Battle 7: vs Dreadnought of Bertilia Lv 17
+3
Claris
GM_3826
Aeront
7 posters
Page 2 of 3 • 1, 2, 3
Battle 7: vs Dreadnought of Bertilia Lv 17
Sat Feb 29, 2020 6:33 pm
First topic message reminder :
- 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
Fri May 01, 2020 2:17 pm
As the forces of Castle High continued their battle against the Dreadnought, they might have been able to see a glimmering light in the blue sky above, like a star refusing to disappear despite the day time sun. As the Commander-In-Chief of Bertila's forces prepared his deadly assault, that star had become close enough to reveal its true form: a figure clad in dragonscale armor, wielding a mighty bronze spear! A number of soldiers opened fire on the figure with their guns, but found their shots swatted from the air with agile strikes.
With a sound not unlike a mighty wyvern's warcry, the warrior impales the command tower of the Bertila, piercing straight through with an explosive burst of red-violet energy! Slowed only slightly by the destructive impact, the armored figure slams onto the Upper Deck, a rain of sparks as their greaves scrape against the metal tile! Leaving long, burning streaks in their wake, the dragoon finally comes to a stop, turning to face the Bertilan forces!
"What the--!?" Russel exclaims, finding a moment to gawk in his furious melee against a band of three mechanical foes. "What just happened!?"
One of his mechanical foes shudders as three small needles embedded themselves into a fuel line, causing the mech to slow to a crawl--Scarlett leapt over them, landing with her back to her brother. She smirks at the entrance of the new draconic warrior, "something I thought too optimistic to work out. That there's Nathalia the Dragoon, a local legend to this part of the country. Intel reported something about her family living around here; looks like they were spot on. Those legends say she's as strong as the dragons her power comes from."
"Oh, nice!" Russel cheers as he rotates to her side, cleaving through another of their foes. "Then she'll fit right in with Regiment 1-31."
Nathalia has joined Castle High's forces!!!
Wielding the power of the nearly completely lost Dragoons, her Draconic Momentum favors an all-out assault on one enemy at a time, breaking through their defenses with Battle Precision and Dragon Horn Strike, and dealing massive amounts of single-target physical damage to overkill foes and activate Vigor of Victory to gain Momentum and Advantage! She's also somewhat tanky, able to shrug off elemental attacks and punish enemies who aren't attacking her, especially if she gains Flying through her most powerful Technique, Meteoric Impact! Though she lacks reliable defensive tools and struggles against large groups of enemies, few can challenge the sheer force of her mighty spear!
During her entrance, she also dealt 1000 damage to the Dreadnought of Bertila!
With a sound not unlike a mighty wyvern's warcry, the warrior impales the command tower of the Bertila, piercing straight through with an explosive burst of red-violet energy! Slowed only slightly by the destructive impact, the armored figure slams onto the Upper Deck, a rain of sparks as their greaves scrape against the metal tile! Leaving long, burning streaks in their wake, the dragoon finally comes to a stop, turning to face the Bertilan forces!
"What the--!?" Russel exclaims, finding a moment to gawk in his furious melee against a band of three mechanical foes. "What just happened!?"
One of his mechanical foes shudders as three small needles embedded themselves into a fuel line, causing the mech to slow to a crawl--Scarlett leapt over them, landing with her back to her brother. She smirks at the entrance of the new draconic warrior, "something I thought too optimistic to work out. That there's Nathalia the Dragoon, a local legend to this part of the country. Intel reported something about her family living around here; looks like they were spot on. Those legends say she's as strong as the dragons her power comes from."
"Oh, nice!" Russel cheers as he rotates to her side, cleaving through another of their foes. "Then she'll fit right in with Regiment 1-31."
Nathalia has joined Castle High's forces!!!
Wielding the power of the nearly completely lost Dragoons, her Draconic Momentum favors an all-out assault on one enemy at a time, breaking through their defenses with Battle Precision and Dragon Horn Strike, and dealing massive amounts of single-target physical damage to overkill foes and activate Vigor of Victory to gain Momentum and Advantage! She's also somewhat tanky, able to shrug off elemental attacks and punish enemies who aren't attacking her, especially if she gains Flying through her most powerful Technique, Meteoric Impact! Though she lacks reliable defensive tools and struggles against large groups of enemies, few can challenge the sheer force of her mighty spear!
During her entrance, she also dealt 1000 damage to the Dreadnought of Bertila!
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Fri May 01, 2020 2:18 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 Despair 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! (2/4)
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)
Nathalia (Mirkwood) - HP 1450 / 1450
Adv: +1
Personal Adv: +5 (Strength)
Power: 70
DM: +0- Character Information:
Equipment Effects
Sapping Spear of the Elder Drake: On succesful hit, chance to inflict Vulnerable. When dealing 700+ damage, chance to reduce target Advantage by 1.
Serpent's Glare Helm: Whenever you decrease an enemy below 50% of their Max HP, inflict Fearful.
Abilities
Draconic Momentum: Whenever you attack an enemy, if they are the same as the last enemy you've attacked, gain 1 Draconic Momentum (DM). If not, and the prior enemy is not Incapacitated, lose 1 DM. Gain +5% Power for each Draconic Momentum.
Battle Precision: At the beginning of each turn, choose an enemy and a stat. Whenever you successfully damage that enemy this turn, reduce the chosen stat by 1, up to a max decrease of your EA divided by 4 (rounding up).
Techniques
Dragoon's Leap: Choose target enemy. The next time you would be attacked by that enemy, reduce any damage taken by half and perform a standard attack against any enemy. You do not lose DM from this attack.
Vigor of Victory: Whenever you deal at least twice as much damage to an enemy as necessary to defeat them, gain +1 Advantage and +2 DM.
Flurry of Fury: Perform an overwhelming series of spear strikes. On successful hit, inflict Focused (User), causing target to lose Power on all attacks not targetting you.
Dragon Horn Strike: Spend 2 DM: gain +40% Armor Piercing and inceased Power on your next strike. If this strike finishes off an enemy, deal excess damage to another enemy.
Meteoric Impact: Spend 4 DM: gain Flying for the remainder of this turn. At the end of the enemy's actions, strike down on target enemy from above with greatly increased Power.
Defenses and Resistances
Physical Resistance: +15%
Elemental Resistance: +25%
StatsPhysical Magical Support Strength +5 Spirit +1 Charisma +0 Agility +4 Faith +0 Insight +3 - Inventory:
- Weapon - Sapping Spear of the Elder Drake
- Spear of the Elder Drake:
- Sapping Spear of the Elder Drake
Power: 70
+4 Strength
+2 Agility
+15% Armor Piercing
+On succesful hit, chance to inflict Vulnerable
+When dealing 700+ damage, chance to reduce target Advantage by 1
+Gain Technique "Flurry of Fury"- Flurry of Fury:
- Perform an overwhelming series of spear strikes. On successful hit, inflict Focused (User), causing target to lose Power on all attacks not targetting you.
An ancient bronze relic of the Dragoons improved through enchantment. Forged in an elder drake's heart flames, its lightweight design makes it perfect for aerial attacks and leaps, and its magic causes those it pierces to weaken. Entrusted to Nathalia at the completion of her training and upgraded during her travels.
- Dragon-Forged Chainmail:
- Dragon-Forged Scalemail
+200 Max HP
+1 Agility
+1 Spirit
+15% resistance to physical damage
+25% resistance to all elemental damage
A set of scalemail armor forged in a newborn dragon's first flame. Provides adequate defense, especially against the elements, while still allowing the wearer rapid movement.
- Serpent's Glare Helm:
- Serpent's Glare Helm
+2 Insight
-1 Charisma
+50 Max HP
+Whenever you decrease an enemy below 50% of their Max HP, inflict Fearful
An imposing helmet that strikes enemies with a looming dread of their coming demise. Crafted in the image of a deadly basilisk, it was once used as a weapon against Nathalia before being claimed as her own.
- Training Missions:
- Training Mission: ???
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
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Fri May 01, 2020 2:19 pm
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
- Mirkwood
- Posts : 31
Join date : 2020-04-27
Age : 24
Location : Sorta the mountains
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Fri May 01, 2020 6:48 pm
- hey look prose:
- Nathalia had been travelling for some time to get onto this walking fortress, but now, here she was. It had been impressive to watch how fast it moved when she was approaching it- they really knew how to build these things. A shame they had to try invading and attacking on a path through her hometown. If they hadn't... well, perhaps she wouldn't be here. These Bertilians and their mechanical monstrosity had gone far enough. It was good for her that the mysterious and legendary Castle High was here. She had heard of its story from her employer, all those years ago. The same nobleman that had told her of the Dragoons. And while she had definitely doubted most of the legends and stories he told back then... It seemed that there was another thing turned out to be real. Heh, a Dragoon, a flying castle, and a mechanical walking fortress, all in one place. It seemed like the beginning of a sub-par joke. Regardless, now that she had had a moment to catch her breath, she could speak. "I am Nathalia, of the Dragoons! You have threatened my country and my home, and for that, I will tear through every last one of you until this machine has taken its last step!"
Nathalia had been observing the people on this deck as she had been speaking. The vaguely intimidating man with the mechanized arms had been looking a little upset about the whole crashing through the fortress thing. That probably meant that he was part of the Bertilians' army. "And I'm starting with you, Metal Fists. Let's go!" And with that, Nathalia charged at the piston-fist soldier, aiming to get his focus with a flurry of strikes, then preparing to leap when he struck back...
Nathalia targets Grett's Strength with Battle Precision, and then uses Flurry of Fury on Grett, and then activates Dragoon's Leap targeting Grett. Also she selects a Defensive Technique for her first training mission.
- SugarJan
- Posts : 39
Join date : 2018-08-08
Age : 28
Location : North Carolina
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sat May 02, 2020 11:01 am
The time for toying with the enemy and playing games was done.
Heeding Arthur's words, Erika played a low melody. It wasn't loud or forceful, rather soft and almost like moaning or crying. She would dwell on the sadness of it all adding her pain to its. Use Dragon's Lament
Once that was over she turned her attention to the Commander-in-Chief, waiting for Vince to finish his attacks before moving forward.
"So... You're the leader here? That's interesting... I've met a handful of leaders. One of them was almost literally made of smoke and fire and they did a much better job than this sorry piece of shit I'm looking at. My dead body did a better job than this! Come at me, bro... Come at me." Provoke Selvenade intoa duel of cool attacking Erika, and attack him with a lightning attack.
