Battle 10: vs Castle High Lv 21
+4
Tempest
Aeront
[VIOLET]
GM_3826
8 posters
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Battle 10: vs Castle High Lv 21
Tue Nov 24, 2020 9:01 pm
- Opening Cutscene:
- The skies of Castle Low are stained a scarred red by hateful, twisting flames. Much of the city surrounding the castle has already been reduced to cinders and rubble, motionless bodies strewn about the swatch of destruction leading straight to Castle Low's gates.
Hovering above the city's destroyed remains flies Castle High, radiant and overflowing with surging, violent arcane energy. Tendrils of mana lash through the heavens, burning through ozone and sky, revealing an infinite cosmos behind, the starry void. Standing at the castle's gates, with a smile as wide as it is predatory, stands Azure, the source of the calamity. Physically, he seems entirely the same, and yet just a passing glance upon him would fill most with dread and heart-gripping fear. Somehow, its as if he's more 'real' than the world around him, more tangible, far more important. A crown of starlight sits upon his head, shining every color of the cosmos, while innumerable gears whirl around him, twisting the destiny of the world to his whim.
Down below, the battlefield is in chaos...- A Soldier Barely Breathes (cw:
"Get down, damn it!"
A quick hand grabs Castle Guard Darean just before a massive burst of hellfire would have struck--he narrowly escapes the fate, though the flames continue on, striking down another dozen of his comrades. The hand tosses Darean to the ground within the smoldering remains of a large home, forcing him to cough as his impact kicks up a cloud of ash.
Darean rubs the ash from his eyes as he looks upon his savior: Lieutenant Hucksby, one of his arms bleeding profusely. Darean opens his mouth to thank his commanding officer, only to realize Hucksby's not even looking at him, instead focused on a ripped piece of paper he has pressed against the house wall.
"Darean, now is not the time I need you running head-first into danger!"
"But Garcia and the others--"
"Are either dying or trapped, just like everyone else!" Between angry, labored breaths, the lieutenant scratches at the paper with a leaking pen. "This isn't some group of raiders or upstart warlord, this is war! Start acting like it!"
Darean scowls, raising his voice, "so what, we'll all just wait here for our turn to die to these monsters!?"
"We stick to our code: protect Castle Low, no matter the cost." For the first time, the Lieutenant stops, turning to his fellow soldier. The look in his eye is one that knows full well just how high that cost will likely be. Fear, well masked by training, but still evident. Hucksby slowly asks, "you made the same oath as I, didn't you?"
Darean's scowl deepens, though no longer directed toward the lieutenant--no longer directed anywhere in particular, his hands left shaking.
"Now make good on that oath," Hucksby hands him the note, hastily scrabbled. "Get this message to General Toleann, now. I'll rally the troops we have here, see if we can--"
And then, Darean's world is sent into painful tremors and scorching heat--an explosive arrow burst had burst just beside him, and now, the walls of the ruined house are collapsing around him, as an archer atop a savage wolf closes in. Hucksby, leg pinned beneath a hunk of burning material, yells something to him as chaos fills the space...
- A Bertilan's Last Stand (cw:
"Get this barrier up, now!"
Yenese fires another volley of gunshots as she strafes in front of the broken defensive line--just behind it stands the crumbling gates of Castle Low. A number of Castle High's forces are concentrating their attack here: mages with staves wreathed in hellfire, swordsmen with blades crafted from the finest of steel, rangers firing shots dipped in ectoplasm or burning, holy fire... and as much as she trusted her Bertilan arm-mounted machinegun, it wasn't putting much of a dent in the enchanted, dragon, or holy armor most of Castle High's army was draped in.
She spots a wave of frost moving in from their left flank--and seeing a Castle Low guard still prone there, runs over to grab him! With a heft, taking advantage of the weight of her heavy armor, she pulls him out of the way, back behind the line, which was thankfully managing to raise their magical barrier again.
"Hey, hey!" she calls to him, giving him a shake, trying to rouse the fallen soldier. "What's your name? C'mon, we gotta get you up..." pulling off a glove, she presses her bare palm to his forehead, sending waves of healing magic...
"Leave him, we need you here!" calls another voice from further down the barrier.
Yenese's breath catches--she looks down at the nameless guard... then to her side, where so many others lay Incapacitated. She knows they're right: their line could be broken any second, half of their forces turned against them. There wasn't time to tend to the wounded. She had to set her personal desires aside--
A clap of thunder fills the air as a shockwave of lightning turns the magical barrier to dust! Yenese tumbles from the shock, thrown hard onto her back. She manages to pull her head up quick enough to see a massive man wielding a hammer, crackling with electricity! Another Bertilan opens fire on him from behind cover--which only serves to gain the attacker's attention, as he turns and emits a scream, sending bolts of lightning out to turn the Bertilan's cover to ash!
