Battle 7: vs Dreadnought of Bertilia Lv 17
+3
Claris
GM_3826
Aeront
7 posters
Page 1 of 3 • 1, 2, 3
Battle 7: vs Dreadnought of Bertilia Lv 17
Sat Feb 29, 2020 6:33 pm
- Opening Cutscene:
- You take a moment to catch your breath as the massive, rising plume of smoke in the distance grows ever closer.
The Dreadnought of Bertila, a veritable arsenal on legs. A few minutes ago, Castle High began performing minor boosts to the left and right to avoid the long-range fire of the fortress. Your fingers are starting to hurt from the strain of holding onto a guard rail near Castle High's open main gates, trying to keep yourself stable.
"Be ready for the worst!" Rosemary calls out over the rush of wind. "If anything happens, look out for each other until I can get to you! Just keep calm and collected, and I'm sure we can do this!"
"Panic... confusion... and deep within... the possibility of betrayal..." Zaffre mutters to himself as he looks up toward the sky, just audible enough for you to hear him.
"What was that!?" Rosemary asks.
"I'm beginning to see the story of this battle written in the heavens. I see a house of sticks collapsed and burning, and in its midst, a blade plunged deep into the heart of a beloved. Mmhhhh... I only hope these portents are of our enemies, or else--"
"YO, WE'RE ENTERING THE DROP ZONE!" A booming voice calls from a rampart above. "GET YOURSELVES READY TO JUMP, BROS!" You look back outside the gate and gasp, the might of Bertila laid out beneath you.
The amount of steel used to construct this fortress is more than you've ever seen in your life -- stairways, ramps, ladders, walls, floors, all forged from sturdy, unyielding metal. Eight massive steel legs churn and crack the earth beneath the massive structure, causing tremors that appear to shake and destroy all surroundings. It's very obvious to you why assaulting this fortress from the ground would have been impossible. You try not to imagine what it would be like if you were in a town in this behemoth's way.
"Alright, everyone check your Landing Magic Seals and goggles one last time!" Rosemary calls, retrieving her own goggles and pressing them on. "You all remember how to use the seal, yes? Just crush it in your hand before impact. Don't wait too long though, it should be active for at least 5 sec--"
"INCOMING!"
With a sudden, gut-wrenching shudder, you find the floor of Castle High angling sharply beneath you as an explosion ruptures a nearby wall! With barely enough time to secure your goggles, all you can do is turn yourself toward the open gates as you fall from the sky!!
With the wind rushing past you and your hair flying in the wind, you turn to find the rest of Regiment 1-31 beside you, and the rest of Castle High's forces not far behind. The newly-fit arcane artillery of Castle High is blasting down at the Dreadnought below, but to minimal obvious effect. You begin looking for a safe place to land. There seem to be two large, open areas to hit: one is overlooking the entire upper deck, and seems to be near the fortress' command bridge; the other is near the Dreadnought's smoke plume, probably leading toward the engines...
"Move, girl!" You hear Zaffre yell. You turn to see him kick off of Rosemary, sending her tumbling through the air-- and a half-second later, see a trail of red-hot bullets mar the space she was occupying! You hear several more bullet volleys behind you, along with screams of pain and the sound of magical counter-attacks!
"This is Gold Leader 'Far Sights' broadcasting, all units, come around for another pass!" a static-masked voice calls, as you see the source of the assault: mechanical suits with wings and flaming thrusters. They fly in front of you from several angles, coming together and smoothly entering a tight V formation as they turn back around! Their armor is painted shining gold, along with various unique markings and battle scars. The voice calls out again, "attention enemy combatants: surrender immediately or we will wipe you out."
You gulp as you fumble for your weapon: seems like the fight's going to start before you even touch ground!
- Falling!:
- You and the rest of the army are currently descending from the sky! While you are falling, your ability to move or dodge is extremely limited: any Agility-based defense rolls will immediately fail unless you have equipment that allows you to fly or hover. For reasons you'll see below, you may want to avoid getting hit! Additionally, you will be unable to perform any Melee attacks, and Ranged and Magic attacks will have reduced effectiveness -- though of course, if you can find a way to use the situation to your advantage, you can avoid these restrictions.
You will also need to pick a landing location during your actions. Your two options are The Upper Deck and The Lower Deck. As mentioned above, the upper deck is closer to the command bridge of the Dreadnought, where its leaders pilot and control the fortress. The Lower Deck is closer to the engineering areas of the Dreadnought, which control its engines and legs. This metallic behemoth will be nigh-impossible to destroy by brute force alone, so aim for a weak point! Please note: if you take damage while Falling, you will be moved to a random landing location. Try to maintain control as you descend!
Any player who does not specify a landing zone will have one randomly chosen.
You will reach the ground at the end of Turn 1, so just try to hold out! Oh, and try not to lose your Landing Magic Seal, or you might end up a stain on the Dreadnought's deck. Good luck!
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sat Feb 29, 2020 6:37 pm
- Castle High Forces:
- ALLIES
Zaffre - HP 1400 / 1300
Adv: +1
Personal Adv: +6 (Spirit)
Power: 65- Character Information:
Equipment Effects
Gears of Astral Machination: Every even turn, gain +20 Power, but you may only take one action. Every odd turn, gain -20 Power, and you may take an additional action.
Werzop, Inquisitive Probe: Provides occasional information about enemy actions, intentions, or weaknesses.
Ancient Robes: You float, allowing you to avoid some obstacles.
Abilities
Star Gazer: Whenever you target a character for the first time in a turn, gain a basic examination of that target providing helpful information.
Astromancer of the First: Once per battle, grant a target Fate Bound. The next action they perform will be immensely effective and successful, no matter what it is.
Techniques
Creation's Ire: Target gains Descending. Decrease their Power by 10% every turn for the battle's remainder.
Creation's Boon: Target gains Ascending. Increase their Power by 10% every turn for the battle's remainder.
Embrace the Infinite: Choose a friendly and enemy character. They both gain a random effect that has has appeared at some point in Attack on Castle High.
The Stars Align: If at the end of any turn there are characters on the battlefield with 0, 1, 2, 3, 4 and 5 Advantage, gain 10 Advantage.
Defenses and Resistances
Resistance to all damage: +10%
Defense to status-causing attacks: +2
StatsPhysical Magical Support Strength +1 Spirit +7 Charisma -1 Agility +0 Faith -1 Insight +5 - Inventory:
- Weapon - Gears of Astral Machination
- Gears of Astral Machination:
- Gears of Astral Machination
Power: 65
+4 Spirit
-1 Faith
-1 Charisma
+Every even turn, gain +20 Power, but you may only take one action
+Every odd turn, gain -20 Power, and you may take an additional action
A set of mystical gears imbued with the Constellation of the First, imparting their wielder with the power to create. Born in the shape of gears, the wielder's power ebbs and flows with the turning of time.
- Ancient Robes:
- Ancient Robes
+2 Spirit
+1 Insight
+100 HP
+10% Resistance to all damage
+2 Defense to status-causing attacks
+Allow the wearer to float, avoiding some obstacles
Robes of a long-lost civilization. Contains memories and protective magic, and allow their wearer to float through the sky.
- Werzop, Inquisitive Probe:
- Werzop, Inquisitive Probe
+3 Insight
+Provides occasional information about enemy actions, intentions, or weaknesses
A curious, investigative orb of arcane machinary. Has been stripped of many of its dangerous implmements, but still provides vavluable information to its almost-creator.
Rosemary - HP 1450 / 1350
Adv: +1
Personal Adv: +6 (Faith)
Power: 60
Status - Falling: Fail all Agility-based defense rolls. Reduced effectiveness to all attacks, and cannot perform Melee attacks.- Character Information:
Equipment Effects
Ring of Cherished Hearts: Whenever you gain Charged Magic Circuits, gain 1 Advantage
Fleeting Boots: When reduced below 50% HP, gain Fleeting Steps until the end of turn, reducing all damage taken by half.
Abilities
Aura of Life: Whenever you provide a buff to a teammate, they also recieve an Aura of Life, which heals them for 100 HP at the end of every turn.
Empowered Vitality: This turn, all healing effects that would heal an ally above their Max HP continue to increase their HP at half effectiveness.
Techniques
Cleansing Light: Remove all debuffs from target.
Protective Seal - Repetition: Target ally takes 25% less damage from all elements they have already been struck by while this effect was active (lasts 2 turns).
Soul Renewal: Revive target Incapacitated ally to 50% of their Max HP. Reduce your Advantage to 0, and you may not perform other actions this turn.
Defenses and Resistances
Magical Resistance: +20%
StatsPhysical Magical Support Strength +1 Spirit +1 Charisma +3 Agility +4 Faith +6 Insight +0 - Inventory:
- Weapon - Ring of Cherished Hearts
- Ring of Cherished Hearts:
- Ring of Cherished Hearts
Power: 60
+3 Faith
+2 Agility
+2 Charisma
+Whenever you gain Charged Magic Circuits, gain 1 Advantage
A ring that carries cherished memories of home, life, and happiness. It empowers its user to seize the day, doing all they can in the present.
- Enchanted Scrubs of Fortitude:
- Enchanted Scrubs of Fortitude
+2 Faith
+1 Spirit
+150 HP
+20% resistance to magical damage
A set of scrubs embewed with belief in healing and magical protections.
- Fleeting Boots:
- Fleeting Boots
+2 Agility
+When reduced below 50% HP, gain Fleeting Steps until the end of turn, reducing all damage taken by half.
Discarded boots of a heroic vigilante who always seemed to get away.
HEROES
Arthur (Impromptu) - HP 1350 / 1350
Adv: +0
Personal Adv: +5 (Strength)
Power: 65+
Status - Falling: Fail all Agility-based defense rolls. Reduced effectiveness to all attacks, and cannot perform Melee attacks.- 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
Status - Falling: Fail all Agility-based defense rolls. Reduced effectiveness to all attacks, and cannot perform Melee attacks.- 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
Magical Defense: +1
Elemental Resistance: +15%
Fire, Ice, Water, and 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, Water, and Wind 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, +1 Mag. Def.
- 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
Status - Falling: Fail all Agility-based defense rolls. Reduced effectiveness to all attacks, and cannot perform Melee attacks.- 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
Status - Falling: Fail all Agility-based defense rolls. Reduced effectiveness to all attacks, and cannot perform Melee attacks.- 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 1200 / 1300
Adv: +0
Personal Adv: +5 (Spirit)
Power: 80+
Status - Falling: Fail all Agility-based defense rolls. Reduced effectiveness to all attacks, and cannot perform Melee attacks.
Status - Burning: Take 100 damage at the end of turn.- Character Information:
Equipment Effects
Infernal Edge: Half of damage dealt counts as fire damage; inflict Burning on all hits; on exceptional hits, inflict Silence; inflict yourself with Burning at the start of every turn
Impassioned Bandana: +10 Power and +1 EA when below 50% HP.
Armor of Ember: +Gain +5 Power for each 200 HP missing
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
Immune to Ice Damage Resistance
StatsPhysical Magical Support Strength +2 Spirit +5 Charisma -3 Agility +0 Faith +0 Insight +0 - Inventory:
- Weapon - Infernal Edge
- Infernal Edge:
- Infernal Edge
(Fused)
Power: 80
+2 Strength
+4 Spirit
-4 Charisma
+Half of damage dealt counts as fire damage
+Inflict Burning on all hits
+On exceptional hits, inflict Silence
-Inflict yourself with Burning at the start of every turn
A hellish whip of pure, painful flame. It's fiery lash burns so hot, it sets its wielder ablaze. In return, however, it carries the power of an immortal demon.
- Armor of Embers:
- Armor of Embers
Power: 80
+100 Max HP
+1 Spirit
-1 Agility
+1 Physical Defense
+Immune to Ice damage
+Gain +5 Power for each 200 HP missing
Armor deeply infused with the essence of ember: as its wielder's life force grows weaker, their power grows stronger! The reinforcing energy of the Fire Opal removes all fears of cold, and provides reasonable protection to boot.
Item - None
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: +4 (Spirit)
Power: 60
Status - Falling: Fail all Agility-based defense rolls. Reduced effectiveness to all attacks, and cannot perform Melee attacks.- 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)
CASTLE HIGH Lv. 17
HP 17000 / 17000
VS
20000 / 20000 HP
Lv. 17 DREADNOUGHT OF BERTILA
Lv. 17 DREADNOUGHT OF BERTILA
- Dreadnought of Bertila Forces:
- The Dreadnought of Bertila - CASTLE - HP 20000 / 20000
Adv: -
Personal Adv: -
Power: -- Character Information:
Equipment Effects
None
Abilities
Fortress: All damage against this target is doubled, it has no stats, and it cannot avoid damage.
Unflinching Construct of Steel: All damage against this target is halved. Gain +3000 Max HP.
Techniques
Overdrive All Engines: Take 1000 damage to increase the Power of all allies by +10. May be repeated up to twice per turn.
Defenses and Resistances
None
StatsPhysical Magical Support Strength -- Spirit -- Charisma -- Agility -- Faith -- Insight --
G1 "Far Sights" - ELITE - HP 1450 / 1450
Adv: +1
Personal Adv: +6 (Agility)
Power: 65
Status - Flying: Immunity to Melee attacks and reduced effectiveness to enemy Magic and Ranged attacks targetting you. Allows you to avoid some obstacles. You may only attack 1 enemy each turn without Flying unless they are Falling.- Character Information:
Equipment Effects
Flying Thrusters (Active): Gain Flying while active.
20mm 6-Barrel Repeater: Ignore up to 20% of attack target's damage resistance.
Abilities
Gold Squadron Leader: All members of the Gold Squadron (names starting with "G") gain +10 Power. Any actions that multiple members of Gold Squadron perform together gain +1 EA for each participating member.
Techniques
Bomb Volley: This attack also damages the enemy castle.
Launch Thruster: Give target character Falling.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma -1 Agility +6 Faith -1 Insight +1 - Inventory:
- Weapon - 20mm 6-Barrel Repeater
- 20mm 6-Barrel Repeater:
- 20mm 6-Barrel Repeater
Power: 55
+2 Agility
+1 Strength
+1 Insight
+ignore up to 20% of target's damage resistance
- T-23 Aerial Assault Armor:
- T-23 Aerial Assault Armor
+3 Strength
-1 Faith
-1 Spirit
+250 HP
+10% resistance to all damage
- Flight Thrusters:
- Flight Thrusters
+3 Agility
+Grants Flying
G2 "Smoke Streaks" - HP 1450 / 1450
Adv: +0
Personal Adv: +6 (Agility)
Power: 65
Status - Flying: Immunity to Melee attacks and reduced effectiveness to enemy Magic and Ranged attacks targetting you. Allows you to avoid some obstacles. You may only attack 1 enemy each turn without Flying unless they are Falling.- Character Information:
Equipment Effects
Flying Thrusters (Active): Gain Flying while active.
20mm 6-Barrel Repeater: Ignore up to 20% of attack target's damage resistance.
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma -1 Agility +6 Faith -1 Insight +1 - Inventory:
- Weapon - 20mm 6-Barrel Repeater
- 20mm 6-Barrel Repeater:
- 20mm 6-Barrel Repeater
Power: 55
+2 Agility
+1 Strength
+1 Insight
+ignore up to 20% of target's damage resistance
- T-23 Aerial Assault Armor:
- T-23 Aerial Assault Armor
+3 Strength
-1 Faith
-1 Spirit
+250 HP
+10% resistance to all damage
- Flight Thrusters:
- Flight Thrusters
+3 Agility
+Grants Flying
G3 "Sky Splitter" - HP 1450 / 1450
Adv: +0
Personal Adv: +6 (Agility)
Power: 65
Status - Flying: Immunity to Melee attacks and reduced effectiveness to enemy Magic and Ranged attacks targetting you. Allows you to avoid some obstacles. You may only attack 1 enemy each turn without Flying unless they are Falling.- Character Information:
Equipment Effects
Flying Thrusters (Active): Gain Flying while active.
20mm 6-Barrel Repeater: Ignore up to 20% of attack target's damage resistance.
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma -1 Agility +6 Faith -1 Insight +1 - Inventory:
- Weapon - 20mm 6-Barrel Repeater
- 20mm 6-Barrel Repeater:
- 20mm 6-Barrel Repeater
Power: 55
+2 Agility
+1 Strength
+1 Insight
+ignore up to 20% of target's damage resistance
- T-23 Aerial Assault Armor:
- T-23 Aerial Assault Armor
+3 Strength
-1 Faith
-1 Spirit
+250 HP
+10% resistance to all damage
- Flight Thrusters:
- Flight Thrusters
+3 Agility
+Grants Flying
G4 "Hot Stuff" - HP 1450 / 1450
Adv: +0
Personal Adv: +6 (Agility)
Power: 65
Status - Flying: Immunity to Melee attacks and reduced effectiveness to enemy Magic and Ranged attacks targetting you. Allows you to avoid some obstacles. You may only attack 1 enemy each turn without Flying unless they are Falling.- Character Information:
Equipment Effects
Flying Thrusters (Active): Gain Flying while active.