Heeding Arthur's words, Erika played a low melody. It wasn't loud or forceful, rather soft and almost like moaning or crying. She would dwell on the sadness of it all adding her pain to its. Use Dragon's Lament
Once that was over she turned her attention to the Commander-in-Chief, waiting for Vince to finish his attacks before moving forward.
"So... You're the leader here? That's interesting... I've met a handful of leaders. One of them was almost literally made of smoke and fire and they did a much better job than this sorry piece of shit I'm looking at. My dead body did a better job than this! Come at me, bro... Come at me." Provoke Selvenade into
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Mon May 04, 2020 4:48 pm
TURN 4
Erika's low melody echoes out across the Bertilan forces, carrying a memory of loss and pain. The enemy units feel a growing sensation of listlessness, their zeal and agency diminishing! All enemy forces except Selvenade are inflicted with Dragonic Binding, making them unable to avoid attacks or use any Spirit or Faith-based actions!
She then targets Selvenade with a jeering taunt, earning a shake of the head from the enemy commander. "Tsh... do not take me lightly, musician. My blade not only stands for my own pride, but that of my entire country." He levels the otherworldly weapon on her, "I shall be happy to remind you what it feels like to be a dead body!" Selvenade is Taunted to attack Erika this turn!
Erika then launches a streaking bolt of lightning at the commander--which bounces off him, slamming into G4 "Hot Stuff" up above! The crackling electricity deals 286 damage to Selvenade, and 110 damage to Hot Stuff!
TRAINING MISSION COMPLETE! Erika has learned how to reduce and weaken enemies in order to defend her allies, giving her a new Technique! She gains Metal Head! Whenever she lands an exceptional hit on an enemy, she also inflicts Metal Headache for the remainder of the turn, reducing their Power by 10!
Selvenade's Battlefield Tactician activates! He charges straight back at Erika! "Taste this!" The commander's legendary blade Bolevask moves so quickly Erika can't even see it--but she quickly feels it, as she suffers 588 damage! The wound feels like it's trying to rip her body apart!
Erika is exhausted from her efforts... (-3 Adv)
Severa, her entire form rippling with overloading mana, opens her mouth and calls upon the divine power of Rragnus' wrath! As her words sing out across the Bertilan forces, they feel a growing sense of dream, fear... and terror. A sensation like the eyes of the divine squarely upon their shoulders...
And very displeased.
All enemies feel a crushing, divine pressure upon them, causing Divine Terror! All enemy attacks have their Power decreased by 30% and their defense reduced by 2!
Bran holds his staff aloft before levelling it squarely on the enemy commander. As he wills his mana, Commander-in-Chief Selvenade begins to feel a crushing weight pressing down on him, as if being sucked into the dark depths! He gains Frozen Depths, giving him a 25% weakness to various elements and losing 15% HP every turn!
"Ergh... mages..." he grumbles, muscles straining as he tries to keep himself upright...!
Bran's Arcane Expertise then activates, trying to slow down the enemy commander! Selvenade slashes at the ice, but some manages to creep up his heels, binding him up to his knees! Selvenade is Slowed, reducing his Agility by 2!
Bran then, with a shaking hand, releases the chained seal on his staff--and instantly, like a bomb going off, he's thrown backwards, a whirling storm surrounding Perkyst!
Fighters on both sides of the conflict stop for a moment, looking to the growing squall. The sky above turns pitch black in moments, as Perkeen's small form begins to grow, tentacles extending into long, frigid tendrils, the storm spirit's singular eye becoming a churning, destructive whirlpool!
With rain and hail slamming the deck and all upon it, Perkeen screeches, bone-shakingly deep and powerful sound, as they unleash the fury of their storm upon the Bertilan forces!!
Commander-In-Chief Selvenade plants his feet and blade, buffeting 391 damage from the deadly storm! Around him, due to Draconic Binding, no enemies have a chance of escape! They all take 524 damage!!
Tea and G3 "Sky Splitter" are both defeated!! Bran gains +2 Adv as the warriors are washed away, sent deep into the Dreadnought or over the side! Even as the storm subsides and the staff returns to its inanimate state, the skies remain dark and storming...
"No!" Selvenade calls after them, turning back to Bran. "You'll regret that, mage!"
Selvenade's Battlefield Tactician activates! Despite being near entirely locked in place, the commander whirls his blade around and slashes straight at the downed Bran--a disturbance in space radiates outward and collides painfully with the mage! Bran recieves 474 damage!
Bran is fatigued from his efforts... (-1 Adv)
TRAINING COMPLETE! Bran's magical expertise has taken him to the very edges of magic--from controlling the cataclysmic power of a storm spirit, to reviving others with the breath of life. The magical has almost become more "real" to him than the physical... and like a bolt of lightning, he realizes he can make himself more magical than physical as well!
Bran gains the Signature Technique Avatar of Arcana! At any time, by spending an action, he may partially submerge himself into the realm of magic, turning his body into a mixture of matter and mana. While an Avatar of Arcana, all physical damage he recieves is reduced by 30%, his Power when using magic is increased by 30%! While in this form, however, he gains a 30% vulnerability to magic attacks, and if he falls below 50% HP, he will be unable to use the form. He may leave the form without consuming an action.
Nathalia zeroes in on Grett! Grett smashes their piston-powered fists together, letting out a snarl -- Nathalia notes their diminished weapons and plans to focus her assault there, lowering Grett's Strength by 1 with her Battle Precision!
Nathalia unleashes a Flurry of Fury, throwing forward countless spear thrusts! Grett's massive fists move rapidly, intercepting some of the first strikes, but soon, they find their armor pierced numerous times, recieving 288 damage! (+1 DM)
Grett clutches at their failing defenses, letting out a hacking cough and sending one last glare at Severa before collapsing. Grett is defeated! Nathalia gains +1 Adv from the defeat, and then another +1 Adv and +2 DM thanks to Vigor of Victory!
Arthur soars off the lower deck, kicking off pipes and catwalks as he ascends to the storming skies above! With G3 defeated, Arthur prepares Counter Swing, keeping a close eye on G1 and preparing to counter...!
Vince ignites himself in spectacular fashion, losing 800 HP as his Power rises by +50 and gains +1 Adv! The roaring flames around his body immediately dry him, turning the falling raindrops to steam!
Bringing his hands together, he conjures an immense, blindingly-bright fireball and hurls it straight at Commander-In-Chief Selvenade!
"Fine then! Show me your power!" The commander roars, bracing himself! The flames engulf his entire form, dealing 554 damage to the commander, even despite his magic resistance and defenses! Because this was an exceptional hit, it inflicts both Burning and Silence!
TRAINING MISSION COMPLETE! Vince has become more effective at unleashing a volley of attacks one after another, resulting in yet another fiery Technique! He gains White Hot Fire: when the Technique is activated (using an action), the Burning status is able to stack, increasing the per-turn damage and effectively making all fire attacks substantially stronger!
Vince prepares a second shot--!
As the commander moves, Battlefield Tactician activating! With a thrust of his blade, he sends a spatial disturbance straight for Vince! He's struck right in the chest, his body crumbling around the attack as he's slashed and torn for 375 damage! The fire around him fades and wavers, his attack cut short as he fades from conscioussness...
"Vince!!" Rosemary screams up at him in disbelief, her sympathetic heart aching. "God... DAMN it, why!? Why do you keep doing this to yourself!?"
Vince is Incapacitated! Selvenade gains +1 Adv!
Zaffre sets his sights on the now-burning command tower of the Dreadnought. He closes his eyes, his astral gears turning faster and faster as he mutters, "all you have created... all you have strove for... hangs by the barest of threads in the cosmic sea... and now..." The gears suddenly stop as he opens his eyes, a dark grin. "They are forefeit."
With a sudden cacophany, the command tower begins to crumble and buckle! The communications relay for all the Dreadnought's forces has been disabled! The Dreadnought of Bertila gains Logistics in Disarray, causing it to take 800 damage each turn and +25% additional damage from all sources!
Rosemary looks to Vince's defeated body, raising her hand--!
"What are you doing!?" Zaffre suddenly criticizes her. "Now isn't the time to bring back that fire starter!"
The healer doesn't dignify him with a look. "Urgh, not now Zaffre! I don't care what rude words you decide to call me: I am the castle's chief medical officer, a-and right now, Vince needs my--"
"They all need your help," the astromancer cuts in again. "They are all bleeding out from that commander's attacks. That mana you've charged should go to them."
Her voice a bit less sharp, she replies, "and what, leave him like that? Every moment that goes by, his condition will worsen!"
"Just a moment's delay," he patiently returns. "Your abilities are exceptional enough to revive him once you've cared for the others. And if you wait too long on them, you'll simply find more in need of revival." When he sees her still hesitating, he adds, with uncharacteristsic softness, "I know it must be painful for one as good-hearted as you to turn away from someone in need, but... just for a moment."
She repeats the words, a mantra, "just... just for a moment." She nods, solidifying her choice--and sending Vince a silent wish. "Hang on just a bit longer..."
Rosemary raises her ringed hand, a lime light fanning out as she expends Charged Magic Circuits! With a wish and a wave, the gentle magic spirals and soars through the ranks of Castle High! Erika, Arthur, Bran, and Rosemary each heal for 203 HP and gain Aura of Life, allowing them to regenerate 100 HP every turn!
Giada raises her Arm-Mounted Repeater and fires on Selvenade! With his reduced Agility, he's entirely unable to avoid the attack, recieving 335 damage!
Selvenade's Battlefield Tactician activates... but as Giada stands there, ready to meet his sword, he holds back! He decides not to use the counter attack!
Giada then taps a series of codes into the transciever on her wrist--a few moments later, a metallic disk pops off her shoulder. She tosses the disk behind her, where it extends in front of Bran! The mage is now in Cover, reducing ranged damage against him by 25% and giving him a +1 to all defenses!
Giada is fatigued from her actions... (-1 Adv)
Selvenade, unable to speak, simply grips his blade tighter as he unleashes a sweeping strike on Erika! She braces for the impact... but only suffers 202 damage! A moment later, however, she realizes what the commander did: he's slashed the strings of her Axe of the Storm! The weapon has been substantially weakened, it's Power dropping to 55 and its Charisma bonus falling to +2! This debuff will last until she can repair the instrument!
The Commander-In-Chief then accesses a panel on his own armored suit: floodlights suddenly come to life on the sides of the Dreadnought, pointing down at the Upper Deck! Apparently recognizing some agreed-upon signal, several Bertilan forces engaged in other combats surge forward to support their commander!
Several new enemies have appeared! However, due to them leaving other engagements, Bertila gains the Dwindling Forces debuff, increasing all damage it recieves by an additional +50%!
