you'll likely get a very general and utility-focusedde Technique that's somewhat lacking in potency, and if your four actions are very related, you'll gain a similarly focused Technique.
This is your chance to really personalize your build! Feel free to take actions your character "can't" do (for example, using magic if they've never used it before, using some stance they've never used before, etc.) to push them to unexplored territory!
- Castle High Forces:
- HEROES
Arthur (Impromptu) - HP 1350 / 1350
Adv: +0
Personal Adv: +5 (Strength)
Power: 65+- Character Information:
Equipment Effects
Life-Ending Edge:+10 Power against foes with less power, +10 Power against foes with less than 50% HP.
Phantasmal Coat of the People's Hope: Failed attacks against you have a chance to inflict Hopeless to the attacker, gain +1 permanent physical defense at the end of every Battle
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%.
Counter Swing: Spend an action to prepare to counter the attack of a specific enemy. You may specify a particular attack. The next time that enemy attacks, intercept and counter-attack. Half of the intercepted attack's potential damage is reflected to the attacker.
Defenses and Resistances
Physical defense: +1
all defenses: +1
Resistance To All Damage: +15%
StatsPhysical Magical Support Strength +5 Spirit +0 Charisma +3 Agility +2 Faith +0 Insight +0 - Inventory:
- Weapon - Life-Ending Edge
- Life Ending Edge:
- Life-Ending Edge
(Refined)
Power: 65
+3 Strength
+1 Agility
+10 Power against foes with less power
+10 Power against foes with less than 50% HP.
A weapon forged from pure luster steel refined to the pinnacle of killing efficiency. While neither flashy nor magical, this blade becomes a cleaver of lives and limbs when wielded by an expert against a lesser opponent.
Armor - Phantasmal Coat of the People's Hope- Phantasmal Coat of the People's Hope:
- Phantasmal Coat of the People's Hope
(Fused)
+150 Max HP
+2 Charisma
+1 all defenses
+15% resistance to all damage
+Failed attacks against you have a chance to inflict Hopeless to the attacker
+Gain +1 permanent physical defense at the end of every Battle
Armor aglow with a disturbing presence, yet with a faint light deep within. Those who attack its wearer are reminded of their own weaknesses and inadequecies, testing their resolve. The sillhoutte left by this coat resembles that of a battered hero, stubbornly standing for the people.
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:
- Assist an ally in a successful action 4 times! (3/4)
Signature Mission: Develop your own technique! (0/4)
Bran (GM_3826) - HP 1300 / 1300
Adv: 0
Personal Adv: +6 (Spirit)
Power: 85- Character Information:
Equipment Effects
Cloak of Swift Gales: Recover from all debuffs twice as fast, float over hazards.
Far-Sight Spectacles: No penalty to long-range actions. Insight actions have improved results. Sometimes passively reveals unknown information.
STAR ARM - Perkyst, the Frozen Cataclysm: This item cannot be disarmed, lost, or destroyed. Gain the storm spirit Perkeen, which can be unbound once per battle, unleashing a devestating storm of Lightning, Water, Ice, and Wind upon all enemies. Doing so reduces this weapon's power by 15 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%.
Maw of the Frozen Sea: Target enemy gains the Frozen Depths status, losing 15% of their HP each turn and recieving 25% weakness to Electricity, Water, Wind, and Ice damage.
Defenses and Resistances
Elemental Resistance: +15%
Lightning, Water, Ice, Wind Resistance: +20%
Earth Resistance: +15%
StatsPhysical Magical Support Strength +0 Spirit +6 Charisma +0 Agility +2 Faith +1 Insight +2 - Inventory:
- Weapon - Perkyst, the Frozen Cataclysm
- Perkyst, the Frozen Cataclysm:
- Perkyst, the Frozen Cataclysm
STAR ARM
(Fused)
Power: 85
+5 Spirit
+1 Agility
+1 Faith
+20% resistance to Fire, Ice, and Water damage
+Gain the storm spirit Perkeen, which can be unbound once per battle, unleashing a devestating storm of Lightning, Water, Ice, and Wind upon all enemies. Doing so reduces this weapon's power by 15 for the battle's remainder.
+Gain the Technique "Maw of the Frozen Sea"- Maw of the Frozen Sea:
- Target enemy gains the Frozen Depths status, losing 15% of their HP each turn and recieving 25% weakness to Electricity, Water, Wind, and Ice damage.
A staff containing the power of an entire cataclysm, capable of freezing oceans, summoning monstrous twisters, and tearing apart the earth with lightning. Now a mature storm spirit, Perkeen can unleash this devestation for a short period, laying waste to all. Holding the staff conjures visions of souls tied to rocks, awaiting the world's bitter end.
- Cloak of Swift Gales:
- Cloak of Swift Gales
(Refined)
+100 Max HP
+15% resistance to all elemental damage
+15% resistance to Earth damage
+Recover from all debuffs twice as fast
+Grants the ability to float, avoiding some hazards
A magical set of robes that embody the protective power of wind. They're so potent they lift you right off your feet!