20mm 6-Barrel Repeater: Ignore up to 20% of attack target's damage resistance.
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma -1 Agility +6 Faith -1 Insight +1 - Inventory:
- Weapon - 20mm 6-Barrel Repeater
- 20mm 6-Barrel Repeater:
- 20mm 6-Barrel Repeater
Power: 55
+2 Agility
+1 Strength
+1 Insight
+ignore up to 20% of target's damage resistance
- T-23 Aerial Assault Armor:
- T-23 Aerial Assault Armor
+3 Strength
-1 Faith
-1 Spirit
+250 HP
+10% resistance to all damage
- Flight Thrusters:
- Flight Thrusters
+3 Agility
+Grants Flying
G5 "Slipstream" - HP 1450 / 1450
Adv: +0
Personal Adv: +6 (Agility)
Power: 65
Status - Flying: Immunity to Melee attacks and reduced effectiveness to enemy Magic and Ranged attacks targetting you. Allows you to avoid some obstacles. You may only attack 1 enemy each turn without Flying unless they are Falling.- Character Information:
Equipment Effects
Flying Thrusters (Active): Gain Flying while active.
20mm 6-Barrel Repeater: Ignore up to 20% of attack target's damage resistance.
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma -1 Agility +6 Faith -1 Insight +1 - Inventory:
- Weapon - 20mm 6-Barrel Repeater
- 20mm 6-Barrel Repeater:
- 20mm 6-Barrel Repeater
Power: 55
+2 Agility
+1 Strength
+1 Insight
+ignore up to 20% of target's damage resistance
- T-23 Aerial Assault Armor:
- T-23 Aerial Assault Armor
+3 Strength
-1 Faith
-1 Spirit
+250 HP
+10% resistance to all damage
- Flight Thrusters:
- Flight Thrusters
+3 Agility
+Grants Flying
It looks like there are more enemies down on the deck...!
TURN 1 - FIGHT!
Action Deadline: 3/6/20
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Mon Mar 02, 2020 5:27 pm
Where there's smoke, there's fire. As Bran exited the castle along with the rest of Regiment 1-31, this was the first thing on his mind. Sure enough, they were attacked the moment they got ready to land.
Bran was in a relatively safe position, as he could hover down, but he was still in danger. He didn't have much time to think. He recalled the reconnaissance they had received. If the engineering areas were on the lower deck, then what was there could be vulnerable. Making a split-second decision, he began to hover towards the lower deck. As he did so, he drew in mana from the surrounding environment.
Bran: Charge your magic circuits as you float down to the lower deck.
Vision of the Historian: Target the Dreadnought. What weak points are there on the deck you land on?
Bran was in a relatively safe position, as he could hover down, but he was still in danger. He didn't have much time to think. He recalled the reconnaissance they had received. If the engineering areas were on the lower deck, then what was there could be vulnerable. Making a split-second decision, he began to hover towards the lower deck. As he did so, he drew in mana from the surrounding environment.
Bran: Charge your magic circuits as you float down to the lower deck.
Vision of the Historian: Target the Dreadnought. What weak points are there on the deck you land on?
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Tue Mar 03, 2020 9:15 am
Falling, and falling fast. Little to no way to avoid the enemy's line of sight or the attacks they can unleash...except...
Severa: I concentrate energy in to my palms, and unleash it as wind to avoid attacks, aiming to land on the Upper Deck.
Severa: I concentrate energy in to my palms, and unleash it as wind to avoid attacks, aiming to land on the Upper Deck.
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Tue Mar 03, 2020 12:06 pm
As Arthur dropped through the sky, he focused on three things: first, the ground was much farther below than his body would expect; he'd have to make sure not to default to trying to break his landing the usual way. Second, they were under attack... so he had to keep vigilant, even in his vulnerable state.
Third, he'd only gotten about two hours of sleep that morning-- and he was still about a half hour to sobering up completely from the drink he had with his breakfast.
Of course, however, their company would be none the wiser. Of course. Among the pack of soldiers dropping from Castle High, the Gold Squadron might have seen a faint streak, like a shooting star... and--if they looked closely--a man within that light twisting around in the air to ready his sword.
"Bran, my boy," he called out, flashing a wink at the scholar as he passed, "I might not be able to watch your back for a minute, so jussht- aah, stay viligant, eh? I'll be back soon."
>Arthur: Try to land on the Lower Deck. As Watcher, while in midair, use Brawler's Challenge on G1 "Far Sights". Prepare to use Focused Defender (Ranged) on self. However, instead of reducing damage by a percentage using the surface of the blade, attempt to use the blade's Power to reduce the Power of incoming attacks! [Signature Mission: 1/4]
Arthur's stance was different, this time--rather than setting his blade flat in front of him in the typical defensive position, he took his Diving Heron stance: one Bran might have observed in their light spars together. The back of his sword braced over one shoulder, blade poised downward, eyes narrowed at the enemy... this was the precursor to an attack. Yet the blade was angled slightly, as if ready to dig forward and twist...
"Never liked the idea of guns," he roared, voice rising over the wind and engines. "Imagine, priding yourself in a weapon that takes all the skill out of killing--enough that you'd think to wear gold! Tch... if you're so sure of yoursshelf, come strike me down!"
Third, he'd only gotten about two hours of sleep that morning-- and he was still about a half hour to sobering up completely from the drink he had with his breakfast.
Of course, however, their company would be none the wiser. Of course. Among the pack of soldiers dropping from Castle High, the Gold Squadron might have seen a faint streak, like a shooting star... and--if they looked closely--a man within that light twisting around in the air to ready his sword.
"Bran, my boy," he called out, flashing a wink at the scholar as he passed, "I might not be able to watch your back for a minute, so jussht- aah, stay viligant, eh? I'll be back soon."
>Arthur: Try to land on the Lower Deck. As Watcher, while in midair, use Brawler's Challenge on G1 "Far Sights". Prepare to use Focused Defender (Ranged) on self. However, instead of reducing damage by a percentage using the surface of the blade, attempt to use the blade's Power to reduce the Power of incoming attacks! [Signature Mission: 1/4]
Arthur's stance was different, this time--rather than setting his blade flat in front of him in the typical defensive position, he took his Diving Heron stance: one Bran might have observed in their light spars together. The back of his sword braced over one shoulder, blade poised downward, eyes narrowed at the enemy... this was the precursor to an attack. Yet the blade was angled slightly, as if ready to dig forward and twist...
Signature Technique:
##t###r#
1/4
##t###r#
1/4
"Never liked the idea of guns," he roared, voice rising over the wind and engines. "Imagine, priding yourself in a weapon that takes all the skill out of killing--enough that you'd think to wear gold! Tch... if you're so sure of yoursshelf, come strike me down!"
- SugarJan
- Posts : 39
Join date : 2018-08-08
Age : 28
Location : North Carolina
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Fri Mar 06, 2020 7:27 pm
Play/Sing something that sounds an awful lot like "Free Fallin'" to try and create a defense buff and aim for the upper deck.
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sat Mar 07, 2020 6:15 pm
Bran focuses his magic as he descends through the air, gaining Charged Magic Circuits!
Severa's magical potential taps into the churning whirlwinds she's flying by! With deft movements, she creates a spinning aura of wind! Severa gains Shield of Wind! She gains +20% resistance to Ranged attacks, +35% resistance to Fire, Earth, and Lightning damage, and is no longer suffering from the adverse effects of Falling!
Arthur activates Watcher before using Brawler's Challenge on G1 "Far Sights"!
The squadron leader's eyes scan over the falling enemies, falling upon...
"What kind of cocky bastard--"
"Far Sights, sir? Everything alright?"
The golden armor suit veers off course from the rest of its group. "I'm going in solo. Hot Stuff, you take point!"
"Copy that!"
The challenge succeeds! G1 "Far Sights" is locked onto Arthur! The swordsman feels a rush of adrenaline as the enemy approaches, giving him +10 Power and +1 Physical Defense!
He then uses Focused Defender upon himself, though modifying the stance, ready to meet the fighter with his blade...!
Erika shreds a wicked tune on her guitar, filling the air with powerful energy! All around her, musical notes and waves of sound form a barrier, shielding her from harm! Erika gains Barrier of Music! She may defend from all Physical attacks with Charisma instead of Agility or Strength!
Yam and Vince perform basic magic attacks, dealing 552 damage to G2 Smoke Stacks.
Zaffre spins his celestial gears, strings of magical power surrounding Severa! She gains Ascending, increasing her Power by 10% at the end of each turn!
The star mage then targets Arthur and G2 "Smoke Streaks" with Embrace The Infinite!
Stars flicker into the mid-afteroon sky, sending down their light on those below... and both Arthur and Smoke Streaks become Ensnared, reducing their Agility to 0!
"Oh shit, fucking hell!" Smoke Streaks curses, trying in vain to retain control as her flying thrusters are disabled, causing he to tumble out of the sky!
"Smoke Streaks!!" Sky Splitter yells, beginning to peel off after her.
"Keep going!" She responds, steering her armor toward the lower deck. "I'll join ground forces 'til I can get airborne again!"
A few moments later, Smoke Streaks smashes into the Lower Deck, taking 443 damage! She barely manages to pull her armor back into a standing position, trying to pull at the astral coords blocking her joints.
Rosemary turns to him, frowning. "What sort of Technique is that!? You hit Arthur too! Why would you--"
Zaffre sighs, giving her an impatient look, "what you see as random is part of my grand machinations. So please, have but a shred of faith."
Rosemary charges up magic in her ring, gaining Charged Magic Circuits! Her Ring of Cherished Hearts grants her an additional Advantage!
"Contact!" G1 "Far Sights" says as he moves in on Arthur! The chest of his armor opens up, revealing a battery of bomb artillery! He fires a Bomb Volley at Arthur, several dozen small explosives wizzing toward and past him!
Arthur, instead of using his blade to block the blows, readies his sword at his side! Catching the wind around him and with a mighty roar, he cleaves through the bombs! The slash detonates many of the explosives before they can make contact, but some still collide with the swordsman, dealing 275 damage!
Several explosives also fly past the swordsman, detonating against Castle High and dealing 1121 damage!
"Nice one, Sights!" Hot Stuff commends.
"Thanks," he replies. "Now the rest of you, form up! Take out that mage that grounded Smoke Streaks!"
"Roger!"
"You got it!"
G3 and G4 enter a tight formation, flying nearly wing-to-wing as they ready their guns!
They each open fire on Zaffre, gaining +1 EA and +10 Power!
"No! Grrr... I'll teach you all the true pain o-"
A hailstorm of bullets tear the mage apart!! Although able to float through the air, he's struck for 470 and 484 damage, totalling 954 damage all together!
Without further incident, the members of Regiment 1-31 reach the top of the deck!
Severa, Yam, Zaffre, and Erika land on the upper deck... and immediately feel a painful jolt rush through their legs! All but Zaffre are Paralyzed by electricity running through the metal of the floor, halving their Strength and only allowing them to take one action per turn!
"Sorry about all this," a young voice calls out -- a moment later, a boy rides out on a carpet of electric current. Despite not looking much older than a teenager, he seems fully in control of the area's electric power! "But this is our people's only shot at movin' up in the world! Which means we gotta crack a few eggs. Name's Telsee, by the way!"
A second later, the metal hull nearly buckles as a massive, metallic form pulls itself onto the upper deck. While not featuring any guns, its arms seem to be steam-powered pistons, made for high-speed punches!!
"Grett," the voice inside echoes mono-syllabically, bashing its piston fists together!
Meanwhile, Bran, Arthur, Rosemary, and Vince land on the lower deck. They barely have a moment to catch their breath, however, before the entire lower deck begins to pull itself open like hatch doors! As the metal slides away, a burst of heat rises from below -- this deck is directly above the Dreadnought's refinery! Molten metal bubbles below, contained in a massive, open-top cistern! By the end of the turn, there might not be any ground left to stand on, and now that you're down here, you see there are no doors or catwalks off the deck!
"Well well, looks like company's arrived!" A shrill voice crows. A figure clad in slick armor rises from the refinery, hovering in a steam-powered jetpack! Two large hoses snake out behind them, one connected to the cistern, and the other a giant boiler beside it! "We knew this fume hood would look like a prime landing spot for you invaders! Time to show you what Valvis can do!"
"Hey hey, leave some for Tea!" Says another, as a woman cloaked in icy mist hops down from above, creating a frozen platform beneath herself!
"Uh, could one of you get me out of here!?" Smoke Streaks asks, pulling her suit away from the opening pit.
"I'll catch you. Hehe, probably," Tea winks.
"Oh boy..." Smoke Streaks sighs, raising her weapons.
Several other attackers rise on both decks, but the forces of Castle High begin to collide with them, keeping them in check!
"All of you, keep up the fight!" You hear Russel say as he and another Regiment storm toward the command bridge. He blocks a blast of darkness with his sword as he calls down, "Giada and I are pushing for the command bridge! She thinks she might be able to do something! Just try to hold on and take out the threats!"
"All forces, keep a steady eye out for what these enemies are capable of," a deep voice speaks over an intercom from the command bridge, near the upper deck. "Any among them with healing abilities should be top priority for elimination. Gold Squadron, focus fire on the enemy castle, along with occasional ground harrassment."
Bran's Visions of the Historian give him some guidance: although the refinery's cistern is dangerous, it's certainly a clear weakness. If someone could just puncture or even cut a hose or tube, the molten metal would spill throughout the whole Dreadnought.
...Weren't these people supposed to be tactical masterminds? Why expose such a crucial, vulnerable weakness? Do they not care, for some reason? Is there some counter-measure in place? For some reason, he feels the most obvious solution likely isn't the best. But perhaps abusing the weakness in some other way...
Castle High fires off its Arcane Artillery, its magical batteries striking the Dreadnought! Despite a good hit, the hard steel of the fortress reduces the damage to 656 damage!
Severa's magical potential taps into the churning whirlwinds she's flying by! With deft movements, she creates a spinning aura of wind! Severa gains Shield of Wind! She gains +20% resistance to Ranged attacks, +35% resistance to Fire, Earth, and Lightning damage, and is no longer suffering from the adverse effects of Falling!
Arthur activates Watcher before using Brawler's Challenge on G1 "Far Sights"!
The squadron leader's eyes scan over the falling enemies, falling upon...
"What kind of cocky bastard--"
"Far Sights, sir? Everything alright?"
The golden armor suit veers off course from the rest of its group. "I'm going in solo. Hot Stuff, you take point!"
"Copy that!"
The challenge succeeds! G1 "Far Sights" is locked onto Arthur! The swordsman feels a rush of adrenaline as the enemy approaches, giving him +10 Power and +1 Physical Defense!
He then uses Focused Defender upon himself, though modifying the stance, ready to meet the fighter with his blade...!
Erika shreds a wicked tune on her guitar, filling the air with powerful energy! All around her, musical notes and waves of sound form a barrier, shielding her from harm! Erika gains Barrier of Music! She may defend from all Physical attacks with Charisma instead of Agility or Strength!
Yam and Vince perform basic magic attacks, dealing 552 damage to G2 Smoke Stacks.
Zaffre spins his celestial gears, strings of magical power surrounding Severa! She gains Ascending, increasing her Power by 10% at the end of each turn!
The star mage then targets Arthur and G2 "Smoke Streaks" with Embrace The Infinite!
Stars flicker into the mid-afteroon sky, sending down their light on those below... and both Arthur and Smoke Streaks become Ensnared, reducing their Agility to 0!
"Oh shit, fucking hell!" Smoke Streaks curses, trying in vain to retain control as her flying thrusters are disabled, causing he to tumble out of the sky!
"Smoke Streaks!!" Sky Splitter yells, beginning to peel off after her.
"Keep going!" She responds, steering her armor toward the lower deck. "I'll join ground forces 'til I can get airborne again!"
A few moments later, Smoke Streaks smashes into the Lower Deck, taking 443 damage! She barely manages to pull her armor back into a standing position, trying to pull at the astral coords blocking her joints.
Rosemary turns to him, frowning. "What sort of Technique is that!? You hit Arthur too! Why would you--"
Zaffre sighs, giving her an impatient look, "what you see as random is part of my grand machinations. So please, have but a shred of faith."
Rosemary charges up magic in her ring, gaining Charged Magic Circuits! Her Ring of Cherished Hearts grants her an additional Advantage!
"Contact!" G1 "Far Sights" says as he moves in on Arthur! The chest of his armor opens up, revealing a battery of bomb artillery! He fires a Bomb Volley at Arthur, several dozen small explosives wizzing toward and past him!
Arthur, instead of using his blade to block the blows, readies his sword at his side! Catching the wind around him and with a mighty roar, he cleaves through the bombs! The slash detonates many of the explosives before they can make contact, but some still collide with the swordsman, dealing 275 damage!
Several explosives also fly past the swordsman, detonating against Castle High and dealing 1121 damage!
"Nice one, Sights!" Hot Stuff commends.