Selvenade is fatigued from his efforts... (-1 Adv)
G1 "Far Sights" and G4 "Hot Stuff" enter formation, preparing to attack! They begin by opening fire on Castle High, unleashing a volley of gun fire on the castle's towers and gates! They deal a combined 1870 damage, ripping apart bricks and external supports!
They then sweep around to fire down on Rosemary, readying another barrage--!
When Arthur cuts in against G1's attack while Giada interrupts G4's! Giada raises her armored gauntlets and buffets the storm of bullets, recieving 287 damage. Arthur, meanwhile, meets the attack in mid-air, his sword ready as he faces the coming bullets. Whirling, he slashes through the assault, knocking away most all the bullets as he activates Counter-Swing! With a surge of strength, Arthur brings his blade straight through G1's mech-suit and deals a devestating 1321 damage!! The suit is cut in twaine, its pilot sent spiralling from the sky and landing on the Upper Deck in a heap!
As he fades from consciousness, Despair taking his heart, he hears Arthur's words and realizes, attacking Castle High was a grave mistake...
Arthur gains +1 Adv, and an additional +1 Adv thanks to Fox Robber! He only suffered 31 damage from a stray round as well. He's at the precipice of his technique--one that uses his relentless momentum and Power to cleave apart any attack aimed his way...!
TRAINING MISSION COMPLETE! Despite his lonely background, Arthur has learned to work with and team up with his allies, granting him a new Technique! He gains Supportive Defender: whenever he performs an action together with an ally, he may activate this Technique (without using an action) to automatically redirect the first attack aimed at that ally to Arthur instead!
Telsee, overwhelmed with fear and despair, curls up into a ball and begins to sob uncontrollably! Selvenade, however, slams his foot, getting the youth's attention. Though unable to speak, his very presence seems to bring the electric mage the slightest bit of composure. Selvenade gives Telsee a slow nod... and he returns it back.
Telsee's Lightning Catalyst activates due to being below 100 HP, greatly boosting his Power! He raises his hands to the dark sky above... and catches a lightning bolt, drawing it directly into himself! He seems barely able to stand, yet still manages it!
Telsee gains Electro Mine! Whenever he's defeated, the static electricity in his body will explode, dealing significant electric magic damage to whoever attacked him!
Castle High fires on The Dreadnought of Bertila with its arcane batteries! The castle suffers 695 damage!
The Dreadnought of Bertila activates Overdrive All Engines! All the mechanical suits and weapons of the Bertilan forces become overclocked! The Dreadnought suffers 2000 damage, and all enemies gain an additional +20 Power!
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Mon May 04, 2020 4:48 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 877 / 1350
Adv: +3
Personal Adv: +6 (Faith)
Power: 60
Status - Charged Magic Circuits: Increased effectiveness to next magic action.
Aura of Life (1 Turn): Heal 100 HP at the end of every turn- 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. If doing so reduces your Advantage by 2 or more, grant the revived target +1 Advantage.
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 1144 / 1600
Adv: +1
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 1160 / 1350
Adv: +9
Personal Adv: +5 (Strength)
Power: 65+
Focused Defender (Ranged): All Ranged damage reduced by 25%.
Aura of Life (1 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 Despair 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.
Supportive Defender: When performing an action together with an ally, redirect the first attack aimed at them to yourself.
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:
- Signature Mission: Develop your own technique! (3/4)
Bran (GM_3826) - HP 1063 / 1063
Adv: +2
Personal Adv: +6 (Spirit)
Power: 85 (-15)
Aura of Life (1 Turn): Heal 100 HP at the end of every turn
In Cover: -25% damage from Ranged attacks, +1 defense- 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.
Avatar of Arcana (Inactive): Spend an action to enter the Avatar of Arcana, gaining a 30% resistance to physical damage and +30% Power for magical actions, but a 30% vulnerability to magical damage. You may leave this form without consuming action. This form cannot be used if below 50% HP.
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:
- None
Erika (Jan) - HP 951 / 1131
Adv: +1
Tempo: 1/5
Personal Adv: +7 (Charisma)
Power: 70 (-15)
Aura of Life (1 Turn): Heal 100 HP at the end of every turn
Broken Strings (Axe of the Storm): Reduced stats and Power. Lasts until repaired.- 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).
Metal Headache: Whenever you land an exceptional attack, inflict Metal Headache for the turn's remainder, reducing Power by 10.
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 +7(+9-2) 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)
Signature Mission: Develop your own technique! (0/4)
Nathalia (Mirkwood) - HP 1450 / 1450
Adv: +2
Personal Adv: +5 (Strength)
Power: 70
DM: +4- Character Information:
Equipment Effects
Sapping Spear of the Elder Drake: On succesful hit, chance to inflict Vulnerable. When dealing 700+ damage, chance to reduce target Advantage by 1.
Serpent's Glare Helm: Whenever you decrease an enemy below 50% of their Max HP, inflict Fearful.
Abilities
Draconic Momentum: Whenever you attack an enemy, if they are the same as the last enemy you've attacked, gain 1 Draconic Momentum (DM). If not, and the prior enemy is not Incapacitated, lose 1 DM. Gain +5% Power for each Draconic Momentum.
Battle Precision: At the beginning of each turn, choose an enemy and a stat. Whenever you successfully damage that enemy this turn, reduce the chosen stat by 1, up to a max decrease of your EA divided by 4 (rounding up).
Techniques
Dragoon's Leap: Choose target enemy. The next time you would be attacked by that enemy, reduce any damage taken by half and perform a standard attack against any enemy. You do not lose DM from this attack.
Vigor of Victory: Whenever you deal at least twice as much damage to an enemy as necessary to defeat them, gain +1 Advantage and +2 DM.
Flurry of Fury: Perform an overwhelming series of spear strikes. On successful hit, inflict Focused (User), causing target to lose Power on all attacks not targetting you.
Dragon Horn Strike: Spend 2 DM: gain +40% Armor Piercing and inceased Power on your next strike. If this strike finishes off an enemy, deal excess damage to another enemy.
Meteoric Impact: Spend 4 DM: gain Flying for the remainder of this turn. At the end of the enemy's actions, strike down on target enemy from above with greatly increased Power.
Defenses and Resistances
Physical Resistance: +15%
Elemental Resistance: +25%
StatsPhysical Magical Support Strength +5 Spirit +1 Charisma +0 Agility +4 Faith +0 Insight +3 - Inventory:
- Weapon - Sapping Spear of the Elder Drake
- Spear of the Elder Drake:
- Sapping Spear of the Elder Drake
Power: 70
+4 Strength
+2 Agility
+15% Armor Piercing
+On succesful hit, chance to inflict Vulnerable
+When dealing 700+ damage, chance to reduce target Advantage by 1
+Gain Technique "Flurry of Fury"- Flurry of Fury:
- Perform an overwhelming series of spear strikes. On successful hit, inflict Focused (User), causing target to lose Power on all attacks not targetting you.
An ancient bronze relic of the Dragoons improved through enchantment. Forged in an elder drake's heart flames, its lightweight design makes it perfect for aerial attacks and leaps, and its magic causes those it pierces to weaken. Entrusted to Nathalia at the completion of her training and upgraded during her travels.
- Dragon-Forged Chainmail:
- Dragon-Forged Scalemail
+200 Max HP
+1 Agility
+1 Spirit
+15% resistance to physical damage
+25% resistance to all elemental damage
A set of scalemail armor forged in a newborn dragon's first flame. Provides adequate defense, especially against the elements, while still allowing the wearer rapid movement.
- Serpent's Glare Helm:
- Serpent's Glare Helm
+2 Insight
-1 Charisma
+50 Max HP
+Whenever you decrease an enemy below 50% of their Max HP, inflict Fearful
An imposing helmet that strikes enemies with a looming dread of their coming demise. Crafted in the image of a deadly basilisk, it was once used as a weapon against Nathalia before being claimed as her own.
- Training Missions:
- Training Mission: Reduce the damage of an enemy attack 4 times! (0/4)
Signature Mission: Develop your own technique! (0/4)
Severa (LadyRena) - HP 1021 / 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 - Ascending: Gain +10% Power every turn. (Currently +30%)
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! (2/2, 0/2)
Signature Mission: Develop your own technique! (3/4)
Vince (Atmos) - HP 0 / 1113
Adv: +0
Personal Adv: +5 (Spirit)
Power: 80
Incapacitated: Cannot act this turn. If not revived or heal, gain a Scar.- 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.
White Hot Fire: Consume an action to cause all Burning statuses dealt this turn to stack, increasing per-turn damage.
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:
- Signature Mission: Develop your own technique! (1/4)
Yam (Sharks) - HP 1400 / 1400
Adv: +3
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 11466 / 17000
VS
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Mon May 04, 2020 4:48 pm
12891 / 20000 HP
Lv. 17 DREADNOUGHT OF BERTILA
Lv. 17 DREADNOUGHT OF BERTILA
- Dreadnought of Bertila Forces:
- The Dreadnought of Bertila - CASTLE - HP 12891 / 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.
Logisitics in Disarray: Increase all damage taken by 25%. Take 800 damage at the end of every turn.
Dwindling Forces: Increase all damage taken by 50%.
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 --
Commander-in-Chief Selvenade - BOSS - HP 1304 / 2500
Adv: +1
Personal Adv: +7 (Strength)
Power: 60 (+60)
Creation's Ire: Reduce Power by 10% every turn (currently -20%)
Maw of the Frozen Sea: Lose 15% of your max HP every turn
Slowed: -2 Agility
Divine Terrror: -30% Power to all attacks, -2 to all defenses
Burning: -100HP at the end of every turn
Silenced (1 Turn): Cannot perform magic actions or speak
Overdrive All Engines: +20 Power- 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%
Resistance to Water, Ice, Wind, and Electricity damage: -25%
All defenses: +3
StatsPhysical Magical Support Strength +7 Spirit +4 Charisma +6 Agility 0(+2-2) Faith +5 Insight +7
- Gold Squadron:
- G4 "Hot Stuff" - HP 206 / 1250
Adv: +1
Personal Adv: +5 (Agility)
Power: 55 (+20)
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.