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)
Signature Mission: Develop your own technique! (0/4)
Erika (Jan) - HP 1425 / 1425
Adv: +0
Tempo: 0/5
Personal Adv: +9 (Charisma)
Power: 75- Character Information:
Equipment Effects
STAR ARM Dresalia, the Dragon's Deathmantle: This item cannot be stolen, disarmed, or destroyed. -50% damage taken by debuffs.
Axe of the Storm: +10% Max HP regen per turn, on successful lightning magic attacks, attack another 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).
Dragon's Lament: Consume 1 Advantage to inflict Draconic Binding on a non-Boss enemy. This enemy is unable to avoid any attacks and cannot use any Spirit or Faith-based magic.
Song of Peace:Consume 1 Advantage to inflict Peaceful on yourself and a non-Boss enemy for this turn. Peaceful characters may not perform offensive actions.
Defenses and Resistances
Resistance to all damage: +30%
Fire Damage: Reflect at attacker
StatsPhysical Magical Support Strength +0 Spirit +3 Charisma +9 Agility +0 Faith -1 Insight +0 - Inventory:
- Weapon - Axe of the Storm
- Axe of the Storm:
- size=16]Axe of the Storm[/size]
(Fused)
Power: 75
+4 Charisma
+1 Spirit
-1 Faith
+10% Max HP regen per turn
+On successful lightning magic attacks, attack another enemy at 25% Power.
+Equipped user gains Song of Peace.- Song of Peace:
- Consume 1 Advantage to inflict Peaceful on yourself and a non-Boss enemy for this turn. Peaceful characters may not perform offensive actions.
A wicked guitar humming with controlled electrical power. It inspires all who touch it to stay on their feet and rock with all they have, while blistering all competition.
- Dresalia, the Dragon's Deathmantle:
- Dresalia, the Dragon's Deathmantle
STAR ARM
(Fused)
+200 Max HP
+2 Spirit
+2 Charisma
+30% resistance to all damage
+Reflect Fire damage to the attacker
+Reduce the damage taken from debuffs by half
+Equipped user gains Dragon's Lament- Dragon's Lament:
- Consume 1 Advantage to inflict Draconic Binding on a non-Boss enemy. This enemy is unable to avoid any attacks and cannot use any Spirit or Faith-based magic.
A near-pitch black cloak, vest, and pants beautifully adorned by ivory dragonbone plates. The breathable, enchanted fabric is meshed perfectly with the dragonbone, creating the perfect balance of flexibility and protection. While worn, it brings a forgotten story to mind: of an ancient dragon's final, mournful song before its demise, lamenting the world it departs and cursing all who would threaten it.
Permanent Stats - +2 Charisma
Item - Blank Guitar - Unremarkable guitar. Power: 40. +1 to charisma, -1 to insight.
- Training Missions:
- Damage 3 enemies who damaged you! (2/3)
Reduce the damage of an enemy attack 5 times! (1/5)
Signature Mission: Develop your own technique! (0/4)
Severa (LadyRena) - HP 1500 / 1500
Adv: +0
Personal Adv: +3 (Faith)
Power: 60- Character Information:
Equipment Effects
Blades of Unending Mana:+5 Power for every Adv, +If you use this weapon to attack, gain Charged Magic Circuits at the end of the turn, if you would gain Charged Magic Circuits while already having the status, replace it with Overloading Magic Circuits.
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 Damage Resistance: +30%
StatsPhysical Magical Support Strength +2 Spirit +0 Charisma +0 Agility +1 Faith +3 Insight +1 - Inventory:
- Weapon -
- Blades of Unending Mana:
- Blades of Unending Mana
(Fused)
Power: 60
+3 Faith
+1 Agility
+5 Power for every Adv.
+If you use this weapon to attack, gain Charged Magic Circuits at the end of the turn.
+If you would gain Charged Magic Circuits while already having the status, replace it with Overloading Magic Circuits.
A twin blade fused with the power to easily and quickly absorb mana from the environment. While somewhat lacking in power, its user gains a constantly-refilling store of magical energy, allowing them continual access to powerful spells and Techniques.
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)
Signature Mission: Develop your own technique! (0/4)
Vince (Atmos) - HP 1300 / 1300
Adv: +0
Personal Adv: +1 (Spirit)
Power: 50- Character Information:
Equipment Effects
Fire Lash Whip: +1 fire magic, all attacks have a chance to inflict Burning.
Impassioned Bandana: +10 power and +1 to all defenses when below 50% HP.
Thermal Armor: +1 to fire element attacks
Abilities
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
Ice Damage 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)
Signature Mission: Develop your own technique! (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! (2/3)
Block or heal 1200 ally damage! (343/1200)
Attack an enemy on the same turn they are defeated 3 times! (1/3)
Signature Mission: Develop your own technique! (0/4)
Deadline for Castle and Leader Voting: 2/21/20
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 6: vs Demon of Silence Lv 16
Sat Feb 22, 2020 1:32 am
>Castle Vote: The Dreadnought of Bertila
>Leader Vote: Zaffre, Rosemary (if Paladins: Candice and Russel)
>Leader Vote: Zaffre, Rosemary (if Paladins: Candice and Russel)
Page 2 of 2 • 1, 2
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