"Thanks," he replies. "Now the rest of you, form up! Take out that mage that grounded Smoke Streaks!"
"Roger!"
"You got it!"
G3 and G4 enter a tight formation, flying nearly wing-to-wing as they ready their guns!
They each open fire on Zaffre, gaining +1 EA and +10 Power!
"No! Grrr... I'll teach you all the true pain o-"
A hailstorm of bullets tear the mage apart!! Although able to float through the air, he's struck for 470 and 484 damage, totalling 954 damage all together!
Without further incident, the members of Regiment 1-31 reach the top of the deck!
Severa, Yam, Zaffre, and Erika land on the upper deck... and immediately feel a painful jolt rush through their legs! All but Zaffre are Paralyzed by electricity running through the metal of the floor, halving their Strength and only allowing them to take one action per turn!
"Sorry about all this," a young voice calls out -- a moment later, a boy rides out on a carpet of electric current. Despite not looking much older than a teenager, he seems fully in control of the area's electric power! "But this is our people's only shot at movin' up in the world! Which means we gotta crack a few eggs. Name's Telsee, by the way!"
A second later, the metal hull nearly buckles as a massive, metallic form pulls itself onto the upper deck. While not featuring any guns, its arms seem to be steam-powered pistons, made for high-speed punches!!
"Grett," the voice inside echoes mono-syllabically, bashing its piston fists together!
Meanwhile, Bran, Arthur, Rosemary, and Vince land on the lower deck. They barely have a moment to catch their breath, however, before the entire lower deck begins to pull itself open like hatch doors! As the metal slides away, a burst of heat rises from below -- this deck is directly above the Dreadnought's refinery! Molten metal bubbles below, contained in a massive, open-top cistern! By the end of the turn, there might not be any ground left to stand on, and now that you're down here, you see there are no doors or catwalks off the deck!
"Well well, looks like company's arrived!" A shrill voice crows. A figure clad in slick armor rises from the refinery, hovering in a steam-powered jetpack! Two large hoses snake out behind them, one connected to the cistern, and the other a giant boiler beside it! "We knew this fume hood would look like a prime landing spot for you invaders! Time to show you what Valvis can do!"
"Hey hey, leave some for Tea!" Says another, as a woman cloaked in icy mist hops down from above, creating a frozen platform beneath herself!
"Uh, could one of you get me out of here!?" Smoke Streaks asks, pulling her suit away from the opening pit.
"I'll catch you. Hehe, probably," Tea winks.
"Oh boy..." Smoke Streaks sighs, raising her weapons.
Several other attackers rise on both decks, but the forces of Castle High begin to collide with them, keeping them in check!
"All of you, keep up the fight!" You hear Russel say as he and another Regiment storm toward the command bridge. He blocks a blast of darkness with his sword as he calls down, "Giada and I are pushing for the command bridge! She thinks she might be able to do something! Just try to hold on and take out the threats!"
"All forces, keep a steady eye out for what these enemies are capable of," a deep voice speaks over an intercom from the command bridge, near the upper deck. "Any among them with healing abilities should be top priority for elimination. Gold Squadron, focus fire on the enemy castle, along with occasional ground harrassment."
Bran's Visions of the Historian give him some guidance: although the refinery's cistern is dangerous, it's certainly a clear weakness. If someone could just puncture or even cut a hose or tube, the molten metal would spill throughout the whole Dreadnought.
...Weren't these people supposed to be tactical masterminds? Why expose such a crucial, vulnerable weakness? Do they not care, for some reason? Is there some counter-measure in place? For some reason, he feels the most obvious solution likely isn't the best. But perhaps abusing the weakness in some other way...
Castle High fires off its Arcane Artillery, its magical batteries striking the Dreadnought! Despite a good hit, the hard steel of the fortress reduces the damage to 656 damage!
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sat Mar 07, 2020 6:15 pm
- Castle High Forces:
- ALLIES
Zaffre - HP 446 / 1300
Adv: +2
Personal Adv: +6 (Spirit)
Power: 65- Character Information:
Equipment Effects
Gears of Astral Machination: Every even turn, gain +20 Power, but you may only take one action. Every odd turn, gain -20 Power, and you may take an additional action.
Werzop, Inquisitive Probe: Provides occasional information about enemy actions, intentions, or weaknesses.
Ancient Robes: You float, allowing you to avoid some obstacles.
Abilities
Star Gazer: Whenever you target a character for the first time in a turn, gain a basic examination of that target providing helpful information.
Astromancer of the First: Once per battle, grant a target Fate Bound. The next action they perform will be immensely effective and successful, no matter what it is.
Techniques
Creation's Ire: Target gains Descending. Decrease their Power by 10% every turn for the battle's remainder.
Creation's Boon: Target gains Ascending. Increase their Power by 10% every turn for the battle's remainder.
Embrace the Infinite: Choose a friendly and enemy character. They both gain a random effect that has has appeared at some point in Attack on Castle High.
The Stars Align: If at the end of any turn there are characters on the battlefield with 0, 1, 2, 3, 4 and 5 Advantage, gain 10 Advantage.
Defenses and Resistances
Resistance to all damage: +10%
Defense to status-causing attacks: +2
StatsPhysical Magical Support Strength +1 Spirit +7 Charisma -1 Agility +0 Faith -1 Insight +5 - Inventory:
- Weapon - Gears of Astral Machination
- Gears of Astral Machination:
- Gears of Astral Machination
Power: 65
+4 Spirit
-1 Faith
-1 Charisma
+Every even turn, gain +20 Power, but you may only take one action
+Every odd turn, gain -20 Power, and you may take an additional action
A set of mystical gears imbued with the Constellation of the First, imparting their wielder with the power to create. Born in the shape of gears, the wielder's power ebbs and flows with the turning of time.
- Ancient Robes:
- Ancient Robes
+2 Spirit
+1 Insight
+100 HP
+10% Resistance to all damage
+2 Defense to status-causing attacks
+Allow the wearer to float, avoiding some obstacles
Robes of a long-lost civilization. Contains memories and protective magic, and allow their wearer to float through the sky.
- Werzop, Inquisitive Probe:
- Werzop, Inquisitive Probe
+3 Insight
+Provides occasional information about enemy actions, intentions, or weaknesses
A curious, investigative orb of arcane machinary. Has been stripped of many of its dangerous implmements, but still provides vavluable information to its almost-creator.
Rosemary - HP 1450 / 1350
Adv: +3
Personal Adv: +6 (Faith)
Power: 60
Collapsing Floor: At end of turn, fall into the molten steel of the refinery below!- Character Information:
Equipment Effects
Ring of Cherished Hearts: Whenever you gain Charged Magic Circuits, gain 1 Advantage
Fleeting Boots: When reduced below 50% HP, gain Fleeting Steps until the end of turn, reducing all damage taken by half.
Abilities
Aura of Life: Whenever you provide a buff to a teammate, they also recieve an Aura of Life, which heals them for 100 HP at the end of every turn.
Empowered Vitality: This turn, all healing effects that would heal an ally above their Max HP continue to increase their HP at half effectiveness.
Techniques
Cleansing Light: Remove all debuffs from target.
Protective Seal - Repetition: Target ally takes 25% less damage from all elements they have already been struck by while this effect was active (lasts 2 turns).
Soul Renewal: Revive target Incapacitated ally to 50% of their Max HP. Reduce your Advantage to 0, and you may not perform other actions this turn.
Defenses and Resistances
Magical Resistance: +20%
StatsPhysical Magical Support Strength +1 Spirit +1 Charisma +3 Agility +4 Faith +6 Insight +0 - Inventory:
- Weapon - Ring of Cherished Hearts
- Ring of Cherished Hearts:
- Ring of Cherished Hearts
Power: 60
+3 Faith
+2 Agility
+2 Charisma
+Whenever you gain Charged Magic Circuits, gain 1 Advantage
A ring that carries cherished memories of home, life, and happiness. It empowers its user to seize the day, doing all they can in the present.
- Enchanted Scrubs of Fortitude:
- Enchanted Scrubs of Fortitude
+2 Faith
+1 Spirit
+150 HP
+20% resistance to magical damage
A set of scrubs embewed with belief in healing and magical protections.
- Fleeting Boots:
- Fleeting Boots
+2 Agility
+When reduced below 50% HP, gain Fleeting Steps until the end of turn, reducing all damage taken by half.
Discarded boots of a heroic vigilante who always seemed to get away.
HEROES
Arthur (Impromptu) - HP 1075 / 1350
Adv: +1
Personal Adv: +5 (Strength)
Power: 65+
Focused Defender (Ranged): All Ranged damage reduced by 25%.
Brawler's Challenge (Far Sights): Gain +1 Physical Defense and +10 Power when dealing with (Far Sights).
Ensnared (1 Turn): Agility is 0.
Collapsing Floor: At end of turn, fall into the molten steel of the refinery below!- 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! (1/4)
Bran (GM_3826) - HP 1300 / 1300
Adv: +1
Personal Adv: +6 (Spirit)
Power: 85
Status - Charged Magic Circuits: Increased effectiveness to your next magic action.- 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
Magical Defense: +1
Elemental Resistance: +15%
Fire, Ice, Water, and 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, Water, and Wind 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, +1 Mag. Def.
- Training Missions:
- Perform 6 actions of different types! (5/6) (Types:
- X Attack (1 Target)
- X Attack (AoE)
- X Defend
- _ Siege
- _ Heal
- X Buff
- _ Debuff
- X Interrupt
- _ Examine)
Signature Mission: Develop your own technique! (0/4) - X Attack (1 Target)
Erika (Jan) - HP 1425 / 1425
Adv: +1
Tempo: 2/5
Personal Adv: +9 (Charisma)
Power: 75
Status - Barrier of Music (2 Turns): Defend with Charisma instead of Strength or Agility.
Status - Paralyzed (1 Turn): Strength is halved. You may only perform one action per turn.- 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: +1
Personal Adv: +3 (Faith)
Power: 60
Status - Shield of Wind: +25% Resistance to Ranged attacks, +35% Resistance to Fire, Earth, Lightning Damage.
Status - Charged Magic Circuits: Increased effectiveness to your next magic action.
Status - Ascending: Gain +10% Power every turn.
Status - Paralyzed (1 Turn): Strength is halved. You may only perform one action per turn.- 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, 1/2)
Signature Mission: Develop your own technique! (0/4)
Vince (Atmos) - HP 1100 / 1300
Adv: +1
Personal Adv: +5 (Spirit)
Power: 80+ (85)
Status - Burning: Take 100 damage at the end of turn.- Character Information:
Equipment Effects
Infernal Edge: Half of damage dealt counts as fire damage; inflict Burning on all hits; on exceptional hits, inflict Silence; inflict yourself with Burning at the start of every turn
Impassioned Bandana: +10 Power and +1 EA when below 50% HP.
Armor of Ember: +Gain +5 Power for each 200 HP missing
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
Immune to Ice Damage Resistance
StatsPhysical Magical Support Strength +2 Spirit +5 Charisma -3 Agility +0 Faith +0 Insight +0 - Inventory:
- Weapon - Infernal Edge
- Infernal Edge:
- Infernal Edge
(Fused)
Power: 80
+2 Strength
+4 Spirit
-4 Charisma
+Half of damage dealt counts as fire damage
+Inflict Burning on all hits
+On exceptional hits, inflict Silence
-Inflict yourself with Burning at the start of every turn
A hellish whip of pure, painful flame. It's fiery lash burns so hot, it sets its wielder ablaze. In return, however, it carries the power of an immortal demon.
- Armor of Embers:
- Armor of Embers
Power: 80
+100 Max HP
+1 Spirit
-1 Agility
+1 Physical Defense
+Immune to Ice damage
+Gain +5 Power for each 200 HP missing
Armor deeply infused with the essence of ember: as its wielder's life force grows weaker, their power grows stronger! The reinforcing energy of the Fire Opal removes all fears of cold, and provides reasonable protection to boot.
Item - None
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: +1
Personal Adv: +4 (Spirit)
Power: 60
Status - Paralyzed (1 Turn): Strength is halved. You may only perform one action per turn.- Character Information:
Equipment Effects
The Dark Harvester: Ignores all defenses on melee attacks. Heals 10% of all damage dealt.
Murderer's Garland: Enemy melee attacks against you receive -5 Power and -1 Effective Advantage.
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)
CASTLE HIGH Lv. 17
HP 15879 / 17000
VS
19344 / 20000 HP
Lv. 17 DREADNOUGHT OF BERTILA
Lv. 17 DREADNOUGHT OF BERTILA
- Dreadnought of Bertila Forces:
- The Dreadnought of Bertila - CASTLE - HP 19344 / 20000
Adv: -
Personal Adv: -
Power: -- Character Information:
Equipment Effects
None
Abilities
Fortress: All damage against this target is doubled, it has no stats, and it cannot avoid damage.
Unflinching Construct of Steel: All damage against this target is halved. Gain +3000 Max HP.
Techniques
Overdrive All Engines: Take 1000 damage to increase the Power of all allies by +10. May be repeated up to twice per turn.
Defenses and Resistances
None
StatsPhysical Magical Support Strength -- Spirit -- Charisma -- Agility -- Faith -- Insight --
- Gold Squadron:
- G1 "Far Sights" - ELITE - HP 1450 / 1450
Adv: +2
Personal Adv: +5 (Agility)
Power: 65
Status - Flying: Immunity to Melee attacks and reduced effectiveness to enemy Magic and Ranged attacks targetting you. Allows you to avoid some obstacles. You may only attack 1 enemy each turn without Flying unless they are Falling.
Status - Taunted (Arthur) (1 Turn) - Will attack (Arthur) next turn.- Character Information:
Equipment Effects
Flying Thrusters (Active): Gain Flying while active.
20mm 6-Barrel Repeater: Ignore up to 20% of attack target's damage resistance.
Abilities
Gold Squadron Leader: All members of the Gold Squadron (names starting with "G") gain +5 Power. Any actions that multiple members of Gold Squadron perform together gain +1 EA for each participating member.
Techniques
Bomb Volley: This attack also damages the enemy castle.
Launch Thruster: Give target character Falling.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma -1 Agility +5 Faith -1 Insight +1
G3 "Sky Splitter" - HP 698 / 1250
Adv: +1
Personal Adv: +5 (Agility)
Power: 55
Status - Flying: Immunity to Melee attacks and reduced effectiveness to enemy Magic and Ranged attacks targetting you. Allows you to avoid some obstacles. You may only attack 1 enemy each turn without Flying unless they are Falling.- Character Information:
Equipment Effects
Flying Thrusters (Active): Gain Flying while active.
20mm 6-Barrel Repeater: Ignore up to 20% of attack target's damage resistance.
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma -1 Agility +6 Faith -1 Insight +1
G4 "Hot Stuff" - HP 1250 / 1250
Adv: +1
Personal Adv: +5 (Agility)
Power: 55
Status - Flying: Immunity to Melee attacks and reduced effectiveness to enemy Magic and Ranged attacks targetting you. Allows you to avoid some obstacles. You may only attack 1 enemy each turn without Flying unless they are Falling.- Character Information:
Equipment Effects
Flying Thrusters (Active): Gain Flying while active.
20mm 6-Barrel Repeater: Ignore up to 20% of attack target's damage resistance.
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma -1 Agility +6 Faith -1 Insight +1
- Upper Deck:
- Telsee - HP 1000/1000
Adv: +0
Personal Adv: +4 (Spirit)
Power: 60+- Character Information:
Equipment Effects
None
Abilities
Lightning Catalyst: Gain +10 Power when attacking any enemy who is Paralyzed.
Techniques
Surge of Lightning: When reduced below 100 HP, gain +30 Power.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +1 Spirit +4 Charisma +3 Agility +2 Faith +2 Insight +1
Adv: +0
Personal Adv: +5 (Strength)
Power: 60- Character Information:
Equipment Effects
Piston Punches: Whenever you attack successfully, attack again at half Power. Repeat up to 3 times.
Abilities
Guardian Shield: Redirect an attack aimed at an ally to yourself.
Techniques
None
Defenses and Resistances
Magic Resistance: +20%
StatsPhysical Magical Support Strength +5 Spirit +1 Charisma -1 Agility -1 Faith +2 Insight +0
- Lower Deck:
- Valvis - HP 1200/1200
Adv: +0
Personal Adv: +4 (Strength)
Power: 60- Character Information:
Equipment Effects
Magma and Boiler Cannons: All damage dealt is Fire, Water, or both. On superb hits, Calcify targets, reducing all stats by 2.
Aerial Backpack: Float, avoiding some hazards.
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit +2 Charisma -1 Agility +3 Faith +1 Insight -1
Adv: +0
Personal Adv: +5 (Faith)
Power: 60- Character Information:
Equipment Effects
None
Abilities
Disciple of the Frozen God: Freeze a target, forcing them to take 150 damage per turn and reducing their Agility to 0.