Divine Terrror: -30% Power to all attacks, -2 to all defenses
Overdrive All Engines: +20 Power- 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 34/1000
Adv: +2
Personal Adv: +4 (Spirit)
Power: 60+ (120)
Divine Terrror: -30% Power to all attacks, -2 to all defenses
Overdrive All Engines: +20 Power
Electro Mine: Upon defeat, deal substantial electric magic damage to the attacker- 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
Bertilan Gunner - HP 600/600
Adv: +0
Personal Adv: +4 (Agility)
Power: 60 (+20)
Overdrive All Engines: +20 Power- Character Information:
Equipment Effects
None
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +2 Spirit +0 Charisma +1 Agility +4 Faith -1 Insight +2
Bertilan Disruptor - HP 600/600
Adv: +0
Personal Adv: +4 (Insight)
Power: 60 (+20)
Overdrive All Engines: +20 Power- Character Information:
Equipment Effects
None
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +0 Spirit +2 Charisma -1 Agility +3 Faith +0 Insight +4
Bertilan Warrior - HP 700/700
Adv: +0
Personal Adv: +4 (Strength)
Power: 60 (+20)
Overdrive All Engines: +20 Power- Character Information:
Equipment Effects
None
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit +2 Charisma +0 Agility +1 Faith +0 Insight -1
- Lower Deck:
None
TURN 5 START!
Action Deadline: 5/8/20
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Mon May 04, 2020 4:53 pm
"Thanks for waiting," Rosemary sighed, returning to catch Vince's now-descending form in her arms, "sorry about that. Now, let's get you back in the fight..."
Rosemary: Cast Soul Renewal on Vince.
(Note: This means Vince will be allowed to take an action this turn, have 556 HP, and have +1 Advantage).
Rosemary: Cast Soul Renewal on Vince.
(Note: This means Vince will be allowed to take an action this turn, have 556 HP, and have +1 Advantage).
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Tue May 05, 2020 2:19 am
- rest now, and watch:
Arthur rose up from his kneel after his opponent passed out, letting his gaze sweep across the chaos below. Bran's storm had left the sky dark and the upper deck covered in dew, while Severa and Erika's spell sent waves of terror throughout the Dreadnought's ranks.
He saw Selvenade strike Erika's guard, wincing at the sound her instrument let out as the Commander's blade passed it--whatever that was, it sounded bad... and he was finished with what he had set out to do for the time being.
A tight sensation ran through his chest as he considered his options: with Rosemary's help, he had regained much of his strength, even after dancing right on the edge of death... but while Selvenade was strong, three other units had entered the fight--some unremarkable-looking fellows, but with the Dreadnought and Selvenade behind them, it would be foolish to underestimate them...
...and it was foolish to worry over this situation as if he had to stop all the damage at the same time. Unlike Bran, Severa, and Erika, he didn't have the power to spread his will across the battlefield; all he had was his unremarkable sword and his weak body. It couldn't be helped--he just had to make the one thing he could do count.
With that unremarkable sword in hand, Arthur descended...
>Arthur: As Warrior, prepare Focused Defender (Magic). Swap places with Erika, challenging Selvenade to a duel with Brawler's Challenge--admonishing him for blazing through the country's weak, but offering him a chance to defend his pride by allowing Arthur to stand in for the people who did not get a chance to fight. Bow your head and stand passively.
If Selvenade accepts, allow Selvenade to attack first. Accept the first strike as a handicap, but counterattack afterwards and guard against Selvenade's counterattack by attacking it with your sword--aiming to stop it in its tracks with your own Weapon Power. If Selvenade has Arthur attack first, strike firmly to try and break Selvenade's armor, then guard against the counterattack by striking back at it.
If Selvenade does not accept, hold his attention with a powerful strike--aiming to break his armor--and prepare to guard against his counterattack by striking back at it.
- he tried not to focus on his thinning breath:
"That's enough..." Arthur growled as his feet began passing over the frost Bran's magic had left behind. "Your blade is the pride of your country? It's no wonder you all seem so desperate: if your country is as cowardly and petty as the tactics you've employed, Commander, conditions must be quite pitiful..."
The swordsman stood strong across from Erika, his voice urging the commander to turn.
"...but that is there, and this is here." He lifted his chin, voice dangerously low. "I won't stand by and watch a warrior such as yourself waste your strength on small fry. You've gone through all the trouble of building a cowardly machine, putting on heavy armor... carrying such a fine blade... and for what?"
"Walking over hillside villages? Crushing wildflowers?" Arthur spat, "you talk of honor, but strength that prides itself on its ability to crush the weak is the farthest from honorable one can get! Even I would never disguise such a disgrace... perhaps I could forgive your golden pilots after returning them to the ground--but you, the leader, and the swordsman..."
He didn't finish the statement--then shook his head, dark eyes narrowed. "This battle is over. If you'd like to end it with a wound on your front instead of your back, face me. I shall stand in for the people who could not fight... You may salvage your sullied pride from me."
Slowly, the swordsman stepped forward--before bowing his head, sword lowered at his side.
"I stand here, weak and passive as the flowers you have burned in your wake. Strike me as you struck them... the pitiful Rosalia you resent so deeply. You'll find I won't be cut as easily as the rest."
As he raised his head to face the incoming danger, his expression was gentle... if Giada looked his way, she would find his silent promise in the tranquility that settled around his passive form. He wasn't here to cut down her friend: he was here to stand in his way until Selvenade's sword and spirit broke upon the immovable mountain which planted itself before him...
>The beginning of tranquility is paved by a life-giving blade.
Signature Technique:
Ult#mare
3/4
Ult#mare
3/4
- Mirkwood
- Posts : 31
Join date : 2020-04-27
Age : 24
Location : Sorta the mountains
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Thu May 07, 2020 6:53 pm
So that was one enemy down. It seemed that these defenders from Castle High were quite capable, especially their mages. Speaking of mages, the kid that was cowering on the deck earlier was now charging up a bunch of electricity, as if he was trying to cause some elemental explosion. He was barely hanging on to consciousness, too. It'd be best to take him out before he could do anything too drastic. It could be dangerous... But there was at least a few, new enemies, as well as the commander, in the battle, and the others would likely be occupied. It wouldn't hurt to build up some more Momentum. Or, well, it wouldn't hurt the cause of stopping these invaders, at least. Now, if he had built up that much energy, it would likely be released in some sort of explosion when he lost consciousness, so it would be best to strike and get away from him as soon as possible.
Nathalia uses Battle Precision on Telsee's Spirit, then attacks Telsee with a simple spear strike, before attempting to Leap away from the subsequent explosion to reduce the amount of damage she takes from it.
Nathalia uses Battle Precision on Telsee's Spirit, then attacks Telsee with a simple spear strike, before attempting to Leap away from the subsequent explosion to reduce the amount of damage she takes from it.
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Thu May 07, 2020 9:52 pm
Seeing the true might of Perkyst visibly disturbs Bran... but he pushes those thoughts aside from now. Their adversaries were weakening, but their commander seemed as strong as ever and they were receiving reinforcements.
"I wish there was something else I could do..." He sighs.
Bran: Begin charging up with lightning magic while attempting to stun Selvenade using Arcane Expertise. Activate Avatar of Arcana, before unleashing built-up magical energy in an Arcane Storm
"I wish there was something else I could do..." He sighs.
Bran: Begin charging up with lightning magic while attempting to stun Selvenade using Arcane Expertise. Activate Avatar of Arcana, before unleashing built-up magical energy in an Arcane Storm
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Fri May 08, 2020 9:32 pm
Severa: use Guidance on Rosemary and erect a Crystalline barrier around our lowest hp unit.
- SugarJan
- Posts : 39
Join date : 2018-08-08
Age : 28
Location : North Carolina
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Fri May 08, 2020 10:14 pm
Move away from the duel as Arthur picks it up. Repair Axe of the Storm if possible (if it doesn't require actual crafting material). Otherwise try to give Arthur a defense buff.
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Mon May 11, 2020 7:16 pm
TURN 5
Rosemary holds on to a warm, glowing memory of life and living... taking a deep breath, she focuses all her battle spirit and energy into her ring, illuminating a pale green glow... and presses it to Vince's heart! Ripples of healing energy spread throughout his body, sealing his wounds and regenerating his broken chest!
Vince is no longer Incapacitated! He gains 556 HP and +1 Advantage!
Arthur uses Brawler's Challenge on Selvenade! The Commander-In-Chief's eyes dart toward Castle High, his blade hesitantly pointing toward it, before rotating back toward Arthur. His challenge succeeds!
"Rgghhh... enough of your pointless rambling, cur!" Selvenade curses, wringing frost off one of his armored gauntlets. "My agents told me of you, Silver Lion. A gladiator, a wanderer, a mercenary, dares speak to me of honor!? Do you believe that standing with the failing forces of Rosalia redeems your sins or changes your past? Restores the honor you claim I lack?" The commander swings his sword as a thunderbolt cracks, shredding a volume of rain from existence. "You mistake strategem for cowardice! One as small as you cannot appreciate the sacrifices of war." He gazes off the side of the Dreadnought, to the ravaged path they leave in their wake. "I do not hate the people of Rosalia, but they have the misfortune of standing with the wrong nation. A decisive strike to your people's core shall save a million lives from a drawn-out bloodshed."
He returns his gaze to Arthur, raising his twisting blade overhead. "But enough! I feel no remorse for my choices! I shall demonstrate the strength and resolve of Bertila, here and now!"
Brawler's Challenge grants Arthur +1 Physical Defense and +10 Power! He prepares to intercept the commander's attack...!
Nathalia focuses her aim on Telsee's wavering magical ability, lowering his Spirit! She then advances on the electro-mage!
"I-I'm not afraid anymore!" he yells over the wavering wind, holding one of his arms as he tries to stop his trembling. "No matter what happens, I'll do everything for my home! For Bertila!"
The dragoon charges, bracing her arms against her spear as she strikes! Offering little resistance, the youth is pierced just below their clavicle, dealing 423 damage! His knees immediately buckle, his body collapsing forward as electrical energy builds up! Telsee is Incapacitated! (+1 DM, +1 Advantage)
Vigor of Victory activates, granting Nathalia +1 Advantage and +2 DM!
Electro Mine begins to activate! Moving quickly, Nathalia leaps backward, trying her best to reduce the impact's damage! Despite her best efforts, the surging lightning still manages to singe her for 431 damage!
Nathalia is fatigued from her efforts... (-1 Adv)
Bran taps into the surging currents in the air above, gaining Charged Magic Circuits - Lightning! Arcane Expertise allows him to fire off a stunning bolt on Selvenade!
The bolt dances across Selvenade's armor, managing to reduce his Magical Resistance by 15%!