She knows what this invasion means: as soon as Castle High has conquered Castle Low, Bertila will be next in their conquest. This wasn't just about saving those who had managed to show them mercy, it was about protecting her homeland. The reason she even signed up for this.
With a yell of her own, Yenese fires a volley of bullets straight at the attackers head--one grazes his ear, but he doesn't even seem to show pain as he rotates out of the way! With a too-wide grin, the Castle High soldier shifts his weight back and hurls his hammer toward her, coated with crackling lightning!
Yenese can only rotate her body out of the way of the initial impact as the last fragments of Castle Low's final defensive line are shattered...
All across the battlefield, many scenes played out, Castle Low and Bertilan warriors fighting to their last... but before Castle High's armies, they can only barely slow them down.
Meanwhile, on top of Castle Low's gate, General Toleann is bound in arcane seals, forcing him to watch the battle proceeding down below. Despite being many meters up above, Azure leasurely voice reaches the general's ears with perfect clarity.The Grandmaster makes a satisfied hum as he sees his soldiers beginning to enter the inner courtyard.
"Ah, you see that, Toleann? The outer wall has fallen." Grandmaster Azure watches him intently, disecting him with his eyes. "I would guess they shall breach the inner vault in a few minutes time. I assume that's where you've taken the civilians, haven't you?"
"I... won't... give in...!" the General forces out, his entire body frozen up by arcane runes.
"You must truly have no heart, general," Azure shakes his head, "you could end all this suffering by simply dropping your sword, yet you refuse to yield. When your eventual defeat is so obvious, why draw out the pain?"
"I made... an oath... to never let this castle... fall into evil's hands..."
"Aah, that little incantation on your blade? I do find it quite troublesome that I cannot end you as I so desire, nor bend you to my will. Though of course..."
Grandmaster Azure raises his hand over the battlefield, the crown upon his head shimmering. "Such doesn't apply to your precious soldiers."
"N-no...! Not again, don't--!"
Revelling in the general's reaction, Azure casts Perfected Slaves of Fate once more--a hundred threads of mana surge out over the battlefield, striking straight into the souls of Castle Low's guardians! In an instant, they turn on their fellows, turning their failing defenses into an all-out rout, confusion and chaos quickly spreading!
"How many of those you swore to protect will you allow to fall before you give in, Toleann? Are some ancient words really so much more valuable than their lives, their free will?"
"I... I..." General Toleann's voice begins to choke up, "I'm sorry... I failed... you all..."
"Oh, how dramatic." Azure rolls his eyes, seeming to grow bored of the general's resistance. "You shall have no place in my new kingdom, general: I shall see that you are left in the--"
"Grandmaster Azure!" Corbin calls as he runs up behind him atop the castle, interrupting. "I apologize for--"
"I have no time for apologies," Azure sighs, turning to him. "What?"
"A storm is blowing in from the east at rapid speed."
Azure narrows his eyes on his subordinate. "Are you really interrupting me right now to tell me the weather?"
"Stars seem to be following in its wake, master. From the east, mind you."
Azure hesitates, processing, before turning to toward the storm, gaze fixed on the quickly approaching thunderhead.
Corbin slowly asks, "master, what should--"
"Gather the commanders. Now. Use everything, anything. Do not allow that storm to reach the battlefield. Use any forces you need."
Corbin gives a quick nod, turning and immediately heading for the task.
As he leaves, General Toleann just manages to rotate his head to see the coming storm cloud.
He makes a wish upon the possiblities in the sky.
---
Re: Battle 10: vs Castle High Lv 21
Wed Nov 25, 2020 1:14 am
"This is it!" calls Zaffre, standing at the front of the stone chunk, arms folded. His robe fluttering behind him, he turns to the others, "We'll reach Castle High in a matter of seconds, and it seems they're already firing! You already know what to do, so just stick together! If you do not trust me, trust them, and trust in yourselves. If you truly believe in those dreams Russel talked so highly of, then prove it!"
"This is our attack on Castle High!"
As Castle High enters closer and closer view, the sky is suddenly filled with light -- from Castle High's battlements and batteries fly a barrage of magical projectiles, launched by the castle's many powerful mages! Surging bolts of lightning, massive icy spears, boulders of pure granite, arcane beams, titanic fireballs, and many more are on a direct course for Perkyst and their storm!