Techniques
None
Defenses and Resistances
Immunity to Fire Damage
StatsPhysical Magical Support Strength +2 Spirit +1 Charisma +0 Agility +2 Faith +5 Insight +2
G2 "Smoke Streaks" - HP 807 / 1250
Adv: +1
Personal Adv: +5 (Agility)
Power: 55
Collapsing Floor: At end of turn, fall into the molten steel of the refinery below!
Ensnared (1 Turn): Agility is 0.- Character Information:
Equipment Effects
Flying Thrusters (Inactive): Gain Flying while active.
20mm 6-Barrel Repeater: Ignore up to 20% of attack target's damage resistance.
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma -1 Agility +6 Faith -1 Insight +1 - Inventory:
- Weapon - 20mm 6-Barrel Repeater
- 20mm 6-Barrel Repeater:
- 20mm 6-Barrel Repeater
Power: 55
+2 Agility
+1 Strength
+1 Insight
+ignore up to 20% of target's damage resistance
- T-23 Aerial Assault Armor:
- T-23 Aerial Assault Armor
+3 Strength
-1 Faith
-1 Spirit
+250 HP
+10% resistance to all damage
- Flight Thrusters:
- Flight Thrusters
+3 Agility
+Grants Flying
TURN 2 - FIGHT!
Action Deadline: 3/13/20
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sat Mar 07, 2020 6:47 pm
I look around as the painful jolts scare their way up my legs, slowing my muscles and limiting my movements. When the youngling arrives before me, clearly in charge of the electricity, I laugh and toss my hair back.
"I see...I should have expected this, honestly."
Steadying myself and focusing on the inflections, I attempt to dredge up a power I've long let sleep, forgotten until now...
"You" - this was aimed at Grett - "are not okay. Your pistons are jamming..."
With all the suggestive, subtle force I can muster, I send the words out, flowing like silken magma over the battlefield.
Severa: Attempt Signature Mission [1/4]. Jam Grett's pistons with the power of Voice Alter, at immediate threat of being pummeled otherwise.
"I see...I should have expected this, honestly."
Steadying myself and focusing on the inflections, I attempt to dredge up a power I've long let sleep, forgotten until now...
"You" - this was aimed at Grett - "are not okay. Your pistons are jamming..."
With all the suggestive, subtle force I can muster, I send the words out, flowing like silken magma over the battlefield.
Severa: Attempt Signature Mission [1/4]. Jam Grett's pistons with the power of Voice Alter, at immediate threat of being pummeled otherwise.
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sun Mar 08, 2020 4:28 pm
- Bran thinks fast:
- OK, so the ground below them was parting way. Bran wasn't in much danger, but his allies were. There was no way to escape. Two skilled enemies were before them, and more were on their way. Russel and Giada set out to rescue them, but they might not make it in time. And the weakness he found seemed to present more of a threat to Regiment 1-31 then it did to Bertila's armies.
If they were to spill the contents of the refinery through the Dreadnought, their enemies had some way to counter it. On the other hand, that didn't mean that exposing their generator hadn't leave them vulnerable. Bran had saved up magical energy in hopes of targeting a weak point on the lower deck. And while he wouldn't be able to do that in the obvious way, perhaps the obvious wasn't the best course of action.
No, he wasn't going to destroy it. If he cut it off at the source, the power loss would delay the Dreadnought and give Russel and Giada enough time to arrive.
The one question he had left was what Zaffre's vision at the beginning of the battle meant. There was something Bran needed to focus on right now, but he couldn't ignore that. He had to multitask, starting now.
Bran: Attempt to freeze the refinery, cutting off power to the Dreadnought. [Signature Mission 1/4]
Vision of the Historian: Target Zaffre. Could he betray Castle High? If so, how?
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sun Mar 08, 2020 9:41 pm
- Grrgh...:
Trying his best to jostle through the starry ropes into a more steady stance, Arthur certainly looked to have lost some of the composure he had during his journey to the lower deck. Where the hell did these come from? This conjuring-things-out-of-midair deal was another one of the reasons he disliked dealing with magic...
Now they had company. Wasn't that just--he thrashed his torso to the side to break his right arm out of the ropes--dandy... After biting out a piece of bomb shrapnel stuck in his right shoulder and spitting it on the floor, he set his gaze ahead once more.
His left arm was thoroughly stuck, so he had to pass his sword over to the other hand and flip it around... Not only that, but his left knee and right calf were locked, severely limiting his movement. Damn, they were tight...
As fun as their entrance was, the heat already threatening to sear the hairs on the back of his neck and the ropes closing around his joints quickly reminded of him of what was at stake in this battle. They were stopping a meteor from barreling into the center of the country... one that left thousands, maybe even tens of thousands, burning in its wake.
In the eyes of the ensnared swordsman, their enemies would find neither distress nor frustration: on the contrary, within the heat of the refinery, the intensity of his focus only continued to sharpen.
Arthur acknowledged Bran's request with a curt nod. With the ground opening up beneath their feet, there wasn't much he could do except allow the young scholar's intuition to light the way forward--but he did get the feeling that they were all headed down, no matter what...
>Arthur: As Warrior, stand ready near Rosemary with Focused Defender (Ranged). Before the floor finishes opening, leap after Tea with an overhead sword swing--aiming to knock her off of her ice platform and force her to make a new one farther below the deck. Prepare to redirect incoming fire from G1 towards the Dreadnought.
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sun Mar 15, 2020 2:08 pm
Erika takes a wide stance, attempting to draw in the electrical energy surging beneath her! With a yell and her hair standing on end, her allies feel their bodies relax as she absorbs the electricity into herself! Unfortunately, her control isn't effective enough to avoid the lightning damaging her, recieving 210 damage from the crackling energy and remaining Paralyzed herself.
"Woah! Are you an electromancer too?" Telsee blinks, a bit amazed. "Gotta say, that was pretty wicked."
Severa's voice causes the very world around her to ripple and shudder. As she expends her Charged Magic Circuits, Telsee looks nervously at his ally -- who, despite the strange effect, seems unimpressed. "Think you sound all high n' mighty? Hmph."
As they raise their piston fists to attack, however, they notice that somehow, the cleric's words have held true: Piston Punches has been weakened! With their pistons constantly jamming, Grett will only get a single half-Power follow-up attack, instead of up to four! They say nothing, simply turning their armored helmet toward Severa, presumably enraged.
Bran, with unusual poise and leadership, swings his mighty staff down at the refinery! At the same time, Vince spends 200 HP to increase his Power and channel the burning heat of the molten steel!
"What the-- Tea, stop them!" Valvis squawks.
"Pssh, come on boys, do you really think-- woah!" she yelps as Arthur leaps at her, now in Warrior stance and readying his sword high overhead to strike down the diminuitive priestess--!
"Whoop, byeeee~!" she waves as she takes a single step to her left, avoiding the strike as Arthur's ensnared form lands on the ice off-balance! He struggles for a moment to regain control and manages to elbow Tea for 95 damage, but then slips and begins tumbling down toward the molten metal below!
"PFFFTTTTHAHAHA, that was the funniest thing I've seen all week," Tea tears up, clutching her stomach as she belts out laughter.
"Tea, focus! The refinery!" Valvis tells her again, obvious impatience growing.
"H-huh? Oh, y-yeah, I'll--pffttt-- I'll get right on that, j-just... no, I'm good," she assures him, trying her best to stifle her laughs (without much success). Finally, however, she raises her hands toward Bran, a massive icicle forming...
When Vince throws a giant wave of heat from the refinery right at her! The heat's so intense it warps the air! The ravenous flames descend upon Tea--!
...Who takes no damage from them, due to her immunity to fire!
"PFFFFFFFFFFTTTTT YOU GOTTA BE KIDDING ME," she says, literally falling onto her back in hysterics as her laughter returns, twice as strong!
The commanding voice on the intercom speaks out, "Tea Verigrace, pull yourself together this instant."
The ice priestess shows no reaction to the order, however, kicking her feet in the air as she immitates Vince's voice to herself. "'Then get a l'--ppffhahahaha-- 'g-get a load of me!'"
Tea is Rolling On The Floor Laughing! She's unable to perform an action this turn!
"I--bbfffttt, I-I'm sorry, it's just, th-they're supposed to be the b-best in the country, and one of them, and the other one, and--" is all Tea can say before the ice platform beneath her collapses! Although she's immune to the fire damage, her ice is not, and she too begins falling toward the refinery, still laughing hysterically!
With the combined efforts of Bran, Vince, and Tea (who is unconsciously cooling the refinery as well in self-defense), the molten metal of the refinery is turned solid and downright cold!
Both Arthur and Tea hit the solid metal with some force, suffering 228 and 306 damage, respectively!
"Oowww..." the priestess groans, rubbing her head.
"See, now that is funny!" Valvis snickers.
"Valvis," the voice on the intercom warns.
"A-ahem, yes commander, apologies. I'll attempt to see to repairs."
The Dreadnought of Bertila begins to slow, its primary heat source now disabled! Its Overdrive All Engine Technique is now disabled, and Unflinching Construct of Steel now only reduces damage by 25% instead of half!
TRAINING MISSION COMPLETE! Bran has become so experienced adapting his magic in so many different ways, he's learned how to make the most of every spell he casts! He gains the Technique Arcane Expertise: whenever he performs his first spell for the turn, he may perform an additional free action at half Power, so long as that action is a different type (Offense, Buff, etc.) and uses the same element! Now able to accomplish two different goals with the same spell, Bran has truly become a veteran magus!
Arthur prepares to use Focused Defender (Ranged) on Rosemary!
Vince also gives his Infernal Edge a crack before swinging it at both Valvis and G2 "Smoke Streaks", conducting an Efficient Offensive!
Wrapped up and unable to dodge the assault, G2 "Smoke Streaks" is lashed by the flamming whip, shredding away much of her armor and setting her ablaze! She takes 642 damage and is Burning and Silenced!
Valvis attempts to blast away Vince's burning whip with his boiler cannons, but the pyromancer ducks and weaves between the blasts before getting a clean hit straight to his chest! He recieves 552 damage and is Burning and Silenced as well!
Vince is fatigued from the effort... (-1 Adv)
Yam attacks Telsee, but only partially succeeds, dealing 122 damage.
Zaffre slowly raises his hands, his Gears of Astral Machination spinning faster and faster as they launch off bolts of arcane power...!
"My creation... shall be your agony!" he curses, as his gears suddenly freeze!
"...What the-- mayday, mayday, mayday!" G4 "Hot Stuff" yells. His repeater weapon turns toward G1 "Far Sights" and begins opening fire on its own! Far Sights manages to weave out of the way of the attack, but begins calling to his fellow in a frantic tone.
"'Hot Stuff', report your status!"
"I-I'm sorry sir, it's-- my controls, they've totally locked up on me! The firing systems are acting on their own!"
"Shit, just... keep trying! We'll get you out of there!"
G4 "Hot Stuff" has been Charmed! They've lost control of their own actions, and attacked their own ally this turn!
"Hmmm..." Zaffre observes. "These people see their cause as just, and harm to innocents as unfortunate but inevitable for their goal. And us, they see as... heh, 'tyrants.' As if they could recognize such a thing."
Rosemary holds her ring for a moment before unleashing strands of healing magic! One flies upward, wrapping itself around Zaffre, while another calmly touches the chest of Vince -- they're both healed for 450 HP and gain Aura of Life, healing them for 100 HP at the end of every turn!
"Vince, I know you're a fire mage and all, but... isn't, constantly being on fire a bit..." she tries her best to choose a kinder word than she wishes to use, "...extreme?"
Then, taking a breath, Rosemary leaps off the side of the platform, down toward the frozen refinery! She manages to tuck into a roll on impact, proceeding to roll a few paces before colliding with the refinery's side, recieving 315 damage!
Rosemary is fatigued from her efforts... (-1 Adv)
"Taste this, you!" G1 "Far Sights" barks, focusing his sights on Arthur! Going into a tight circle in the air, he opens his bomb-bay doors once more and activates Bomb Volley, unleashing a torrent of bombs at both Arthur and Castle High! The swordsman braces himself for the impact, batting a few of the explosives away at the Dreadnought itself! In the end, Arthur takes 225 damage, Castle High takes 881 damage, and the Dreadnought of Bertila recieves 660 damage!
Arthur's Second Wind activates, restoring him to 675 HP!
"All available forces,," the commanding voice on the intercom speaks, "focus your fire on that support mage. See her eliminated."
"W-what!?" Rosemary gulps, rubbing at her bruised shoulder.
"Roger," calls out G3 "Sky Splitter", tucking into a spiralling dive, opening fire on her--!
Which Arthur intercepts with Focused Defender! Still unable to move, he bears the brunt of the assualt, recieving 303 damage!
"I've got no other choice... for Bertila!" G2 "Smoke Streaks" calls out, leaping down into the pit! As she descends in her nearly-destroyed armor, she fires several rounds into her Flying Thrusters, which quickly ignite as she descends toward Rosemary!
Despite her attempt to flee, she's sent flying through the air as the heavy armor suit collides with hard metal of the refinery and explodes! Rosemary suffers 389 damage!
Her body broken and unmoving among the remains of her armor, G2 "Smoke Streaks" is defeated! Having gone out on her own terms, no one recieves Advantage for having finished her!
"Penelia!! No!!" G3 'Sky Splitter' rages over their comms.
"No worries, I got her!" Telsee calls up to him -- rubbing his hands together, the young electromage generates a powerful current, befeore sending it down to his ally! With a jolt, G2 "Smoke Streaks" is revived!
She pulls herself to her feet, ripping her repeater from the remains of her armor. "Ugh... couldn't you just let me stay down?" she calls up.
"Hehe, sorry, just stick in there a bit longer!"
"Telsee. The healer."
"Oh uh, yes commander! Sorry about this pretty lady!" the youth calls, charging up a bolt in his hands! With a quick hand motion, a lightning bolt arcs off the side of the Upper Deck, along the wall, and down toward Rosemary! The healer quickly clutches her ring, creating a divine barrier to block the attack -- it's somewhat successful, but she still recieves 194 damage!
Rosemary's Fleeting Boots activate, granting her Fleeting Steps! All damage she recieves is halved for the remainder of the turn.
Meanwhile, Grett towers over Severa, pounding their jammed piston fists together. "You," they spit, "will not be okay."
They make a high swing as a feint before socking the cleric in the stomach with their other fist, dealing a painful 357 damage! Their Piston Punches effect activates, allowing them a second strike at half power! This time, however, Severa manages to lean with the punch to her sternum, getting away with only 122 damage.
Valvis points his weaponry down Rosemary. He opens his mouth as if to speak, remembers he's Silenced, and instead gives her a furious glare.
"Please, I-I'm just a doctor!" Rosemary begins to shake, realizing just how many foes want her dead. "I'm just here to ensure everyone is alright--!"
"Valvis, focus on re-activating the refinery. Be prepared to stop any further interference."
He rolls his eyes before flying down below the cistern. There, he begins working a series of valves -- and the flame beneath the refinery grows in size! It's beginning to slowly melt the steel once more: at the end of the next turn, the refinery will be back to normal!
"Arthur..." Rosemary says between labored breaths as she helps him out of the last of his astral bindings. "Stay with me. Don't worry, just, gimmie a second and, I'll get you good as new..."
"All forces, prepare for manuever A-Forward-L-X. On my order-- what!? How did you--"
A brief moment later, the familiar voice of Giada can be distantly heard over the intercom,"They're going to suddenly stop! Tie yourself down or--" the engineer yells, before abruptly cutting off.
"Hmph. Sounds as if the others have reached the enemy commander," Zaffre nods. "Perhaps this will give us a chance to breathe, at least for the moment."
Giada warns that the fortress will suddenly stop at the end of the next turn!
Vision of Historian activates as Bran examines Zaffre. Betraying Castle High... it wasn't exactly hard to imagine. Something about the guy just oozes malice and contempt. Come to think of it, he's not very secretive about those feelings. That said, he is down here with the rest of you, taking hits and fighting back. Plus, that warning about betrayal came from him -- if it applied to him, you doubt he would tell you all... unless that was part of his plan? There's something about him you just can't place... but for now, you don't think he's going to cause you any more trouble than the enemies. Maybe that vision of betrayal applied to someone else? Even perhaps, an enemy?
"Woah! Are you an electromancer too?" Telsee blinks, a bit amazed. "Gotta say, that was pretty wicked."
Severa's voice causes the very world around her to ripple and shudder. As she expends her Charged Magic Circuits, Telsee looks nervously at his ally -- who, despite the strange effect, seems unimpressed. "Think you sound all high n' mighty? Hmph."
As they raise their piston fists to attack, however, they notice that somehow, the cleric's words have held true: Piston Punches has been weakened! With their pistons constantly jamming, Grett will only get a single half-Power follow-up attack, instead of up to four! They say nothing, simply turning their armored helmet toward Severa, presumably enraged.
Bran, with unusual poise and leadership, swings his mighty staff down at the refinery! At the same time, Vince spends 200 HP to increase his Power and channel the burning heat of the molten steel!