Bran then activates Avatar of Arcana! His body gains a light-blue glow, mana flickering and ebbing across his form! Bolts of electricity surge through and across his body as he unleashes an Arcane Storm! The surging power fires out at all enemies, striking the grounded foes for 423 damage each as it arcs between their mechanical implements and armor! The electrical energy weakens and damages their armor, inflicting a -1 to Agility!
G4 "Hot Stuff" takes 212 damage! The attack blasts off the flyer's wing, sending him circling down to the countryside below! He strikes a hill and his aerial suit explodes! G4 "Hot Stuff" is defeated! Bran gains +1 Advantage!
Selvenade himself is struck for 388 damage--the damage knocks him to his knees for a moment, but he pulls himself back to his feet! Battlefield Tactician activates, allowing the commander to unleash a whirling blade strike! Bran's Avatar of Arcana is still pierced by the commander's Bolevask, dealing 421 damage!
Bran is exhausted from his efforts... (-2 Adv)
Severa uses Guidance on Rosemary, protecting her from the next instance of damage she receives! She then uses Crystalline Barrier, creating a barrier to protect Vince! Damage he receives will be reduced, the barrier will harm a melee attacker, and due to Healing Glow, he is healed for 176 HP!
TRAINING MISSION COMPLETE! Severa has gained a particular talent for inflicting status effects on friend and foe alike, granting her a new Technique! She gains Magus of Change: the first action she performs each turn will additionally grant a minor buff or debuff to its target! She can either describe the effect she desires, but it will always somewhat match the action she performed.
Erika steps back as Arthur and Selvenade square off and examines her Axe of the Storm. While the strings are broken, Erika recognizes she can do something about it. Taking the split strings and focusing a pulsing, purple power, she conjures replacement material out of pure rock! Her weapon is now repaired.
Vince takes the turn to rest. He manages to catch his breath, regaining 206 HP!
Yam deals 752 damage to the Dreadnought!
Zaffre gains a wicked grin, raising his whirling gears as they generate a pale blue magic! Ethereal gears and constellations appear around the mage as he focuses his arcane power!
"Finally... pieces are finally in their positions..." he floats into the air, churning gales and frost circling his form as raises his hands toward the Dreadnought. "While you keep that man occupied, Arthur... I'll bring his country's hope to its knees."
The magus begins by revealing Werzop from his robe--running a finger over the orb's surface, Werzop's eye turns the same pale blue as Zaffre's magic! The probe begins speaking, "multiple fractures and points of damage detected across the Dreadnought's hull. Notable vulnerabilities include its munitions supply, electrical grid, and spider leg suspension." Zaffre has revealed the Dreadnought's Weak Points! Attacks on these points will gain +10 Power and +1 EA!
Zaffre begins by using one of those exposed weakpoints: the constellations formed around him release threads, which surge down toward the Engine Room! With the reduced forces, the threads successfully manage to ensnare multiple boxes of ammo and explosives! With a flourish, the explosives and ammunitions scatter across the Upper Deck! The Upper Deck is now Covered In Explosives! Direct attacks against the explosives will lead to significantly more powerful siege attacks against the Dreadnought! Additionally, any Fire or Electric attacks will automatically ignite some of these explosives! There are 4 sets of explosives remaining.
Zaffre then focuses upon both Bertilan Gunner and Erika! He casts Embrace the Infinite! They each feel a strange energy building around them...
...and both Bertilan Gunner and Erika gain Charged Magic Circuits! They will gain increased power and effectiveness to their next action!
The mage finally surround Vince with a shimmering blue light... and grants him Destined! This status will automatically reroll all of Vince's attack rolls and damage rolls, and take the highest result!
"Hear me, boy! Take that power and bring this battle to its end!"
Zaffre is exhausted from his efforts... (-2 Advantage)
"Now then, Lion..." Selvenade's armor suddenly bursts, chunks of ice flying off! "Face me!"
Selvenade charges Arthur! Holding nothing back, Selvenade brings Bolevask straight down in an overhead slash! Arthur takes the blow, suffering 393 damage as it draws a thick streak of blood!
A moment after suffering the blow, Arthur strikes back in kind! He and the commander trade sword strikes, lightning-quick flurries and teeth-shaking clashes, before Arthur is able to work in a pommel strike, creating an opening! With a surge of fighting spirit, he counterattacks, cleaving straight through Selvenade's armor as a lightning bolt turns the sky pitch white! When the flash subsides, Selvenade is clutching at his chest, trying his best to remaining standing after recieving 596 damage! Selvenade only has 320 HP remaining!
"Ggrrrrhhhh...!" Selvenade manages to get out, a sliver of his determined eyes now visible through his damaged helmet. "You... won't... make me fall!"
Battlefield Tactician triggers, as Selvenade pushes past his limits, mustering all his strength once more! Bolevask, able to ignore any defense, aims straight for Arthur's heart...!
...And impossibly, finds its attack halted by Arthur's mundane blade!
"What!? I... refuse!" The Commander-In-Chief pushes harder, attempting to pierce Arthur, but still finds no purchase! Although Bolevask is tearing apart the very space Arthur's sword is occupying, the sheer Power of Arthur's spirit keeps it from passing!
TRAINING COMPLETE! Having become a master swordsman and ardent protector, Arthur has created an incredible Technique, one that turns his very fighting spirit into an unbreakable defense! He gains Ultimare, an ultimate defensive Technique! By consuming an extra Advantage, he can subtract the Power of any attack by his own Power, allowing him to completely nullify any attack with a Power less than his own, even unstoppable attacks! This potent Technique requires a great deal of discipline and concentration, and so cannot be used two turns in a row.
"So... this is the strength of Rosalia..." Selvenade mutters into the wind, feeling his consciousness already begin to fade. "Bertila... I... I'm sorry... I was not strong enough to be your salvation..."
Selvenade receives damage from Burning and Maw of the Frozen Sea, dealing 475 damage! Even defeated, the Commander-In-Chief manages to stay standing, but he moves no more, flames and light blue chains still tearing apart his armor!
Giada runs forward, operating mechanisms on her gauntlets--they fall away, revealing her bare arms and hands. Fighting against the howling storm, she reaches the backside of Selvenade's suit, forcing its parts. After a few seconds of grunts and yanks, a cloud of steam emerges from Selvenade's armor as Giada pulls him free! His armor still burning, she takes the enemy commander in her arms and pulls back from the fray.
She pushes away the matted black hair from the man's face, revealing a black-skinned, noble visage twisted into a conflicted expression. She shakes her head with a sigh, "I still got no idea who you are, Selvenade... but no use leaving you there like that. Guess we'll have to see what to do with you later..."
Commander-In-Chief Selvenade is Incapacitated! Conduit of Bertila activates, triggering a chain reaction across the Dreadnought! Without Selvenade's armor to direct the actions of the castle, it begins to go haywire! A massive explosion rocks the Lower Deck, sending burning shrapnel and debris flying through the air, embers mixing with the swirling snow and rain! The Dreadnought of Bertila receives 5000 damage and loses its Unflinching Construct of Steel buff! It's now incredibly vulnerable!! All those fighting upon its deck have to take a moment to stop from falling due to the massive tremors rocking the Dreadnought!
Arthur is fatigued from his efforts... (-1 Advantage)
"T-the commander has fallen!" Bertilan Warrior yells in disbelief. "The Dreadnought is falling apart!"
"We can't give up yet!" Bertilan Gunner responds. "C'mon, what would the commander think if he saw us cowering!? We have to fight to our last breath! If we can't beat them, maybe we can take down their castle!!"
"Yes, come now!" Bertilan Disruptor adds in. "For our homes and families!"
Bertilan Disruptor raises a curious mechanical implement toward Castle High--a number of red laser beams cut through the mist and debris, pointing out weak spots scattered across Castle High! Castle High has gained Weakpoints, increasing all attacks to those regions by +10 Power and +1 EA!
Bertilan Warrior, with few options, spins in a tight circle and ejects their mechanical suit's blade add-on, sending it straight for one of Castle High's exposed weakpoints! It cleaves through a wooden support beam, causing a portion of the castle's outer wall to collapse as it takes 846 damage!
Bertilan Gunner unleashes their Charged Magic Circuits, imbuing their gatling gun shots with a dark, magical power! They streak across Castle High's ramparts and towers and detonate, dealing 989 damage!
A Bertilan Bomber emerges from the ruins of the command tower, ready for their final stand!
Castle High fires on The Dreadnought of Bertila with its arcane batteries! They blast one of the Dreadnought's spidery legs clean off, sending it tumbling into the countryside for 1485 damage!
"Um, everyone?" Rosemary calls out, bracing herself against a metal strut as she looks toward where the Dreadnought is careening. "We might want to wrap this up! I... I think I can see Castle Low!"
Sure enough, just peeking over the next hillside, you see the imposing rooftops of Castle Low! The Dreadnought is dangerously close to the country's capital! You need to defeat the Dreadnought this turn!
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Mon May 11, 2020 7:16 pm
- Castle High Forces:
- ALLIES
Zaffre - HP 996 / 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 977 / 1350
Adv: +0
Personal Adv: +6 (Faith)
Power: 60- 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. If doing so reduces your Advantage by 2 or more, grant the revived target +1 Advantage.
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 1144 / 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 867 / 1153
Adv: +8
Personal Adv: +5 (Strength)
Power: 65+
Focused Defender (Magic): All Magic 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 Despair 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.
Supportive Defender: When performing an action together with an ally, redirect the first attack aimed at them to yourself.
Ultimare: Spend an action and an Advantage to subtract your Power from the Power of any attack that hits you this turn, to a minimum of 0. You may not use this two turns in a row.
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:
- Signature Mission: Develop your own technique! (3/4)
Bran (GM_3826) - HP 741 / 852
Adv: +1
Personal Adv: +6 (Spirit)
Power: 85 (-15)
Avatar of Arcana: +30% resistance to physical damage, +30% Power to magic actions, -30% resistance to magical damage- 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.
Avatar of Arcana: Spend an action to enter the Avatar of Arcana, gaining a 30% resistance to physical damage and +30% Power for magical actions, but a 30% vulnerability to magical damage. You may leave this form without consuming action. This form cannot be used if below 50% HP.
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:
- None
Erika (Jan) - HP 1051 / 1131
Adv: +2
Tempo: 2/5
Personal Adv: +7 (Charisma)
Power: 70
Charged Magic Circuits: Increased Power and effectiveness to your next magic action.- 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).
Metal Headache: Whenever you land an exceptional attack, inflict Metal Headache for the turn's remainder, reducing Power by 10.