"What the-- Tea, stop them!" Valvis squawks.
"Pssh, come on boys, do you really think-- woah!" she yelps as Arthur leaps at her, now in Warrior stance and readying his sword high overhead to strike down the diminuitive priestess--!
"Whoop, byeeee~!" she waves as she takes a single step to her left, avoiding the strike as Arthur's ensnared form lands on the ice off-balance! He struggles for a moment to regain control and manages to elbow Tea for 95 damage, but then slips and begins tumbling down toward the molten metal below!
"PFFFTTTTHAHAHA, that was the funniest thing I've seen all week," Tea tears up, clutching her stomach as she belts out laughter.
"Tea, focus! The refinery!" Valvis tells her again, obvious impatience growing.
"H-huh? Oh, y-yeah, I'll--pffttt-- I'll get right on that, j-just... no, I'm good," she assures him, trying her best to stifle her laughs (without much success). Finally, however, she raises her hands toward Bran, a massive icicle forming...
When Vince throws a giant wave of heat from the refinery right at her! The heat's so intense it warps the air! The ravenous flames descend upon Tea--!
...Who takes no damage from them, due to her immunity to fire!
"PFFFFFFFFFFTTTTT YOU GOTTA BE KIDDING ME," she says, literally falling onto her back in hysterics as her laughter returns, twice as strong!
The commanding voice on the intercom speaks out, "Tea Verigrace, pull yourself together this instant."
The ice priestess shows no reaction to the order, however, kicking her feet in the air as she immitates Vince's voice to herself. "'Then get a l'--ppffhahahaha-- 'g-get a load of me!'"
Tea is Rolling On The Floor Laughing! She's unable to perform an action this turn!
"I--bbfffttt, I-I'm sorry, it's just, th-they're supposed to be the b-best in the country, and one of them, and the other one, and--" is all Tea can say before the ice platform beneath her collapses! Although she's immune to the fire damage, her ice is not, and she too begins falling toward the refinery, still laughing hysterically!
With the combined efforts of Bran, Vince, and Tea (who is unconsciously cooling the refinery as well in self-defense), the molten metal of the refinery is turned solid and downright cold!
Both Arthur and Tea hit the solid metal with some force, suffering 228 and 306 damage, respectively!
"Oowww..." the priestess groans, rubbing her head.
"See, now that is funny!" Valvis snickers.
"Valvis," the voice on the intercom warns.
"A-ahem, yes commander, apologies. I'll attempt to see to repairs."
The Dreadnought of Bertila begins to slow, its primary heat source now disabled! Its Overdrive All Engine Technique is now disabled, and Unflinching Construct of Steel now only reduces damage by 25% instead of half!
TRAINING MISSION COMPLETE! Bran has become so experienced adapting his magic in so many different ways, he's learned how to make the most of every spell he casts! He gains the Technique Arcane Expertise: whenever he performs his first spell for the turn, he may perform an additional free action at half Power, so long as that action is a different type (Offense, Buff, etc.) and uses the same element! Now able to accomplish two different goals with the same spell, Bran has truly become a veteran magus!
Arthur prepares to use Focused Defender (Ranged) on Rosemary!
Vince also gives his Infernal Edge a crack before swinging it at both Valvis and G2 "Smoke Streaks", conducting an Efficient Offensive!
Wrapped up and unable to dodge the assault, G2 "Smoke Streaks" is lashed by the flamming whip, shredding away much of her armor and setting her ablaze! She takes 642 damage and is Burning and Silenced!
Valvis attempts to blast away Vince's burning whip with his boiler cannons, but the pyromancer ducks and weaves between the blasts before getting a clean hit straight to his chest! He recieves 552 damage and is Burning and Silenced as well!
Vince is fatigued from the effort... (-1 Adv)
Yam attacks Telsee, but only partially succeeds, dealing 122 damage.
Zaffre slowly raises his hands, his Gears of Astral Machination spinning faster and faster as they launch off bolts of arcane power...!
"My creation... shall be your agony!" he curses, as his gears suddenly freeze!
"...What the-- mayday, mayday, mayday!" G4 "Hot Stuff" yells. His repeater weapon turns toward G1 "Far Sights" and begins opening fire on its own! Far Sights manages to weave out of the way of the attack, but begins calling to his fellow in a frantic tone.
"'Hot Stuff', report your status!"
"I-I'm sorry sir, it's-- my controls, they've totally locked up on me! The firing systems are acting on their own!"
"Shit, just... keep trying! We'll get you out of there!"
G4 "Hot Stuff" has been Charmed! They've lost control of their own actions, and attacked their own ally this turn!
"Hmmm..." Zaffre observes. "These people see their cause as just, and harm to innocents as unfortunate but inevitable for their goal. And us, they see as... heh, 'tyrants.' As if they could recognize such a thing."
Rosemary holds her ring for a moment before unleashing strands of healing magic! One flies upward, wrapping itself around Zaffre, while another calmly touches the chest of Vince -- they're both healed for 450 HP and gain Aura of Life, healing them for 100 HP at the end of every turn!
"Vince, I know you're a fire mage and all, but... isn't, constantly being on fire a bit..." she tries her best to choose a kinder word than she wishes to use, "...extreme?"
Then, taking a breath, Rosemary leaps off the side of the platform, down toward the frozen refinery! She manages to tuck into a roll on impact, proceeding to roll a few paces before colliding with the refinery's side, recieving 315 damage!
Rosemary is fatigued from her efforts... (-1 Adv)
"Taste this, you!" G1 "Far Sights" barks, focusing his sights on Arthur! Going into a tight circle in the air, he opens his bomb-bay doors once more and activates Bomb Volley, unleashing a torrent of bombs at both Arthur and Castle High! The swordsman braces himself for the impact, batting a few of the explosives away at the Dreadnought itself! In the end, Arthur takes 225 damage, Castle High takes 881 damage, and the Dreadnought of Bertila recieves 660 damage!
Arthur's Second Wind activates, restoring him to 675 HP!
"All available forces,," the commanding voice on the intercom speaks, "focus your fire on that support mage. See her eliminated."
"W-what!?" Rosemary gulps, rubbing at her bruised shoulder.
"Roger," calls out G3 "Sky Splitter", tucking into a spiralling dive, opening fire on her--!
Which Arthur intercepts with Focused Defender! Still unable to move, he bears the brunt of the assualt, recieving 303 damage!
"I've got no other choice... for Bertila!" G2 "Smoke Streaks" calls out, leaping down into the pit! As she descends in her nearly-destroyed armor, she fires several rounds into her Flying Thrusters, which quickly ignite as she descends toward Rosemary!
Despite her attempt to flee, she's sent flying through the air as the heavy armor suit collides with hard metal of the refinery and explodes! Rosemary suffers 389 damage!
Her body broken and unmoving among the remains of her armor, G2 "Smoke Streaks" is defeated! Having gone out on her own terms, no one recieves Advantage for having finished her!
"Penelia!! No!!" G3 'Sky Splitter' rages over their comms.
"No worries, I got her!" Telsee calls up to him -- rubbing his hands together, the young electromage generates a powerful current, befeore sending it down to his ally! With a jolt, G2 "Smoke Streaks" is revived!
She pulls herself to her feet, ripping her repeater from the remains of her armor. "Ugh... couldn't you just let me stay down?" she calls up.
"Hehe, sorry, just stick in there a bit longer!"
"Telsee. The healer."
"Oh uh, yes commander! Sorry about this pretty lady!" the youth calls, charging up a bolt in his hands! With a quick hand motion, a lightning bolt arcs off the side of the Upper Deck, along the wall, and down toward Rosemary! The healer quickly clutches her ring, creating a divine barrier to block the attack -- it's somewhat successful, but she still recieves 194 damage!
Rosemary's Fleeting Boots activate, granting her Fleeting Steps! All damage she recieves is halved for the remainder of the turn.
Meanwhile, Grett towers over Severa, pounding their jammed piston fists together. "You," they spit, "will not be okay."
They make a high swing as a feint before socking the cleric in the stomach with their other fist, dealing a painful 357 damage! Their Piston Punches effect activates, allowing them a second strike at half power! This time, however, Severa manages to lean with the punch to her sternum, getting away with only 122 damage.
Valvis points his weaponry down Rosemary. He opens his mouth as if to speak, remembers he's Silenced, and instead gives her a furious glare.
"Please, I-I'm just a doctor!" Rosemary begins to shake, realizing just how many foes want her dead. "I'm just here to ensure everyone is alright--!"
"Valvis, focus on re-activating the refinery. Be prepared to stop any further interference."
He rolls his eyes before flying down below the cistern. There, he begins working a series of valves -- and the flame beneath the refinery grows in size! It's beginning to slowly melt the steel once more: at the end of the next turn, the refinery will be back to normal!
"Arthur..." Rosemary says between labored breaths as she helps him out of the last of his astral bindings. "Stay with me. Don't worry, just, gimmie a second and, I'll get you good as new..."
"All forces, prepare for manuever A-Forward-L-X. On my order-- what!? How did you--"
A brief moment later, the familiar voice of Giada can be distantly heard over the intercom,"They're going to suddenly stop! Tie yourself down or--" the engineer yells, before abruptly cutting off.
"Hmph. Sounds as if the others have reached the enemy commander," Zaffre nods. "Perhaps this will give us a chance to breathe, at least for the moment."
Giada warns that the fortress will suddenly stop at the end of the next turn!
Vision of Historian activates as Bran examines Zaffre. Betraying Castle High... it wasn't exactly hard to imagine. Something about the guy just oozes malice and contempt. Come to think of it, he's not very secretive about those feelings. That said, he is down here with the rest of you, taking hits and fighting back. Plus, that warning about betrayal came from him -- if it applied to him, you doubt he would tell you all... unless that was part of his plan? There's something about him you just can't place... but for now, you don't think he's going to cause you any more trouble than the enemies. Maybe that vision of betrayal applied to someone else? Even perhaps, an enemy?
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sun Mar 15, 2020 2:14 pm
- Castle High Forces:
- ALLIES
Zaffre - HP 896 / 1300
Adv: +3
Personal Adv: +6 (Spirit)
Power: 65
Aura of Life(2 Turns): Heal 100 HP at the end of every turn.- Character Information:
Equipment Effects
Gears of Astral Machination: Every even turn, gain +20 Power, but you may only take one action. Every odd turn, gain -20 Power, and you may take an additional action.
Werzop, Inquisitive Probe: Provides occasional information about enemy actions, intentions, or weaknesses.
Ancient Robes: You float, allowing you to avoid some obstacles.
Abilities
Star Gazer: Whenever you target a character for the first time in a turn, gain a basic examination of that target providing helpful information.
Astromancer of the First: Once per battle, grant a target Fate Bound. The next action they perform will be immensely effective and successful, no matter what it is.
Techniques
Creation's Ire: Target gains Descending. Decrease their Power by 10% every turn for the battle's remainder.
Creation's Boon: Target gains Ascending. Increase their Power by 10% every turn for the battle's remainder.
Embrace the Infinite: Choose a friendly and enemy character. They both gain a random effect that has has appeared at some point in Attack on Castle High.
The Stars Align: If at the end of any turn there are characters on the battlefield with 0, 1, 2, 3, 4 and 5 Advantage, gain 10 Advantage.
Defenses and Resistances
Resistance to all damage: +10%
Defense to status-causing attacks: +2
StatsPhysical Magical Support Strength +1 Spirit +7 Charisma -1 Agility +0 Faith -1 Insight +5 - Inventory:
- Weapon - Gears of Astral Machination
- Gears of Astral Machination:
- Gears of Astral Machination
Power: 65
+4 Spirit
-1 Faith
-1 Charisma
+Every even turn, gain +20 Power, but you may only take one action
+Every odd turn, gain -20 Power, and you may take an additional action
A set of mystical gears imbued with the Constellation of the First, imparting their wielder with the power to create. Born in the shape of gears, the wielder's power ebbs and flows with the turning of time.
- Ancient Robes:
- Ancient Robes
+2 Spirit
+1 Insight
+100 HP
+10% Resistance to all damage
+2 Defense to status-causing attacks
+Allow the wearer to float, avoiding some obstacles
Robes of a long-lost civilization. Contains memories and protective magic, and allow their wearer to float through the sky.
- Werzop, Inquisitive Probe:
- Werzop, Inquisitive Probe
+3 Insight
+Provides occasional information about enemy actions, intentions, or weaknesses
A curious, investigative orb of arcane machinary. Has been stripped of many of its dangerous implmements, but still provides vavluable information to its almost-creator.
Rosemary - HP 552 / 1350
Adv: +2
Personal Adv: +6 (Faith)
Power: 60
Collapsing Floor: At end of turn, fall into the molten steel of the refinery below!- Character Information:
Equipment Effects
Ring of Cherished Hearts: Whenever you gain Charged Magic Circuits, gain 1 Advantage
Fleeting Boots: When reduced below 50% HP, gain Fleeting Steps until the end of turn, reducing all damage taken by half.
Abilities
Aura of Life: Whenever you provide a buff to a teammate, they also recieve an Aura of Life, which heals them for 100 HP at the end of every turn.
Empowered Vitality: This turn, all healing effects that would heal an ally above their Max HP continue to increase their HP at half effectiveness.
Techniques
Cleansing Light: Remove all debuffs from target.
Protective Seal - Repetition: Target ally takes 25% less damage from all elements they have already been struck by while this effect was active (lasts 2 turns).
Soul Renewal: Revive target Incapacitated ally to 50% of their Max HP. Reduce your Advantage to 0, and you may not perform other actions this turn.
Defenses and Resistances
Magical Resistance: +20%
StatsPhysical Magical Support Strength +1 Spirit +1 Charisma +3 Agility +4 Faith +6 Insight +0 - Inventory:
- Weapon - Ring of Cherished Hearts
- Ring of Cherished Hearts:
- Ring of Cherished Hearts
Power: 60
+3 Faith
+2 Agility
+2 Charisma
+Whenever you gain Charged Magic Circuits, gain 1 Advantage
A ring that carries cherished memories of home, life, and happiness. It empowers its user to seize the day, doing all they can in the present.
- Enchanted Scrubs of Fortitude:
- Enchanted Scrubs of Fortitude
+2 Faith
+1 Spirit
+150 HP
+20% resistance to magical damage
A set of scrubs embewed with belief in healing and magical protections.
- Fleeting Boots:
- Fleeting Boots
+2 Agility
+When reduced below 50% HP, gain Fleeting Steps until the end of turn, reducing all damage taken by half.
Discarded boots of a heroic vigilante who always seemed to get away.
HEROES
Arthur (Impromptu) - HP 372 / 1350
Adv: +2
Personal Adv: +5 (Strength)
Power: 65+
Focused Defender (Ranged): All Ranged damage reduced by 25%.- 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! (1/4)
Bran (GM_3826) - HP 1300 / 1300
Adv: +2
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.
Arcane Expertise: Whenever you perform your first Spirit spell action, gain an additional free action of the same element at half Power of a different action type.
Defenses and Resistances
Magical Defense: +1
Elemental Resistance: +15%
Fire, Ice, Water, and 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, Water, and Wind 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, +1 Mag. Def.
- Training Missions:
- Signature Mission: Develop your own technique! (1/4)
Erika (Jan) - HP 1357 / 1425
Adv: +2
Tempo: 3/5
Personal Adv: +9 (Charisma)
Power: 75
Status - Barrier of Music (1 Turn): Defend with Charisma instead of Strength or Agility.
Status - Paralyzed (1 Turn): Strength is halved. You may only perform one action per turn.- 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 1021 / 1500
Adv: +2
Personal Adv: +3 (Faith)
Power: 60
Status - Shield of Wind: +25% Resistance to Ranged attacks, +35% Resistance to Fire, Earth, Lightning Damage.
Status - Ascending: Gain +10% Power every turn. (Currently +20%)- 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! (2/4)
Remove two debuffs and grant two buffs in three turns! (0/2, 0/2)
Signature Mission: Develop your own technique! (1/4)
Vince (Atmos) - HP 1300 / 1300
Adv: +0
Personal Adv: +5 (Spirit)
Power: 80
Status - Burning: Take 100 damage at the end of turn.
Aura of Life(2 Turns): Heal 100 HP at the end of every turn.- Character Information:
Equipment Effects
Infernal Edge: Half of damage dealt counts as fire damage; inflict Burning on all hits; on exceptional hits, inflict Silence; inflict yourself with Burning at the start of every turn
Impassioned Bandana: +10 Power and +1 EA when below 50% HP.
Armor of Ember: +Gain +5 Power for each 200 HP missing
Abilities
Veins of Fire: May pay 100 HP to boost an action by +1 Effective Advantage or gain +10 Power. This boost cannot increase Power by more than 50 or Effective Advantage by more than +5. May also pay 300 HP to gain 1 Advantage. This cannot be done more than once per turn.
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
Immune to Ice Damage Resistance
StatsPhysical Magical Support Strength +2 Spirit +5 Charisma -3 Agility +0 Faith +0 Insight +0 - Inventory:
- Weapon - Infernal Edge
- Infernal Edge:
- Infernal Edge
(Fused)
Power: 80
+2 Strength
+4 Spirit
-4 Charisma
+Half of damage dealt counts as fire damage
+Inflict Burning on all hits
+On exceptional hits, inflict Silence
-Inflict yourself with Burning at the start of every turn
A hellish whip of pure, painful flame. It's fiery lash burns so hot, it sets its wielder ablaze. In return, however, it carries the power of an immortal demon.
- Armor of Embers:
- Armor of Embers
Power: 80
+100 Max HP
+1 Spirit
-1 Agility
+1 Physical Defense
+Immune to Ice damage
+Gain +5 Power for each 200 HP missing
Armor deeply infused with the essence of ember: as its wielder's life force grows weaker, their power grows stronger! The reinforcing energy of the Fire Opal removes all fears of cold, and provides reasonable protection to boot.
Item - None
Permanent Stats - +1 Agility, +1 Spirit, +1 Charisma
- Training Missions:
- Peform 4 attacks in 2 turns! (3/4)
Signature Mission: Develop your own technique! (0/4)
Yam (Sharks) - HP 1400 / 1400
Adv: +2
Personal Adv: +4 (Spirit)
Power: 60
Status - Paralyzed (1 Turn): Strength is halved. You may only perform one action per turn.- Character Information:
Equipment Effects
The Dark Harvester: Ignores all defenses on melee attacks. Heals 10% of all damage dealt.
Murderer's Garland: Enemy melee attacks against you receive -5 Power and -1 Effective Advantage.
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)
CASTLE HIGH Lv. 17
HP 14998 / 17000
VS
18684 / 20000 HP
Lv. 17 DREADNOUGHT OF BERTILA
Lv. 17 DREADNOUGHT OF BERTILA
- Dreadnought of Bertila Forces:
- The Dreadnought of Bertila - CASTLE - HP 19344 / 20000
Adv: -
Personal Adv: -
Power: -- Character Information:
Equipment Effects
None
Abilities
Fortress: All damage against this target is doubled, it has no stats, and it cannot avoid damage.
Unflinching Construct of Steel (diminished): All damage against this target is reduced by 25%. Gain +3000 Max HP.
Techniques
Overdrive All Engines (Disabled): Take 1000 damage to increase the Power of all allies by +10. May be repeated up to twice per turn.
Defenses and Resistances
None
StatsPhysical Magical Support Strength -- Spirit -- Charisma -- Agility -- Faith -- Insight --
- Gold Squadron:
- G1 "Far Sights" - ELITE - HP 1450 / 1450
Adv: +2
Personal Adv: +5 (Agility)
Power: 65
Status - Flying: Immunity to Melee attacks and reduced effectiveness to enemy Magic and Ranged attacks targetting you. Allows you to avoid some obstacles. You may only attack 1 enemy each turn without Flying unless they are Falling.- Character Information:
Equipment Effects
Flying Thrusters (Active): Gain Flying while active.
20mm 6-Barrel Repeater: Ignore up to 20% of attack target's damage resistance.
Abilities
Gold Squadron Leader: All members of the Gold Squadron (names starting with "G") gain +5 Power. Any actions that multiple members of Gold Squadron perform together gain +1 EA for each participating member.
Techniques
Bomb Volley: This attack also damages the enemy castle.
Launch Thruster: Give target character Falling.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma -1 Agility +5 Faith -1 Insight +1
G3 "Sky Splitter" - HP 698 / 1250
Adv: +2
Personal Adv: +5 (Agility)
Power: 55
Status - Flying: Immunity to Melee attacks and reduced effectiveness to enemy Magic and Ranged attacks targetting you. Allows you to avoid some obstacles. You may only attack 1 enemy each turn without Flying unless they are Falling.- Character Information:
Equipment Effects
Flying Thrusters (Active): Gain Flying while active.
20mm 6-Barrel Repeater: Ignore up to 20% of attack target's damage resistance.
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma -1 Agility +6 Faith -1 Insight +1
G4 "Hot Stuff" - HP 1250 / 1250
Adv: +2
Personal Adv: +5 (Agility)
Power: 55
Status - Flying: Immunity to Melee attacks and reduced effectiveness to enemy Magic and Ranged attacks targetting you. Allows you to avoid some obstacles. You may only attack 1 enemy each turn without Flying unless they are Falling.- Character Information:
Equipment Effects
Flying Thrusters (Active): Gain Flying while active.
20mm 6-Barrel Repeater: Ignore up to 20% of attack target's damage resistance.
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma -1 Agility +6 Faith -1 Insight +1
- Upper Deck:
- Telsee - HP 878/1000
Adv: -1
Personal Adv: +4 (Spirit)
Power: 60+- Character Information:
Equipment Effects
None
Abilities
Lightning Catalyst: Gain +10 Power when attacking any enemy who is Paralyzed.
Techniques
Surge of Lightning: When reduced below 100 HP, gain +30 Power.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +1 Spirit +4 Charisma +3 Agility +2 Faith +2 Insight +1
Adv: +1
Personal Adv: +5 (Strength)
Power: 60- Character Information:
Equipment Effects
Piston Punches(Diminished): Whenever you attack successfully, attack again at half Power. Does not repeat.
Abilities
Guardian Shield: Redirect an attack aimed at an ally to yourself.
Techniques
None
Defenses and Resistances
Magic Resistance: +20%
StatsPhysical Magical Support Strength +5 Spirit +1 Charisma -1 Agility -1 Faith +2 Insight +0
- Lower Deck:
- Valvis - HP 548/1200
Adv: +1
Personal Adv: +4 (Strength)
Power: 60
Burning(2 Turns): Take 100 damage at the end of each turn.
Silenced(2 Turns): Cannot perform Faith and Spirit based spells. Cannot speak.- Character Information:
Equipment Effects
Magma and Boiler Cannons: All damage dealt is Fire, Water, or both. On superb hits, Calcify targets, reducing all stats by 2.
Aerial Backpack: Float, avoiding some hazards.
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit +2 Charisma -1 Agility +3 Faith +1 Insight -1
Adv: +0
Personal Adv: +5 (Faith)
Power: 60- Character Information:
Equipment Effects
None
Abilities
Disciple of the Frozen God: Freeze a target, forcing them to take 150 damage per turn and reducing their Agility to 0.
Techniques
None
Defenses and Resistances
Immunity to Fire Damage
StatsPhysical Magical Support Strength +2 Spirit +1 Charisma +0 Agility +2 Faith +5 Insight +2
G2 "Smoke Streaks" - HP 312 / 1250
Adv: +0
Personal Adv: +5 (Agility)
Power: 55- Character Information:
Equipment Effects
Flying Thrusters (Inactive): Gain Flying while active.
20mm 6-Barrel Repeater: Ignore up to 20% of attack target's damage resistance.
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma -1 Agility +6 Faith -1 Insight +1 - Inventory:
- Weapon - 20mm 6-Barrel Repeater
- 20mm 6-Barrel Repeater:
- 20mm 6-Barrel Repeater
Power: 55
+2 Agility
+1 Strength
+1 Insight
+ignore up to 20% of target's damage resistance
- T-23 Aerial Assault Armor:
- T-23 Aerial Assault Armor
+3 Strength
-1 Faith
-1 Spirit
+250 HP
+10% resistance to all damage
- Flight Thrusters:
- Flight Thrusters
+3 Agility
+Grants Flying
TURN 3 - FIGHT!
Action Deadline: 3/20/20
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sun Mar 15, 2020 3:22 pm
"Oof...Augh, that's gonna leave a mark in the morning."
I wince as I tenderly tap where the mecha-fists struck.
"It seems I need to illustrate to you the difference between us, Grett. You...were built to serve. To attack. To destroy, yes? You have a singular purpose."
Reel them in.
"It may be pointless, telling a machine this, but I was given purposes multiple times throughout my life. Save one...I have always completed them."
And sink them wholesale.
"You'll be rendered pointless without your master, won't you, Grett?"
And with that, I turn on my heel and charge Telsee, slashing wildly. In the process of running, use Guidance on myself to protect from whatever attack comes my way first. Thirdly, attempt Signature Mission [2/4], targeting Telsee...
"You...you are helpless. You are drowning in despair. This fight is pointless...and nothing is worthwhile."
Severa: Use Guidance on myself; Attempt to multislash Telsee; and use Voice Alter [2/4] to try and convince Telsee to give up the fight in face of my assault.
I wince as I tenderly tap where the mecha-fists struck.
"It seems I need to illustrate to you the difference between us, Grett. You...were built to serve. To attack. To destroy, yes? You have a singular purpose."
Reel them in.
"It may be pointless, telling a machine this, but I was given purposes multiple times throughout my life. Save one...I have always completed them."
And sink them wholesale.
"You'll be rendered pointless without your master, won't you, Grett?"
And with that, I turn on my heel and charge Telsee, slashing wildly. In the process of running, use Guidance on myself to protect from whatever attack comes my way first. Thirdly, attempt Signature Mission [2/4], targeting Telsee...
"You...you are helpless. You are drowning in despair. This fight is pointless...and nothing is worthwhile."
Severa: Use Guidance on myself; Attempt to multislash Telsee; and use Voice Alter [2/4] to try and convince Telsee to give up the fight in face of my assault.
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sun Mar 15, 2020 4:19 pm
Bran: Use wind magic to give Rosemary the breath of life and heal her wounds. Simultaneously, use Arcane Expertise to make all allies float, wishing for Zaffre's help [2/4]. After that, use Elemental Conduit to siphon water from the boiler before unleashing an Arcane Storm on all enemies.
Vision of the Historian: Target the commander. Who might they be?
Vision of the Historian: Target the commander. Who might they be?
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Fri Mar 20, 2020 11:21 pm
- shameful really:
As Rosemary pulled off the last of Arthur's bindings, the swordsman furrowed his brow. Of course it was foolish to try and jump with his leg locked in an awkward twist; he had only himself to blame for that blunder... however, he impression he'd left on the enemy wasn't his primary concern at the moment. No--what brought his head to lower subtly in shame, his right fist to tighten, was the quiver at the back of the doctor's voice.
The last echoes of laughter still reverberated in the distance, and though to him it was only a reminder to get his own act together, surely it was no comfort to her. This buffoon wasn't the man who stood before the Demon of Silence, nor was he the one who stood chained yet stubbornly upright on the shores of Emerald Coast...
...and if that man--who still at least had a semblance of confidence in his own identity--could hardly save anyone, how could he?- this one had become quite the fool:
In the bunkers of Regiment 1-31, the trunk under Arthur's bed likely rattled and slid as the castle endured the onslaught outside. Inside it rolled three empty bottles of sweet strawberry wine, cushioned only by neat stacks of about six shirts and three pair of trousers to match them... as well as two white paper bags, one of them still half-full of stale doughnut holes from the bakery in Vernia.
Arthur was never one for sweets--in fact, though he bought the wine and pastries on impulse, most days he could hardly tolerate more than a sip of the first and two or three bites of the second. Their taste was just too much...
...but they were the favorite of someone else. Sweet wine, and doughnut holes-- it was as if he hardly had the chance to grow out of being a boy before he passed away.
Arthur had made a habit out of picking them up for him whenever he had to leave town alone.
"...I'm sorry," he mumbled, bowing his head towards the doctor. Though the fatigue and weakness of many sleepless nights in a row (as well as the faint flush of inebriation) hung clear as day on his features, when he looked up, he did so with quiet resolution. In defiance of bruises, shrapnel, and burns, his deep red eyes continued to remain focused.
"It'll be all right." The swordsman, now unbound, stepped forward and took his altered stance again. He could feel the thinness of the air here more than ever as he uttered those familiar words:
"You can rely on me."
This time, he held the handle of his blade closer to his shoulder. It seemed as if every time he raised his blade since entering the battlefield, his stance and grip had changed... but in this place, a defense that could only keep him alive long enough to cut his opponents down was no longer sufficient.
These battles were different: they were fought not for the survival of one will, but for the persistence of many, cascading backwards from the sky towards a humble fishing village, a house, a family, a man who once glowed like the sun.
A defense worthy of Castle High's lofty ideals... had to be a defense that would end all battles.
Vince had arrived to carry Rosemary away--good. There wasn't anything the swordsman could do to protect their medic from the whims of gravity... but he could at least keep their enemies on their toes.
Anticipating an assault which would exceed the durability of his body, he knew he had to cut the incoming attack down to zero...
>Arthur: As Warrior, prepare a Counter Swing against Valvis' next attack! Watch over Bran with Focused Defender (Magic). However, instead of reducing incoming damage by a percentage, alter stance to "attack" incoming attacks as an act of "defense"--striking incoming fire at just the right moment to negate the Weapon Power of incoming attacks using own Weapon Power.
He could easily step straight in to finish off Bertila's engineer while he had the momentum... but it wasn't about cutting people down, anymore. This time, he would make sure the man would have no reason to stand back up.
>Conflict begins and ends in the mind...
Signature Technique:
#lt#m#re
2/4
#lt#m#re
2/4
- SugarJan
- Posts : 39
Join date : 2018-08-08
Age : 28
Location : North Carolina
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sat Mar 21, 2020 8:47 pm
"More or less..." Erika had to wince, that was not the best plan she had ever had. "But do you know what else I am?" With all the strength she could muster, she stood tall. "My name is Erika Klagelied and I am the greatest rockstar who has ever lived."
Since Severa is attacking Telsee, use Rock Armada Laser (1/4) on Grett.
Since Severa is attacking Telsee, use Rock Armada Laser (1/4) on Grett.
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sun Mar 29, 2020 6:58 pm
Severa begins by provoking Grett -- which she finds no difficulty in accomplishing.
Grett immediately goes for an attack, "Stop talking! Die!" One of their fists is poised to slam into Severa's jaw... but at the last possible second, the cleric moves her head just slightly, and the fist swings straight by her as Severa is given divine Guidance!! Grett slams their fists together, enraged!
As Grett resets for a another swing, however, they see their opponent running right by them, headed for Telsee!
Severa's words reach the lightning mage first, who seems confused and worried. "W-what? N-no I'm not! I'm..." the youth falters, feeling something cold grip them. "W-we... we can still win. I--"
Severa reaches the mage, slashing her blades-- but is intercepted by Grett, using Guardian Shield! Her blades bounce off their heavy armor at first, but then find purchase between two plates, cutting into them for 282 damage! Despite the injury, Grett holds their stance. "I'm no machine, bastard. And my 'purpose' right now is to make you piss blood."
"Grett, d-don't do things like that! If you lose a-and die--"
"What? Why're you talking about that now?"
"I-I don't know! B-but, if something happened to you, Ben would--"
The mechanical fighter turns to look at their ally for a moment, which silences him. They then turn back to Severa, "Fix what you did, now."
"No," the voice over the intercom instructs. "Kill her and the effect will diminish. Quickly."
Telsee is inflicted with Despair! They can only take 1 action, and that action will have reduced effectiveness if it involves any other character!
Severa gains Charged Magic Circuits for using her Blades of Unending Mana! She's also starting to get a hold on her Alter Voice, but might need to put more power into it...
Severa feels exhausted from her efforts... (-2 Adv)
Bran whips up a gentle stream of wind magic before redirecting it to Rosemary! Magical energy envelops the healer, breathing life back into her and healing her wounds. Rosemary recovers 388 HP!
He then uses Arcane Expertise to simultaneously surround all allies with wind magic!
As he does so, Zaffre senses the impending danger the group faces, and sees the correct timing to utilize Astromancer of the First! Bran gains Fate Bound, making his action much more effective!
All allies gain Floating for two turns, allowing them to avoid obstacles and hazards!
Bran then uses Elemental Conduit, drawing energy from the boiler to gain Charged Magic Circuits - Water! Then, whirling his weapon around, he unleashes a literal Arcane Storm, massive swarms of water droplets assailing all enemies!
Grett's armor protects them from much of the downpour, only receiving 63 damage, while all other enemies are unable to defend themselves! All other enemies receive 230 damage!
Bran is fatigued from his efforts... (-1 Adv)
Vince burns 300 HP using Veins of Fire, allowing him to gain 1 Advantage! He then grabs hold of Rosemary and uses Aerial Evasion thanks to their Floating statuses! They will each receive less damage from all sources, and be immune to melee!
He then uses Breath of Fire to remove flames from both himself and Valvis, regaining 200 HP!
Arthur, holding himself as steady as he can, prepares to Counter Swing Valvis, preparing to use his new technique...!
Erika follows up soon after -- she strikes up a wicked guitar solo, ending with one last triumphant crescendo! The vibrations along her strings accelerate and infuse with mana, before firing an intensely powerful laser! Spending three Tempo Counters, she unleashes a massive swarm of beams, infused with rock armada energy! The purple, pulsating attacks fly through the air to a triumphant score of rock power, striking every enemy! Having no sufficient Charisma resistance, they are each blasted by the potent rock power, taking 190 damage!