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 +7(+9-2) 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)
Signature Mission: Develop your own technique! (0/4)
Nathalia (Mirkwood) - HP 1019 / 1450
Adv: +3
Personal Adv: +5 (Strength)
Power: 70
DM: +7- Character Information:
Equipment Effects
Sapping Spear of the Elder Drake: On succesful hit, chance to inflict Vulnerable. When dealing 700+ damage, chance to reduce target Advantage by 1.
Serpent's Glare Helm: Whenever you decrease an enemy below 50% of their Max HP, inflict Fearful.
Abilities
Draconic Momentum: Whenever you attack an enemy, if they are the same as the last enemy you've attacked, gain 1 Draconic Momentum (DM). If not, and the prior enemy is not Incapacitated, lose 1 DM. Gain +5% Power for each Draconic Momentum.
Battle Precision: At the beginning of each turn, choose an enemy and a stat. Whenever you successfully damage that enemy this turn, reduce the chosen stat by 1, up to a max decrease of your EA divided by 4 (rounding up).
Techniques
Dragoon's Leap: Choose target enemy. The next time you would be attacked by that enemy, reduce any damage taken by half and perform a standard attack against any enemy. You do not lose DM from this attack.
Vigor of Victory: Whenever you deal at least twice as much damage to an enemy as necessary to defeat them, gain +1 Advantage and +2 DM.
Flurry of Fury: Perform an overwhelming series of spear strikes. On successful hit, inflict Focused (User), causing target to lose Power on all attacks not targetting you.
Dragon Horn Strike: Spend 2 DM: gain +40% Armor Piercing and inceased Power on your next strike. If this strike finishes off an enemy, deal excess damage to another enemy.
Meteoric Impact: Spend 4 DM: gain Flying for the remainder of this turn. At the end of the enemy's actions, strike down on target enemy from above with greatly increased Power.
Defenses and Resistances
Physical Resistance: +15%
Elemental Resistance: +25%
StatsPhysical Magical Support Strength +5 Spirit +1 Charisma +0 Agility +4 Faith +0 Insight +3 - Inventory:
- Weapon - Sapping Spear of the Elder Drake
- Spear of the Elder Drake:
- Sapping Spear of the Elder Drake
Power: 70
+4 Strength
+2 Agility
+15% Armor Piercing
+On succesful hit, chance to inflict Vulnerable
+When dealing 700+ damage, chance to reduce target Advantage by 1
+Gain Technique "Flurry of Fury"- Flurry of Fury:
- Perform an overwhelming series of spear strikes. On successful hit, inflict Focused (User), causing target to lose Power on all attacks not targetting you.
An ancient bronze relic of the Dragoons improved through enchantment. Forged in an elder drake's heart flames, its lightweight design makes it perfect for aerial attacks and leaps, and its magic causes those it pierces to weaken. Entrusted to Nathalia at the completion of her training and upgraded during her travels.
- Dragon-Forged Chainmail:
- Dragon-Forged Scalemail
+200 Max HP
+1 Agility
+1 Spirit
+15% resistance to physical damage
+25% resistance to all elemental damage
A set of scalemail armor forged in a newborn dragon's first flame. Provides adequate defense, especially against the elements, while still allowing the wearer rapid movement.
- Serpent's Glare Helm:
- Serpent's Glare Helm
+2 Insight
-1 Charisma
+50 Max HP
+Whenever you decrease an enemy below 50% of their Max HP, inflict Fearful
An imposing helmet that strikes enemies with a looming dread of their coming demise. Crafted in the image of a deadly basilisk, it was once used as a weapon against Nathalia before being claimed as her own.
- Training Missions:
- Training Mission: Reduce the damage of an enemy attack 4 times! (1/4)
Signature Mission: Develop your own technique! (0/4)
Severa (LadyRena) - HP 1021 / 1500
Adv: +2
Personal Adv: +3 (Faith)
Power: 60
Status - Ascending: Gain +10% Power every turn. (Currently +40%)- 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.
Magus of Change: The first action you perform each turn also grants a minor status effect to the target. You may specify the type of effect, but it must be related to the action.
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)
Signature Mission: Develop your own technique! (3/4)
Vince (Atmos) - HP 938 / 1113
Adv: +3
Personal Adv: +5 (Spirit)
Power: 80
Destined(2 Turns): Reroll all attack and damage rolls and take the highest result.
Crystalline Barrier(200/200 HP): Reduce the damage of the next attack you recieve. If this is broken by a melee attack, deal damage to the attacker.- 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.
White Hot Fire: Consume an action to cause all Burning statuses dealt this turn to stack, increasing per-turn damage.
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:
- Signature Mission: Develop your own technique! (2/4)
Yam (Sharks) - HP 1400 / 1400
Adv: +3
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 9631 / 17000
VS
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Mon May 11, 2020 7:16 pm
4854 / 20000 HP
Lv. 17 DREADNOUGHT OF BERTILA
Lv. 17 DREADNOUGHT OF BERTILA
- Dreadnought of Bertila Forces:
- The Dreadnought of Bertila - CASTLE - HP 4854 / 17000
Adv: -
Personal Adv: -
Power: -
Revealed Weakpoints: +10 Power and +1 EA whenever targetting a weakpoint.
Covered in Explosives(4 Remaining): Greatly increased damage to enemy castle if an explosive is targetted for an attack. All Fire and Electric attacks automatically ignite an explosive.- Character Information:
Equipment Effects
None
Abilities
Fortress: All damage against this target is doubled, it has no stats, and it cannot avoid damage.
Logisitics in Disarray: Increase all damage taken by 25%. Take 800 damage at the end of every turn.
Dwindling Forces: Increase all damage taken by 50%.
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 --
Bertilan Gunner - HP 177/600
Adv: +0
Personal Adv: +4 (Agility)
Power: 60 (+20)
Overdrive All Engines: +20 Power
Electrical Damage: -1 Agility- Character Information:
Equipment Effects
None
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +2 Spirit +0 Charisma +1 Agility +4 Faith -1 Insight +2
Bertilan Disruptor - HP 177/600
Adv: +0
Personal Adv: +4 (Insight)
Power: 60 (+20)
Overdrive All Engines: +20 Power
Electrical Damage: -1 Agility- Character Information:
Equipment Effects
None
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +0 Spirit +2 Charisma -1 Agility +3 Faith +0 Insight +4
Bertilan Warrior - HP 277/700
Adv: +0
Personal Adv: +4 (Strength)
Power: 60 (+20)
Overdrive All Engines: +20 Power
Electrical Damage: -1 Agility- Character Information:
Equipment Effects
None
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit +2 Charisma +0 Agility +1 Faith +0 Insight -1
Bertilan Bomber - HP 650/650
Adv: +0
Personal Adv: +4 (Strength)
Power: 60 (+20)
Overdrive All Engines: +20 Power- Character Information:
Equipment Effects
None
Abilities
None
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength +4 Spirit +2 Charisma +0 Agility +1 Faith +0 Insight -1
TURN 6 START!
Action Deadline: 5/15/20
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Tue May 12, 2020 11:34 pm
- Ultimare:
- the moon:
I'll never know for sure if I succeeded or failed...
...but I do know he smiled.
I know
he used to brush the hair out of my face when we were close
and in the mornings he would wait for me to wake
so we could cook together,
so we could eat together,
start work together,
end the day together.- and do it all over again.:
I know he asked me to make up a birthday when I told him I didn't remember mine.
I asked him what suited me...- he said 'the first day of summer':
and on the first day of summer, eight years ago
he presented me with the most beautiful sword I had ever seen.- it was addressed to the man who shines like the sun.:
I know he endured my worst moments
to remind me of my best.- because that's the way I used to teach him:
I know he remembers
every piece of advice I ever gave him.- he just chooses not to follow it from time to time...:
...occasionally to his benefit.- ...:
- I'll never know if it was my fault.:
- but part of me imagines he would be disappointed:
- if I went around saying everything we did together was an elaborate lie.:
- he never really was:
- very good at lying:
- and I never liked making that man upset.:
...so... until we meet again... I'll believe in him.- and I'll believe that he meant it when he said I was radiant:
like the sun.
"You think it's funny that I value honor, Commander?" Arthur muttered towards the open sky, blood and rain making his hair and clothes cling to his skin. "That is fair... but to be truthful, there are few people more aware of how low they are in the world than me. I've... always known I was the worst kind of beast--a killer who preys on the weak."
He took one step forward.
"I accepted that as my truth and my destiny. Even now... I'm not convinced my future will ever change. There's too much blood on these hands... not enough selflessness in this heart... to change where I am headed. The world makes sure to remind me of that fact quite often."
His eyelids fell, face turning down towards the rain-dotted deck. "...but... I know what I want to use these hands for. I know how I want to feel. I know that the first time I felt real pride was the moment I found a reason to set my sword aside."
As Arthur slowly continued, his sword turned along a gentle arc before stopping by his ankle, just an inch above the floor. Atop the deck, surrounded by a gray sky, the tattered ends of his coat fluttering behind him, he cut the figure of a phantom rather than a hero.
"I know... there's only one way this path of contradictions can end." He squeezed his eyes shut, forcing the rain out of his eyes. "For now, however... I'll chase the light. All the way to the end of this life, I'll keep looking for it: the future I wish for."
"Commander Selvenade of Bertila... I want to make someone smile. As many people as I can. Not to cleanse my hands or restore my honor--just... to live in a happier world alongside others," his voice fell, the next words featherlike: "if only briefly."
"If I can achieve that before the day I must put an end to the pain I have wrought... I'll be satisfied."
"Let's put an end to this, then..." Arthur's ghostly figure slipped across the deck until he stopped at a position between Severa and Erika. "Together--if you'll have me."
>Arthur: As Watcher, work with Severa to convince the soldiers of Bertila to stop fighting and find new hope. If they aren't convinced, use Ultimare and protect Castle High, then help finish off the Dreadnought.
"You're grasping at straws," Arthur roared--his low, regal tenor rumbling past the thunder crackling all around. "You think this desperation is hope? Look at me, then look at the machine crumbling beneath our feet... look at how you've lowered your guards to push your weapons to the limit, and tell me you have hope!"
He levelled his dangerous gaze on the four soldiers: "...or for that matter, your 'homes and families'. There's a boy behind you who turned himself into a bomb--a flying woman down in the cistern who threw herself desperately at us to make final use of her life... and for what?"
"This?" He threw a gloved hand out towards the weatherbeaten battlefield. "You've lost sight of the point."
"When you walk home... or when you don't walk home... will this sight make you--or those who care for you--smile? I don't know what sort of lies your Commander has been feeding you... but I won't allow someone far away to have to suffer the despair of loss to finally realize how EMPTY fighting is! That is the reason why there is peace after war... that is the reason people strive to find new happiness."