"Ugh... damn it, just... when..." G2 "Smoke Streaks" manages before collapsing! She's Incapacitated! (Erika: +1 Adv)
Zaffre casts Creation's Ire on... someone? For some reason, you can't see whom he targeted. Despite this, he seems pleased, "yes, I see all too well... the skies are never misled."
Rosemary blinks, now hovering in the air in Vince's arm. "Well, that was a lot. Thank you and Bran both. Now it's time to do my part..."
Rosemary clutches her ring closely, a chartreuse light gleaming as a wave of mana sweeps toward Arthur! The green-yellow magic carefully weaves together injuries and restores his stamina, healing him for 395 HP and granting him Aura of Life!
She then charges her mana, gaining Charged Magic Circuits!
G1 "Far Sights", G3 "Sky Splitter" and G4 "Hot Stuff" enter formation! Far Sights calls out, "alright everyone, you heard the commander: focus your fire on that healer!"
The three flying foes spiral down on Rosemary and Vince in a combination attack! G1 "Far Sights" unleashes a massive volley of bombs, which his two allies open fire on, creating a massive field of explosions all around the two! Vince weaves the two of them through and around the explosions as best he can, but they both receive 366 damage!
The squadron then raises up and turns their assault on Castle High! They open fire on it, dealing a total of 1952 damage to the castle! Various bricks and pieces of stone fall away!
All three foes are fatigued from their efforts...
Between having negative Advantage and feeling strong Despair, Telsee takes this turn to think and try to recover. He regains 90 HP.
Tea takes aim at Rosemary with her finger, squinting an eye. "Hooold still now..."
She activates Disciple of the Frozen God, blasting a stream of cold blue magic, aiming to freeze Rosemary!
...But Rosemary deflects the icy attack with a swift shield of green-yellow energy! The attack deflects away, create a stream of icicles on a nearby catwalk!
"Oooo, nice reactions there hun!"
"Errgh, leave me alone!"
"C'mon now, no need to get upset!"
Valvis finishes their work on the pipes beneath the refinery -- with one last burst of steam, the refinery churns to life once more! Thankfully, all party members are Floating, avoiding any damage.
Tea suffers 212 damage from being near the refinery! "Ooowww Valvis, what the hell!? Couldn't you have given me a warning!?"
The engineer blasts out over the refinery once more, giving their ally an aggravated look as they point to their mouth.
"Uuugh, I don't care if your hungry, I expect better!"
Rolling their eyes, they scoop up Tea, granting her the Floating status as well.
Valvis then aims their sights on Rosemary! Placing their blasters together, they send out a surge of molten steel and boiling water--!
But is intercepted by Arthur! The swordsman raises his blade to utilize a Counter Swing! He bides his time for just a moment, letting the attack reach him... and then slashes with all his might! The power of his attack shatters the streams, reflecting the assault back at Valvis! Arthur then floats forward, sword held high -- Valvis raises their blasters to block, but Arthur cleaves straight through them and the engineer, dealing a massive 762 damage! In an instant, Valvis is sent flying, smashing through a metal wall, completely Incapacitated! (Arthur: +1 Adv)
Tea suffers an additional 158 damage as she falls, barely managing to balance on the side of the refinery!
Arthur is gaining a mastery of this technique -- he just needs one last piece to complete it. Tapping into his Warrior side, utilizing the Advantage he's managed to collect...
Valvis is fatigued from their efforts... (-1 Adv)
Suddenly, the command deck of the Dreadnought erupts in flames of green and ivory! As fighters from both sides look on, they see two huge figures slam into the Upper Deck...
"Gergghh... you're making this very difficult," says a deep male voice from one of the figures. Their armored suit is similar to others of the Bertilian forces, but scaled up in every way -- massive sheets of armored steel protecting them, ivory green rocket boosters, and an imposing helmet in the shape of an imposing tower. Perhaps most notable of all, however, is the blade in their left hand: though it almost seems too small for the massive armored foe, it seems to "catch" on reality as it moves, blurring and warping the space it passes through.
"You invade us while we're dealing with a crisis, and you call us difficult?" Giada spits back, raising her repeater cannons. The two seemed to have been in combat.
"If you refuse to see reason, then fine. My orders were to take Castle Low at any cost."
Giada raises her weapon an inch higher, "there's no way those memories are real. There's no way I ever respected someone like you."
The figure sighs, their shoulders falling a fraction, "...I'm sorry. If the circumstances were different-- ergh, but they're not!" He raises his sword, head pivoting as he scans every other combatant! "I hold loyalty to my own, but to my country above all else! I don't care what your goals are -- I'll see you ended here!"
Vision of the Historian activates, giving Bran insight into this new combatant. He realizes this isn't just the commander of the Dreadnought, but the commander of all of Bertila's military: Commander-in-Chief Selvenade! And there's no mistaking it: that weapon in his hand is a Star Arms, one beyond any you've encountered before. Between that, his heavy armor, experience, and tactical prowess... he's going to be a very challenging foe. That said, you sense a connection between he and Giada. Not a direct relation, but... perhaps a meaningful friendship, or professional bond? You wonder if that could be used to your advantage, but given his position, you doubt it would be enough to get a surrender. Finally, you note that his armor seems to directly tap into the Dreadnought itself -- perhaps disabling it or him will open up a weakness?
"...Wait," Rosemary suddenly adds. "Why didn't the fortress stop?"
"Since Giada told you all how to prepare, I saw no need," Selvenade responds dryly. "Better to keep the assault on schedule."
Castle High's Arcane Arsenal opens fire on the Dreadnought, dealing 412 damage!
Grett immediately goes for an attack, "Stop talking! Die!" One of their fists is poised to slam into Severa's jaw... but at the last possible second, the cleric moves her head just slightly, and the fist swings straight by her as Severa is given divine Guidance!! Grett slams their fists together, enraged!
As Grett resets for a another swing, however, they see their opponent running right by them, headed for Telsee!
Severa's words reach the lightning mage first, who seems confused and worried. "W-what? N-no I'm not! I'm..." the youth falters, feeling something cold grip them. "W-we... we can still win. I--"
Severa reaches the mage, slashing her blades-- but is intercepted by Grett, using Guardian Shield! Her blades bounce off their heavy armor at first, but then find purchase between two plates, cutting into them for 282 damage! Despite the injury, Grett holds their stance. "I'm no machine, bastard. And my 'purpose' right now is to make you piss blood."
"Grett, d-don't do things like that! If you lose a-and die--"
"What? Why're you talking about that now?"
"I-I don't know! B-but, if something happened to you, Ben would--"
The mechanical fighter turns to look at their ally for a moment, which silences him. They then turn back to Severa, "Fix what you did, now."
"No," the voice over the intercom instructs. "Kill her and the effect will diminish. Quickly."
Telsee is inflicted with Despair! They can only take 1 action, and that action will have reduced effectiveness if it involves any other character!
Severa gains Charged Magic Circuits for using her Blades of Unending Mana! She's also starting to get a hold on her Alter Voice, but might need to put more power into it...
Severa feels exhausted from her efforts... (-2 Adv)
Bran whips up a gentle stream of wind magic before redirecting it to Rosemary! Magical energy envelops the healer, breathing life back into her and healing her wounds. Rosemary recovers 388 HP!
He then uses Arcane Expertise to simultaneously surround all allies with wind magic!
As he does so, Zaffre senses the impending danger the group faces, and sees the correct timing to utilize Astromancer of the First! Bran gains Fate Bound, making his action much more effective!
All allies gain Floating for two turns, allowing them to avoid obstacles and hazards!
Bran then uses Elemental Conduit, drawing energy from the boiler to gain Charged Magic Circuits - Water! Then, whirling his weapon around, he unleashes a literal Arcane Storm, massive swarms of water droplets assailing all enemies!
Grett's armor protects them from much of the downpour, only receiving 63 damage, while all other enemies are unable to defend themselves! All other enemies receive 230 damage!
Bran is fatigued from his efforts... (-1 Adv)
Vince burns 300 HP using Veins of Fire, allowing him to gain 1 Advantage! He then grabs hold of Rosemary and uses Aerial Evasion thanks to their Floating statuses! They will each receive less damage from all sources, and be immune to melee!
He then uses Breath of Fire to remove flames from both himself and Valvis, regaining 200 HP!
Arthur, holding himself as steady as he can, prepares to Counter Swing Valvis, preparing to use his new technique...!
Erika follows up soon after -- she strikes up a wicked guitar solo, ending with one last triumphant crescendo! The vibrations along her strings accelerate and infuse with mana, before firing an intensely powerful laser! Spending three Tempo Counters, she unleashes a massive swarm of beams, infused with rock armada energy! The purple, pulsating attacks fly through the air to a triumphant score of rock power, striking every enemy! Having no sufficient Charisma resistance, they are each blasted by the potent rock power, taking 190 damage!
"Ugh... damn it, just... when..." G2 "Smoke Streaks" manages before collapsing! She's Incapacitated! (Erika: +1 Adv)
Zaffre casts Creation's Ire on... someone? For some reason, you can't see whom he targeted. Despite this, he seems pleased, "yes, I see all too well... the skies are never misled."
Rosemary blinks, now hovering in the air in Vince's arm. "Well, that was a lot. Thank you and Bran both. Now it's time to do my part..."
Rosemary clutches her ring closely, a chartreuse light gleaming as a wave of mana sweeps toward Arthur! The green-yellow magic carefully weaves together injuries and restores his stamina, healing him for 395 HP and granting him Aura of Life!
She then charges her mana, gaining Charged Magic Circuits!
G1 "Far Sights", G3 "Sky Splitter" and G4 "Hot Stuff" enter formation! Far Sights calls out, "alright everyone, you heard the commander: focus your fire on that healer!"
The three flying foes spiral down on Rosemary and Vince in a combination attack! G1 "Far Sights" unleashes a massive volley of bombs, which his two allies open fire on, creating a massive field of explosions all around the two! Vince weaves the two of them through and around the explosions as best he can, but they both receive 366 damage!
The squadron then raises up and turns their assault on Castle High! They open fire on it, dealing a total of 1952 damage to the castle! Various bricks and pieces of stone fall away!
All three foes are fatigued from their efforts...
Between having negative Advantage and feeling strong Despair, Telsee takes this turn to think and try to recover. He regains 90 HP.
Tea takes aim at Rosemary with her finger, squinting an eye. "Hooold still now..."
She activates Disciple of the Frozen God, blasting a stream of cold blue magic, aiming to freeze Rosemary!
...But Rosemary deflects the icy attack with a swift shield of green-yellow energy! The attack deflects away, create a stream of icicles on a nearby catwalk!
"Oooo, nice reactions there hun!"
"Errgh, leave me alone!"
"C'mon now, no need to get upset!"
Valvis finishes their work on the pipes beneath the refinery -- with one last burst of steam, the refinery churns to life once more! Thankfully, all party members are Floating, avoiding any damage.
Tea suffers 212 damage from being near the refinery! "Ooowww Valvis, what the hell!? Couldn't you have given me a warning!?"
The engineer blasts out over the refinery once more, giving their ally an aggravated look as they point to their mouth.
"Uuugh, I don't care if your hungry, I expect better!"
Rolling their eyes, they scoop up Tea, granting her the Floating status as well.
Valvis then aims their sights on Rosemary! Placing their blasters together, they send out a surge of molten steel and boiling water--!
But is intercepted by Arthur! The swordsman raises his blade to utilize a Counter Swing! He bides his time for just a moment, letting the attack reach him... and then slashes with all his might! The power of his attack shatters the streams, reflecting the assault back at Valvis! Arthur then floats forward, sword held high -- Valvis raises their blasters to block, but Arthur cleaves straight through them and the engineer, dealing a massive 762 damage! In an instant, Valvis is sent flying, smashing through a metal wall, completely Incapacitated! (Arthur: +1 Adv)
Tea suffers an additional 158 damage as she falls, barely managing to balance on the side of the refinery!
Arthur is gaining a mastery of this technique -- he just needs one last piece to complete it. Tapping into his Warrior side, utilizing the Advantage he's managed to collect...
Valvis is fatigued from their efforts... (-1 Adv)
Suddenly, the command deck of the Dreadnought erupts in flames of green and ivory! As fighters from both sides look on, they see two huge figures slam into the Upper Deck...
"Gergghh... you're making this very difficult," says a deep male voice from one of the figures. Their armored suit is similar to others of the Bertilian forces, but scaled up in every way -- massive sheets of armored steel protecting them, ivory green rocket boosters, and an imposing helmet in the shape of an imposing tower. Perhaps most notable of all, however, is the blade in their left hand: though it almost seems too small for the massive armored foe, it seems to "catch" on reality as it moves, blurring and warping the space it passes through.
"You invade us while we're dealing with a crisis, and you call us difficult?" Giada spits back, raising her repeater cannons. The two seemed to have been in combat.
"If you refuse to see reason, then fine. My orders were to take Castle Low at any cost."
Giada raises her weapon an inch higher, "there's no way those memories are real. There's no way I ever respected someone like you."
The figure sighs, their shoulders falling a fraction, "...I'm sorry. If the circumstances were different-- ergh, but they're not!" He raises his sword, head pivoting as he scans every other combatant! "I hold loyalty to my own, but to my country above all else! I don't care what your goals are -- I'll see you ended here!"
Vision of the Historian activates, giving Bran insight into this new combatant. He realizes this isn't just the commander of the Dreadnought, but the commander of all of Bertila's military: Commander-in-Chief Selvenade! And there's no mistaking it: that weapon in his hand is a Star Arms, one beyond any you've encountered before. Between that, his heavy armor, experience, and tactical prowess... he's going to be a very challenging foe. That said, you sense a connection between he and Giada. Not a direct relation, but... perhaps a meaningful friendship, or professional bond? You wonder if that could be used to your advantage, but given his position, you doubt it would be enough to get a surrender. Finally, you note that his armor seems to directly tap into the Dreadnought itself -- perhaps disabling it or him will open up a weakness?
"...Wait," Rosemary suddenly adds. "Why didn't the fortress stop?"
"Since Giada told you all how to prepare, I saw no need," Selvenade responds dryly. "Better to keep the assault on schedule."
Castle High's Arcane Arsenal opens fire on the Dreadnought, dealing 412 damage!
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sun Mar 29, 2020 6:58 pm
- Castle High Forces:
- ALLIES
Zaffre - HP 896 / 1300
Adv: +4
Personal Adv: +6 (Spirit)
Power: 65
Aura of Life(2 Turns): Heal 100 HP at the end of every turn.- Character Information:
Equipment Effects
Gears of Astral Machination: Every even turn, gain +20 Power, but you may only take one action. Every odd turn, gain -20 Power, and you may take an additional action.
Werzop, Inquisitive Probe: Provides occasional information about enemy actions, intentions, or weaknesses.
Ancient Robes: You float, allowing you to avoid some obstacles.
Abilities
Star Gazer: Whenever you target a character for the first time in a turn, gain a basic examination of that target providing helpful information.
Astromancer of the First: Once per battle, grant a target Fate Bound. The next action they perform will be immensely effective and successful, no matter what it is.
Techniques
Creation's Ire: Target gains Descending. Decrease their Power by 10% every turn for the battle's remainder.
Creation's Boon: Target gains Ascending. Increase their Power by 10% every turn for the battle's remainder.
Embrace the Infinite: Choose a friendly and enemy character. They both gain a random effect that has has appeared at some point in Attack on Castle High.
The Stars Align: If at the end of any turn there are characters on the battlefield with 0, 1, 2, 3, 4 and 5 Advantage, gain 10 Advantage.
Defenses and Resistances
Resistance to all damage: +10%
Defense to status-causing attacks: +2
StatsPhysical Magical Support Strength +1 Spirit +7 Charisma -1 Agility +0 Faith -1 Insight +5 - Inventory:
- Weapon - Gears of Astral Machination
- Gears of Astral Machination:
- Gears of Astral Machination
Power: 65
+4 Spirit
-1 Faith
-1 Charisma
+Every even turn, gain +20 Power, but you may only take one action
+Every odd turn, gain -20 Power, and you may take an additional action
A set of mystical gears imbued with the Constellation of the First, imparting their wielder with the power to create. Born in the shape of gears, the wielder's power ebbs and flows with the turning of time.
- Ancient Robes:
- Ancient Robes
+2 Spirit
+1 Insight
+100 HP
+10% Resistance to all damage
+2 Defense to status-causing attacks
+Allow the wearer to float, avoiding some obstacles
Robes of a long-lost civilization. Contains memories and protective magic, and allow their wearer to float through the sky.
- Werzop, Inquisitive Probe:
- Werzop, Inquisitive Probe
+3 Insight
+Provides occasional information about enemy actions, intentions, or weaknesses
A curious, investigative orb of arcane machinary. Has been stripped of many of its dangerous implmements, but still provides vavluable information to its almost-creator.