His breaths grew thin and labored--and he felt the strain in his chest as his heart struggled within... but he wouldn't stop.
"...if you won't hear my words... hear my sword..." With a grunt, Arthur raised his body and his sword. Standing straight, his shoulders broad, feet strong, chin up, he held the blade perpendicular to his body. "So long as hope rides on Castle High... I will stand. I refuse to die. No death shall pass me. And there will be no need for history books to keep us alive... because we will live in the future we have chosen."
"The road ends here," he rasped. "There is nothing more... to be found here. The battle is over... and we are no longer enemies. Lower your weapons... they no longer have any use. Perhaps when this crisis is over with... we might search together for something better. I wouldn't be opposed..."
"I always enjoyed..." he shut his eyes, catching his breath, then opened them again--a new, lively spark shining bright behind them. "...a good challenge."
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Thu May 14, 2020 8:53 am
Hearing Arthur's words, I smile, and prepare my own.
"Hear, hear! And hear me as well - there is no greater disgrace than a life wasted upon an emptied battlefield. I have seen more years than you can know, soldiers of Bertilia, and this is the truth: at the end of the day, the only winners of war are the ones who lived to tell their families and friends they love them still."
I smile now, light dancing in my eyes, teeth bared in a knowing grin.
"So hear me. I am Severa, once of great power. Chosen by my god, the Mighty Ragnus, I ask of you - as his disciple - to stand down, for it is a hopeless affair to lose lives on either side of this war. We could destroy this mighty beast, and then we would go down in flames with it."
I meet the eyes of every soldier who will look my way.
"So hear me. I ask of you, as a woman of healing, make the right choice. Let us mend the wounds that tear our countries apart. Let us tend to the dead. Let us take not a single life more in this fruitless pursuit of vengeance."
I cast my gaze upon Selvenade.
"And let us agree that, though we have our differences, no one life is worth more than another."
Severa: Use Voice Alter [4/4] to convince the Bertilian forces of two things - one, we have the power to destroy the Dreadnought, though it would likely cost us our lives as well; and two, that we will not do such, for we desire peace first and foremost.
"Hear, hear! And hear me as well - there is no greater disgrace than a life wasted upon an emptied battlefield. I have seen more years than you can know, soldiers of Bertilia, and this is the truth: at the end of the day, the only winners of war are the ones who lived to tell their families and friends they love them still."
I smile now, light dancing in my eyes, teeth bared in a knowing grin.
"So hear me. I am Severa, once of great power. Chosen by my god, the Mighty Ragnus, I ask of you - as his disciple - to stand down, for it is a hopeless affair to lose lives on either side of this war. We could destroy this mighty beast, and then we would go down in flames with it."
I meet the eyes of every soldier who will look my way.
"So hear me. I ask of you, as a woman of healing, make the right choice. Let us mend the wounds that tear our countries apart. Let us tend to the dead. Let us take not a single life more in this fruitless pursuit of vengeance."
I cast my gaze upon Selvenade.
"And let us agree that, though we have our differences, no one life is worth more than another."
Severa: Use Voice Alter [4/4] to convince the Bertilian forces of two things - one, we have the power to destroy the Dreadnought, though it would likely cost us our lives as well; and two, that we will not do such, for we desire peace first and foremost.
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Fri May 15, 2020 10:36 am
Commander... Down. Not much left. On the other hand, we're throttiling at full speed toward Castle Low... We can't wait much longer. The others are making an admirable effort to convince Bertila to surrender, but what can I do? I don't have a whole lot of options left... but if absolutely necessary...
Bran: Wait to see if the forces remaining on Bertila's side surrender. If not, fire two lightning bolts at an explosive canister each.
Bran: Wait to see if the forces remaining on Bertila's side surrender. If not, fire two lightning bolts at an explosive canister each.
- Mirkwood
- Posts : 31
Join date : 2020-04-27
Age : 24
Location : Sorta the mountains
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Fri May 15, 2020 6:38 pm
Castle Low. She hadn't been around the castle in the heart of the country much, partially because there wasn't much adventuring to be done in such a settled area, and partially because she was still a bit bitter over the fate of her former employer. Castle Low was an impressive structure... But it was likely not the best equipped to deal with a powerful invasion force, considering the lack of involvement it had had in any combat for some time. It did look like this Bertillian force was worn down, and that some of the Castle High troops were trying to encourage a sort of surrender. Hm. It was amazing to think of how fast this hulking machine travelled. If the dreadnought got much closer, it would be within attacking range of the castle. This had to end now.
Nathalia waits to see if the surrender happens, and if the Bertillian Dreadnought stops moving forward. If it does not stop, or no truce or surrender is obtained, Nathalia will use Dragon Horn Strike to power up Meteoric Impact to attack one of the legs on the Dreadnought, on the side that has already had a leg fail.
Nathalia waits to see if the surrender happens, and if the Bertillian Dreadnought stops moving forward. If it does not stop, or no truce or surrender is obtained, Nathalia will use Dragon Horn Strike to power up Meteoric Impact to attack one of the legs on the Dreadnought, on the side that has already had a leg fail.
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sat May 16, 2020 4:36 pm
TURN 6
Arthur and Severa combine their efforts, entreating the remaining Bertilan forces to give up and surrender!
As they open their hearts and mouths to ask for peace, warriors on both sides of the conflict slow their battle. They watch each other carefully, tensely waiting for the other to strike...
...Until the sound of metal striking metal rings out! Everyone looks over, expecting to see blade meeting blade... but instead see Bertilian Warrior's hands raised, her sword laying at the ground beneath her! Her allies look over to her with wild eyes, but she shakes her head. "It's... they're right. I... I don't see why anyone else needs to get hurt or die..."
Bertilian Gunner cuts in, "but our country's pride! The people who are depending on us--"
"Want us coming back alive!" she cuts him off. "Just, stop! They're right... it's over. The least we can do is stop the bloodshed from going any further."
"Eeergh, I'm not going to become a prisoner!" Bertilan Disruptor yells, raising their weapon! "I'm not going to--" she stops, suddenly collapsing on her side, a small, green needle protruding from her unarmored neck.
"She's just sedated," Scarlett calls out, stepping into vision from the shadow of a pipe. "I've got another three dozen of those for anyone else who wants to have an outburst."
"Ergh, everyone, please!" Giada's low voice pushes against the rain and flame. "My allies are telling the truth! We'll try to find a solution to this conflict of our countries, one that doesn't involve any more loss of life! We've fought as Rosalia's protectors, not its butchers!" She raises the unconscious form of Selvenade in her hands, "no harm will come to your commander, I promise! So just, please!"
For another few long seconds, the only sounds in the world are the howling wind and drench of rain...
And then, as if reality itself settled into its chosen form, the rest of Bertila's forces drop their weapons in surrender! In a scant minute, the relentless tremors of the Dreadnought's pounding legs slow, first to a run, then a walk, a crawl, and finally to a standstill! The Dreadnought comes to a stop on a hilltop overlooking Castle High, its weapons powering down!
TRAINING COMPLETE! Severa has not only become a masterful cleric, but incredibly adept at causing divine change through her voice! Her journey to becoming a divine force has allowed her to learn her ultimate, signature Technique, Voice Alter! This powerful Technique is one of the most flexible of all, allowing her to temporarily change the world's reality, from the effect text of Equipment, Techniques, and aspects of the environment itself with increased Power! This Technique can accomplish things that would normally be impossible for standard actions! The Technique requires a burst of mana and for one to be in a desperate circumstance, however, and so can only be used when below 50% Max HP, and consumes Charged Magic Circuits.
Quickly taking charge of the situation, Russel begins directing officers and the other commanders to escort the Bertilan forces off the Dreadnought and into Castle High's custody. Corbin manuevers Castle High to a standstill just off the side of the Dreadnought's upper deck, allowing a smooth extraction. Meanwhile, Rosemary and any other volunteers begin searching among the bodies and wreckage for survivors, as Scarlett prepares to take recon agents back to find those who fell from the Dreadnought mid-battle.
Though there are no cheers of victory, the conflict comes to an end with casualties in the tens for both sides instead of the hundreds. While the damage to the civilians and countryside will still need to be investigated...
THE DREADNOUGHT OF BERTILA: DEFEATED
Gained 289 XP
LEVEL UP! Castle High is now Level 19! All actions are now more likely to succeed!
(To next level: 140 XP)
Gained 289 XP
LEVEL UP! Castle High is now Level 19! All actions are now more likely to succeed!
(To next level: 140 XP)
Vote on Castle High's next upgrade:
Hardsteel Plating
By using the refinery within the Dreadnought and some reclaimed metal from its destroyed hull, we can strengthen Castle High's walls and outer defenses.
Castle High's Fortress trait is changed to Hardened Fortress: instead of taking double damage from all attacks, it only takes 50% increased damage, increasing its effective health.
Magitech Artillery
Castle High's current Arcane Batteries can be modified with the advanced weaponry of Bertilia, allowing it to not only attack the enemy castle, but enemy units as well.
At the end of every turn, in addition to its attack on the enemy castle, Castle High will make a (Level * 5) Power attack against the highest health enemy who is not immune to damage.
Dreadnought's Locomotion
With diligent work and thanks to her past with the automata, Giada can graft metallic legs onto Castle High. While they won't allow it to race across the continent like the Dreadnought, it should allow the castle better evasion against enemy attacks.
Castle High has a 20% chance to avoid any attack aimed at it, excluding attacks it could not reasonably dodge.
Hardsteel Plating
By using the refinery within the Dreadnought and some reclaimed metal from its destroyed hull, we can strengthen Castle High's walls and outer defenses.
Castle High's Fortress trait is changed to Hardened Fortress: instead of taking double damage from all attacks, it only takes 50% increased damage, increasing its effective health.
Magitech Artillery
Castle High's current Arcane Batteries can be modified with the advanced weaponry of Bertilia, allowing it to not only attack the enemy castle, but enemy units as well.
At the end of every turn, in addition to its attack on the enemy castle, Castle High will make a (Level * 5) Power attack against the highest health enemy who is not immune to damage.
Dreadnought's Locomotion
With diligent work and thanks to her past with the automata, Giada can graft metallic legs onto Castle High. While they won't allow it to race across the continent like the Dreadnought, it should allow the castle better evasion against enemy attacks.
Castle High has a 20% chance to avoid any attack aimed at it, excluding attacks it could not reasonably dodge.
Deadline for Voting: 5/22/20
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sat May 16, 2020 4:38 pm
- Castle High Forces:
- Arthur (Impromptu) - HP 867 / 1153
Adv: +8
Personal Adv: +5 (Strength)
Power: 65+
Focused Defender (Magic): All Magic 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 Despair 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.
Supportive Defender: When performing an action together with an ally, redirect the first attack aimed at them to yourself.
Ultimare: Spend an action and an Advantage to subtract your Power from the Power of any attack that hits you this turn, to a minimum of 0. You may not use this two turns in a row.
Defenses and Resistances
Physical Defense: +2
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 (currently +1)
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:
- Signature Mission: Develop your own technique! (3/4)
Bran (GM_3826) - HP 741 / 852
Adv: +1
Personal Adv: +6 (Spirit)
Power: 85 (-15)
Avatar of Arcana: +30% resistance to physical damage, +30% Power to magic actions, -30% resistance to magical damage- 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.
Avatar of Arcana: Spend an action to enter the Avatar of Arcana, gaining a 30% resistance to physical damage and +30% Power for magical actions, but a 30% vulnerability to magical damage. You may leave this form without consuming action. This form cannot be used if below 50% HP.
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:
- None
Erika (Jan) - HP 1051 / 1131
Adv: +2
Tempo: 2/5
Personal Adv: +7 (Charisma)
Power: 70
Charged Magic Circuits: Increased Power and effectiveness to your next magic action.- 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).
Metal Headache: Whenever you land an exceptional attack, inflict Metal Headache for the turn's remainder, reducing Power by 10.
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 +7(+9-2) 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)
Signature Mission: Develop your own technique! (0/4)
Nathalia (Mirkwood) - HP 1019 / 1450
Adv: +3
Personal Adv: +5 (Strength)
Power: 70
DM: +7- Character Information:
Equipment Effects
Sapping Spear of the Elder Drake: On succesful hit, chance to inflict Vulnerable. When dealing 700+ damage, chance to reduce target Advantage by 1.
Serpent's Glare Helm: Whenever you decrease an enemy below 50% of their Max HP, inflict Fearful.
Abilities
Draconic Momentum: Whenever you attack an enemy, if they are the same as the last enemy you've attacked, gain 1 Draconic Momentum (DM). If not, and the prior enemy is not Incapacitated, lose 1 DM. Gain +5% Power for each Draconic Momentum.
Battle Precision: At the beginning of each turn, choose an enemy and a stat. Whenever you successfully damage that enemy this turn, reduce the chosen stat by 1, up to a max decrease of your EA divided by 4 (rounding up).
Techniques
Dragoon's Leap: Choose target enemy. The next time you would be attacked by that enemy, reduce any damage taken by half and perform a standard attack against any enemy. You do not lose DM from this attack.
Vigor of Victory: Whenever you deal at least twice as much damage to an enemy as necessary to defeat them, gain +1 Advantage and +2 DM.
Flurry of Fury: Perform an overwhelming series of spear strikes. On successful hit, inflict Focused (User), causing target to lose Power on all attacks not targetting you.
Dragon Horn Strike: Spend 2 DM: gain +40% Armor Piercing and inceased Power on your next strike. If this strike finishes off an enemy, deal excess damage to another enemy.
Meteoric Impact: Spend 4 DM: gain Flying for the remainder of this turn. At the end of the enemy's actions, strike down on target enemy from above with greatly increased Power.
Defenses and Resistances
Physical Resistance: +15%
Elemental Resistance: +25%
StatsPhysical Magical Support Strength +5 Spirit +1 Charisma +0 Agility +4 Faith +0 Insight +3 - Inventory:
- Weapon - Sapping Spear of the Elder Drake
- Spear of the Elder Drake:
- Sapping Spear of the Elder Drake
Power: 70
+4 Strength
+2 Agility
+15% Armor Piercing
+On succesful hit, chance to inflict Vulnerable
+When dealing 700+ damage, chance to reduce target Advantage by 1
+Gain Technique "Flurry of Fury"- Flurry of Fury:
- Perform an overwhelming series of spear strikes. On successful hit, inflict Focused (User), causing target to lose Power on all attacks not targetting you.
An ancient bronze relic of the Dragoons improved through enchantment. Forged in an elder drake's heart flames, its lightweight design makes it perfect for aerial attacks and leaps, and its magic causes those it pierces to weaken. Entrusted to Nathalia at the completion of her training and upgraded during her travels.
- Dragon-Forged Chainmail:
- Dragon-Forged Scalemail
+200 Max HP
+1 Agility
+1 Spirit
+15% resistance to physical damage
+25% resistance to all elemental damage
A set of scalemail armor forged in a newborn dragon's first flame. Provides adequate defense, especially against the elements, while still allowing the wearer rapid movement.
- Serpent's Glare Helm:
- Serpent's Glare Helm
+2 Insight
-1 Charisma
+50 Max HP
+Whenever you decrease an enemy below 50% of their Max HP, inflict Fearful
An imposing helmet that strikes enemies with a looming dread of their coming demise. Crafted in the image of a deadly basilisk, it was once used as a weapon against Nathalia before being claimed as her own.
- Training Missions:
- Training Mission: Reduce the damage of an enemy attack 4 times! (1/4)
Signature Mission: Develop your own technique! (0/4)
Severa (LadyRena) - HP 1021 / 1500
Adv: +2
Personal Adv: +3 (Faith)
Power: 60
Status - Ascending: Gain +10% Power every turn. (Currently +40%)- 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.
Magus of Change: The first action you perform each turn also grants a minor status effect to the target. You may specify the type of effect, but it must be related to the action.
Voice Alter: Consume Charged Magic Circuit to change the effect text of an Equipment or Technique, or change the reality of the world with increased Power. Can accomplish many things actions normally cannot. Can only be used when below 50% HP.
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)
Vince (Atmos) - HP 938 / 1113
Adv: +3
Personal Adv: +5 (Spirit)
Power: 80
Destined(2 Turns): Reroll all attack and damage rolls and take the highest result.
Crystalline Barrier(200/200 HP): Reduce the damage of the next attack you recieve. If this is broken by a melee attack, deal damage to the attacker.- 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.
White Hot Fire: Consume an action to cause all Burning statuses dealt this turn to stack, increasing per-turn damage.
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:
- Signature Mission: Develop your own technique! (2/4)
Yam (Sharks) - HP 1400 / 1400
Adv: +3
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)
Re: Battle 7: vs Dreadnought of Bertilia Lv 17
Sat May 16, 2020 7:34 pm
Giada calls for one of the passing medics, who helps her move the enemy commander onto a vacant gurney. She taps a button on the side of her helmet, causing it to fold and shift onto her back, leaving her face visible. She tells the nurse, "no need to prioritize him, but might want to get that chest wound of his patched."
As the nurse nods and rushes away, she hears a yell of "yo, Giada!" and turns, finding Russel closing in. He approaches with a wave, "I was just looking for you and Selvenade!"
"If you're worried about some kind of conflict of interest, I promise that ain't a problem," she shakes her head. "Doesn't matter who he thinks I am, my loyalty's right here, with you and the rest of Castle High."
"Oh, no doubt there," he laughs brightly, "actually, I kinda wanted to ask you the opposite of that!"
She raises an eyebrow, "what, are you telling me to defect?"
Russel rolls his entire upper body along with his eyes, "no, dingus. What I wanted to ask is if you could question Selvenade whenever he wakes back up. Considering what he was saying and doing, it seems like he might know who you were."
She frowns, "hmm... I suppose that's true... but... he's kinda..."
Seeing her hesitance, Russel continues, "as I've been collecting up Bertilan soldiers, a few of them mentioned something about you. That your voice sounds like 'that one Grand Engineer''."
"Grand Engineer?" She blinks, "What?"
"That's what I'm sayin'! So try asking him, see if you can get any information. It might help us figure out how we all ended up here." A beat, then, "and I mean... it might help jog your memory, too?"
Giada crosses her arms, letting out a sigh, "that guy's a real weirdo, acting that way with me while he's tearing up towns and villages... but, I guess I should just get over it." She gives a slow nod, "like you said, it could help us figure out what's going on. That's a good enough reason to deal with him. Still, spending the evening..."
Thinking for a moment, she cups metallic hands around her mouth and shouts, "Arthur! Hey!" If the swordsman drew closer, she would ask, "could you watch my workshop tonight? Sounds like I'll be spending my evening asking Selvenade what he knows. If it's too much trouble I can find someone else, but you're someone I trust who knows their way around the place." She adds a second later, "oh, and thanks for not cutting him half. I'm not really sure what his... deal, is, but, I'm glad we'll be able to get it out of him."
As the nurse nods and rushes away, she hears a yell of "yo, Giada!" and turns, finding Russel closing in. He approaches with a wave, "I was just looking for you and Selvenade!"
"If you're worried about some kind of conflict of interest, I promise that ain't a problem," she shakes her head. "Doesn't matter who he thinks I am, my loyalty's right here, with you and the rest of Castle High."
"Oh, no doubt there," he laughs brightly, "actually, I kinda wanted to ask you the opposite of that!"
She raises an eyebrow, "what, are you telling me to defect?"
Russel rolls his entire upper body along with his eyes, "no, dingus. What I wanted to ask is if you could question Selvenade whenever he wakes back up. Considering what he was saying and doing, it seems like he might know who you were."
She frowns, "hmm... I suppose that's true... but... he's kinda..."
Seeing her hesitance, Russel continues, "as I've been collecting up Bertilan soldiers, a few of them mentioned something about you. That your voice sounds like 'that one Grand Engineer''."
"Grand Engineer?" She blinks, "What?"
"That's what I'm sayin'! So try asking him, see if you can get any information. It might help us figure out how we all ended up here." A beat, then, "and I mean... it might help jog your memory, too?"
Giada crosses her arms, letting out a sigh, "that guy's a real weirdo, acting that way with me while he's tearing up towns and villages... but, I guess I should just get over it." She gives a slow nod, "like you said, it could help us figure out what's going on. That's a good enough reason to deal with him. Still, spending the evening..."
Thinking for a moment, she cups metallic hands around her mouth and shouts, "Arthur! Hey!" If the swordsman drew closer, she would ask, "could you watch my workshop tonight? Sounds like I'll be spending my evening asking Selvenade what he knows. If it's too much trouble I can find someone else, but you're someone I trust who knows their way around the place." She adds a second later, "oh, and thanks for not cutting him half. I'm not really sure what his... deal, is, but, I'm glad we'll be able to get it out of him."
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