Rosemary - HP 574 / 1350
Adv: +2
Personal Adv: +6 (Faith)
Power: 60
Status - Charged Magic Circuits: Increased effectiveness to next magic action.- Character Information:
Equipment Effects
Ring of Cherished Hearts: Whenever you gain Charged Magic Circuits, gain 1 Advantage
Fleeting Boots: When reduced below 50% HP, gain Fleeting Steps until the end of turn, reducing all damage taken by half.
Abilities
Aura of Life: Whenever you provide a buff to a teammate, they also recieve an Aura of Life, which heals them for 100 HP at the end of every turn.
Empowered Vitality: This turn, all healing effects that would heal an ally above their Max HP continue to increase their HP at half effectiveness.
Techniques
Cleansing Light: Remove all debuffs from target.
Protective Seal - Repetition: Target ally takes 25% less damage from all elements they have already been struck by while this effect was active (lasts 3 turns).
Soul Renewal: Revive target Incapacitated ally to 50% of their Max HP. Reduce your Advantage to 0, and you may not perform other actions this turn.
Defenses and Resistances
Magical Resistance: +20%
StatsPhysical Magical Support Strength +1 Spirit +1 Charisma +3 Agility +4 Faith +6 Insight +0 - Inventory:
- Weapon - Ring of Cherished Hearts
- Ring of Cherished Hearts:
- Ring of Cherished Hearts
Power: 60
+3 Faith
+2 Agility
+2 Charisma
+Whenever you gain Charged Magic Circuits, gain 1 Advantage
A ring that carries cherished memories of home, life, and happiness. It empowers its user to seize the day, doing all they can in the present.
- Enchanted Scrubs of Fortitude:
- Enchanted Scrubs of Fortitude
+2 Faith
+1 Spirit
+150 HP
+20% resistance to magical damage
A set of scrubs embewed with belief in healing and magical protections.
- Fleeting Boots:
- Fleeting Boots
+2 Agility
+When reduced below 50% HP, gain Fleeting Steps until the end of turn, reducing all damage taken by half.
Discarded boots of a heroic vigilante who always seemed to get away.
Giada - HP 1432 / 1600
Adv: +2
Personal Adv: +4 (Strength)
Power: 55+ (60)- 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.
HEROES
Arthur (Impromptu) - HP 857 / 1350
Adv: +6
Personal Adv: +5 (Strength)
Power: 65+
Focused Defender (Ranged): All Ranged damage reduced by 25%.
Aura of Life (2 Turns): Heal 100 HP at the end of every turn.- 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! (1/4)
Bran (GM_3826) - HP 1300 / 1300
Adv: +1
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.
Arcane Expertise: Whenever you perform your first Spirit spell action, gain an additional free action of the same element at half Power of a different action type.
Defenses and Resistances
Magical Defense: +1
Elemental Resistance: +15%
Fire, Ice, Water, and 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, Water, and Wind 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, +1 Mag. Def.
- Training Missions:
- Signature Mission: Develop your own technique! (2/4)
Erika (Jan) - HP 1425 / 1425
Adv: +4
Tempo: 3/5
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 1021 / 1500
Adv: +0
Personal Adv: +3 (Faith)
Power: 60
Status - Shield of Wind: +25% Resistance to Ranged attacks, +35% Resistance to Fire, Earth, Lightning Damage.
Status - Ascending: Gain +10% Power every turn. (Currently +20%)
Status - Overflowing Magic Circuits: Double the Power of your next magical action and gain +3 EA.- 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! (2/4)
Remove two debuffs and grant two buffs in three turns! (1/2, 1/2)
Signature Mission: Develop your own technique! (2/4)
Vince (Atmos) - HP 1034 / 1300
Adv: +1
Personal Adv: +5 (Spirit)
Power: 80
Status - Burning: Take 100 damage at the end of turn.
Aura of Life(1 Turn): Heal 100 HP at the end of every turn.
Aerial Evasion (1 Turn): Immune to melee damage, -25% damage from all other sources.- Character Information:
Equipment Effects
Infernal Edge: Half of damage dealt counts as fire damage; inflict Burning on all hits; on exceptional hits, inflict Silence; inflict yourself with Burning at the start of every turn
Impassioned Bandana: +10 Power and +1 EA when below 50% HP.
Armor of Ember: +Gain +5 Power for each 200 HP missing
Abilities
Veins of Fire: May pay 100 HP to boost an action by +1 Effective Advantage or gain +10 Power. This boost cannot increase Power by more than 50 or Effective Advantage by more than +5. May also pay 300 HP to gain 1 Advantage. This cannot be done more than once per turn.
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
Immune to Ice Damage Resistance
StatsPhysical Magical Support Strength +2 Spirit +5 Charisma -3 Agility +0 Faith +0 Insight +0 - Inventory:
- Weapon - Infernal Edge
- Infernal Edge:
- Infernal Edge
(Fused)
Power: 80
+2 Strength
+4 Spirit
-4 Charisma
+Half of damage dealt counts as fire damage
+Inflict Burning on all hits
+On exceptional hits, inflict Silence
-Inflict yourself with Burning at the start of every turn
A hellish whip of pure, painful flame. It's fiery lash burns so hot, it sets its wielder ablaze. In return, however, it carries the power of an immortal demon.
- Armor of Embers:
- Armor of Embers
Power: 80
+100 Max HP
+1 Spirit
-1 Agility
+1 Physical Defense
+Immune to Ice damage
+Gain +5 Power for each 200 HP missing
Armor deeply infused with the essence of ember: as its wielder's life force grows weaker, their power grows stronger! The reinforcing energy of the Fire Opal removes all fears of cold, and provides reasonable protection to boot.
Item - None
Permanent Stats - +1 Agility, +1 Spirit, +1 Charisma
- Training Missions:
- Peform 4 attacks in 2 turns! (3/4)
Signature Mission: Develop your own technique! (0/4)
Yam (Sharks) - HP 1400 / 1400
Adv: +2
Personal Adv: +4 (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)
CASTLE HIGH Lv. 17
HP 13046 / 17000
VS
17448 / 20000 HP
Lv. 17 DREADNOUGHT OF BERTILA
Lv. 17 DREADNOUGHT OF BERTILA
- Dreadnought of Bertila Forces:
- The Dreadnought of Bertila - CASTLE - HP 17448 / 20000
Adv: -
Personal Adv: -
Power: -- Character Information:
Equipment Effects
None
Abilities
Fortress: All damage against this target is doubled, it has no stats, and it cannot avoid damage.
Unflinching Construct of Steel: All damage against this target is reduced by 50%. Gain +3000 Max HP.
Techniques
Overdrive All Engines (Disabled): Take 1000 damage to increase the Power of all allies by +10. May be repeated up to twice per turn.
Defenses and Resistances
None
StatsPhysical Magical Support Strength -- Spirit -- Charisma -- Agility -- Faith -- Insight --
Commander-in-Chief Selvenade - BOSS - HP 2356 / 2500
Adv: +1
Personal Adv: +7 (Strength)
Power: 60 (+30)
Creation's Ire: Reduce Power by 10% every turn (currently -10%)- Character Information:
Equipment Effects
STAR ARM - Bolevask, The Saber of Bertila: This item cannot be disarmed, lost, or destroyed. Gain +10 Power every turn. Whenever you deal damage to an enemy, decrease their maximum HP by 50% of the damage dealt for the battle's remainder. All single-target attacks ignore all defenses and cannot be redirected.
Armor of the Dreadnought: Once per turn, before being struck by an attack, you may swap two of your stats.
Abilities
Battlefield Tactician: Whenever you are attacked, counter-attack the attacker.
Conduit of Bertila: May augment capabilities by using equipment integrated into the Dreadnought of Bertila. When Incapacitated, deal 5000 damage to the Dreadnought of Bertila and remove any defensive debuffs it has.
Conflict of Interests (Giada): Severely reduced effectiveness to all attacks and actions that directly harm Giada.
Techniques
Expose Weakpoint: Choose an enemy. Gain vital insight into their weaknesses and apply Vulnerable forr 2 turns.
Cooperative Assault: Choose an ally to perform a cooperative action with. Increase the Power of that action by +10.
Stand To The Last: Target other ally gains Determined. Ignore the first instance of them recieving lethal damage. Does not consume an action the first time used every turn.
Defenses and Resistances
Magical Resistance: +35%
Physical Resistance: +20%
All defenses: +3
StatsPhysical Magical Support Strength +7 Spirit +4 Charisma +6 Agility +2 Faith +5 Insight +7
- Gold Squadron:
- G1 "Far Sights" - ELITE - HP 1030 / 1450
Adv: +1
Personal Adv: +5 (Agility)
Power: 65
Status - Flying: Immunity to Melee attacks and reduced effectiveness to enemy Magic and Ranged attacks targetting you. Allows you to avoid some obstacles. You may only attack 1 enemy each turn without Flying unless they are Falling.- Character Information:
Equipment Effects
Flying Thrusters (Active): Gain Flying while active.
20mm 6-Barrel Repeater: Ignore up to 20% of attack target's damage resistance.
Abilities
Gold Squadron Leader: All members of the Gold Squadron (names starting with "G") gain +5 Power. Any actions that multiple members of Gold Squadron perform together gain +1 EA for each participating member.
Techniques
Bomb Volley: This attack also damages the enemy castle.
Launch Thruster: Give target character Falling.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma -1 Agility +5 Faith -1 Insight +1
G3 "Sky Splitter" - HP 288 / 1250
Adv: +1
Personal Adv: +5 (Agility)
Power: 55
Status - Flying: Immunity to Melee attacks and reduced effectiveness to enemy Magic and Ranged attacks targetting you. Allows you to avoid some obstacles. You may only attack 1 enemy each turn without Flying unless they are Falling.- Character Information:
Equipment Effects
Flying Thrusters (Active): Gain Flying while active.
20mm 6-Barrel Repeater: Ignore up to 20% of attack target's damage resistance.
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma -1 Agility +6 Faith -1 Insight +1
G4 "Hot Stuff" - HP 840 / 1250
Adv: +1
Personal Adv: +5 (Agility)
Power: 55
Status - Flying: Immunity to Melee attacks and reduced effectiveness to enemy Magic and Ranged attacks targetting you. Allows you to avoid some obstacles. You may only attack 1 enemy each turn without Flying unless they are Falling.- Character Information:
Equipment Effects
Flying Thrusters (Active): Gain Flying while active.
20mm 6-Barrel Repeater: Ignore up to 20% of attack target's damage resistance.
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit -1 Charisma -1 Agility +6 Faith -1 Insight +1
- Upper Deck:
- Telsee - HP 558/1000
Adv: +1
Personal Adv: +4 (Spirit)
Power: 60+
Despair (2 Turns): May only take 1 action per turn. Any action targetting someone besides yourself has reduced effectiveness.- Character Information:
Equipment Effects
None
Abilities
Lightning Catalyst: Gain +10 Power when attacking any enemy who is Paralyzed.
Techniques
Surge of Lightning: When reduced below 100 HP, gain +30 Power.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +1 Spirit +4 Charisma +3 Agility +2 Faith +2 Insight +1
Adv: +2
Personal Adv: +5 (Strength)
Power: 60- Character Information:
Equipment Effects
Piston Punches(Diminished): Whenever you attack successfully, attack again at half Power. Does not repeat.
Abilities
Guardian Shield: Redirect an attack aimed at an ally to yourself.
Techniques
None
Defenses and Resistances
Magic Resistance: +20%
StatsPhysical Magical Support Strength +5 Spirit +1 Charisma -1 Agility -1 Faith +2 Insight +0
- Lower Deck:
Tea - HP 131/1100
Adv: +1
Personal Adv: +5 (Faith)
Power: 60- Character Information:
Equipment Effects
None
Abilities
Disciple of the Frozen God: Freeze a target, forcing them to take 150 damage per turn and reducing their Agility to 0.
Techniques
None
Defenses and Resistances
Immunity to Fire Damage
StatsPhysical Magical Support Strength +2 Spirit +1 Charisma +0 Agility +2 Faith +5 Insight +2
Action Deadline: 5/1/20
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sat Apr 25, 2020 12:02 pm
- Monologue:
- Bran looked at the battlefield before him.
The enemy commander was a terrifying threat. He would be more than capable of taking on Regiment 1-31 all by himself. What's more, they were on a strict time limit. The flying spell would only last for so long, and afterwards, they ran the risk of falling into the refinery below. There was only so much they could do in such a short span of time. No, they needed to focus on taking out Selvenade as soon as possible. But the clock was ticking, and there were still the rest of the enemy forces to deal with. Focusing their attention on the enemy commander would leave them vulnerable to the rest of their army, and taking out the enemy commander could only slow them down.
...No, they need to thin out the enemy forces as soon as possible.
Bran gulped.
"...Perkeen." True to his name, when it was spoken, the now mature storm spirit perked up. "I understand that it's been a while since we last played. To be honest, I'm more than a little afraid of you and what you've become. I'm not sure I can reason with you, given how far you've drifted away..." Bran sighed. "But, please... Leave something left."
Perkeen smiled. "No promises."
Bran: Use Maw of the Frozen Sea on Commander-in-Chief Selvenade. Use Arcane Expertise to partially freeze Selvenade's limbs in order to slow him down [3/4]. Finally, unbind Perkeen [4/4].
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sun Apr 26, 2020 9:20 am
Twirling my blades, I project my voice high and far once again.
"Listen to me, Bertillian forces! You face the wrath of the mighty Ragnus himself if you do not submit! I will unleash all the power my Lord will grant me in short order! Enjoy a taste of the havoc to come, and yield in terror!"
>Severa: Unload Echoing Notes & Overloading Magic Circuits with Voice Alter[3/4] to inflict Divine Terror on every target possible. Divine Terror will put all attacks at a disadvantage, as the inflicted are terrified of the consequences of doing so.
"Listen to me, Bertillian forces! You face the wrath of the mighty Ragnus himself if you do not submit! I will unleash all the power my Lord will grant me in short order! Enjoy a taste of the havoc to come, and yield in terror!"
>Severa: Unload Echoing Notes & Overloading Magic Circuits with Voice Alter[3/4] to inflict Divine Terror on every target possible. Divine Terror will put all attacks at a disadvantage, as the inflicted are terrified of the consequences of doing so.
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sun Apr 26, 2020 1:26 pm
- the swordsman turned skyward:
As the pressure in the cistern picked up, mist swirling and electricity crackling, Arthur turned his face towards the circle of sky hanging above. Bran was about to unleash another mighty attack, and the laughing ice mage had fallen below to the cistern's edge--the rest of the group had little reason not to ascend to the upper deck and continue the fight.
Someone strong was waiting up there: most likely, they were the very kind of person he used to tear through scores of lesser combatants for--noble, proud, and strong... but he didn't come here to have fun. Guess that pre-battle drink had worn off in full... good riddance. If he embarrassed himself any further, he might have to lay down his sword for good.
Nose wrinkling at the enchantment on his body throwing off his sense of weight, Arthur carefully made his ascent--speeding it up gradually as he found his rhythm by pushing off of pipes and walls wherever he could.
If he could keep this momentum just a little longer...
"Erika," the swordsman called out-- "Hold down the Commander just a minute more... I'll be back by then!"
>Arthur: Ascend to the upper deck. Prepare to defend against Ranged attacks with Focused Defender. As Warrior, (waiting for Erika to use Dragon's Lament if she does use it) utilize the floating enchantment to jump (propelling off of a higher structure if necessary) and nail G3 in the back with a heavy, spinning slash! If this succeeds, issue a Brawler's Challenge to G1 and strike him while he's close... but restrain yourself enough such that he may remain conscious and hear one more thing--dissuading him from fighting any further using the earlier display of power as leverage, even if he is revived.
>If the initial attack does not succeed, prepare a Counter Swing against G1's next attack and guard Rosemary, aiming to negate the strength of incoming attacks using Weapon Power.
"Thought you could take a break from our fight?" the swordsman barked, his soot-matted hair flying wildly in the wind. "I think not. You'll regret turning your back on me!"
- one more word:
He would kneel gently at the man's side. This close, the flier might see the weariness on the swordsman's face--his sleeplessness, sadness, and detachment.
"That's the end of it, then." His expression was tranquil--melancholy, like an overcast sky. "Understand this... I've made a promise not to end lives unnecessarily. Does it sound vain? To talk as if such a thing is my decision to make... so natural to me, that I must choose to restrain myself?"
"...but you've felt it already. In a true battle of wills, there is no need for one to explain themselves. Our weapons speak for us plenty enough."
"If that is true, please understand... that you shall not find the hope you seek in this battlefield. Whatever has drawn you here with such desparation that you would abandon honor... it is already lost. And you understand why..."
"I have promised to survive until the cataclysm threatening the world my friend loved vanishes from our horizon... even if my sword is plain, and my body is weak..."
"...even if it should be impossible... this peace is all I have left to seek. I shall seek it with the full force of my spirit."
"If you don't believe me, go on and watch for a minute. Rest... and prepare to go home. If we meet again, I hope we shall be on level footing."
>I will become the end of all battles.
Signature Technique:
Ult#m#re
2/4
Ult#m#re
2/4
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