Suddenly, Bran feels something powerful surging within him! A familiar presence compels him forward! He feels something change, his glasses morphing and shifting, inscribed with runes and magic to allow him to see all Knowledge! He gazes into the magical attacks themselves, seeing they are really nothing more than bundles of mana, given slight differences in form! Raising his staff, Bran is showered in Celestial Light as he bends the magical attacks out and away from the party! The icy chunks crash into the fireballs, lightning bolts grounded by boulders, and all sent uselessly hurdling into the mud below!
Yet the elemental onslaught seems to have only been the pre-cursor, as the telltale sound of gunshots begin to ring through the air, fired by a half-hundred sniper rifles, assault guns, and hand pistols! The bullets are flying far too quickly and from too many directions for anyone to keep sight of them or raise a defense--
Until Arthur steps forth, serene grace over his form as he's led by a very familiar presence. His armor darkens as a portion of his hair turns jet black, he too glowing with Celestial Light! With movements somehow both impossible to track and like a leisurely Wandering, he slashes each and every bullet from the air as soon as they enter his radius, keeping the air free of danger as the group descends upon Castle High!
Between the two warriors, each and every attack is cleaved and redirected, allowing their stormcloud to now reach the edge of the battlefield!
"Enough!" Yells a voice from Castle High, immediately recognizable: Azure's. The Grandmaster raises a hand skyward-- above Castle High shines a single star, impossibly radiant, The First, Azure's original source of power! "Your efforts are all in vain! Taste the power of The First itself!"
The First begins to grow in size, quickly outshining the moon and drawing in other nearby stars! Then, flashing blindingly bright, the star unleashes a massive wave of astral power straight for Regiment 1-31, a power far greater than any they've ever seen, ever wielded!
Nathalia feels a burning need to protect her allies, and leaps straight toward the blast! Despite its obvious ability to blast her into nothingness, she charges straight toward it, unafraid, as a shroud of Celestial Light falls over her! Upon her arm appears a shimmering shield, that of a Guardian, as she meets the attack--!
And to the amazement of all, pierces straight through it, taking no damage, entirely immune! She leaps straight up the destructive beam, dissolving it into stardust in her wake, before sending out a wave of force straight back to the star, stopping the attack entirely, filling the sky with light!
"H... how!?" Azure gapes. "Y-you're nothing but mongrels! Pathetic mortals, infants compared to me and my vast power! How could you possibly stand up to the might of a Grandmaster!?"
As Nathalia safely returns to the ground, Zaffre calls again, "We're close enough to get off! Vince, we need a way down!"
Smirking, Vince feels a different kind of burning power within him. Turning his mind to the Extrospective, Vince is cloaked in Celestial Light as the bandana around his forehead slips, falling in front of his eyes--where two eye slits form, creating a heroic mask! With total abandon, he leaps from the stone and puts out his hands--not conjuring fire, but calling it!
From around the tattered battlefield, burning flames are pulled toward him, forming long lines of shimmering heat! In a matter of moments, the entire field is extinguished, freeing many of Castle Low's soldiers as the heat is contained solely in Vince's hands! With a crack of his whip, Vince sends the long lines of flame up onto the chunk of earth Regiment 1-31 stands on, pulling it down to the ground! With expert use of the flames, he burns a hole right in the ground for them, directly before Castle Low's gates--before then throwing those flames skyward, forming a gigantic, churning inferno, aimed straight for Castle High!
Rage pulsing through his form, Grandmaster Azure raises a hand--from his crown of constellations, a deep red light burns, and a massive barrier extends around him and the Castle! The tornado of flame strikes the barrier and fizzles, reduced to streaks of mana and empty heat! Azure's rage quickly turns into laughter, "Ha! Feeble! Feeble and fruitless! I've gained the power of every foe you've defeated, lice! The Demon of Silence grants me invincibility! You have no hope!"
Erika feels a strange power welling within her as she softly brings her guitar key across her strings. Though she stands with no other musicians, cloaked in Celestial Starlight, she feels as if an entire Tranquil symphony is behind her! Her guitar morphs and changes, its dual lightning-bolt guitar heads gaining stylish batons at the ends, and her outfit, the cape of a rock opera maestro!
With a smile and a mental tyrade of insults, she blasts her song at Azure and his barrier! The Grandmaster shakes his head at her attempt--until he sees massive cracks beginning to form in his barrier! He clutches at his chest, "w-what!? No! Some simple song from an ant shouldn't be able to--"
--And with a crack and the sound of a thousand panes of glass shattering, the barrier breaks and falls, leaving Grandmaster Azure vulnerable once more! Upon his crown, one of the constellations seems to dim and flutter out! He reaches up to it, hands uselessly passing through!
"You... ha! It matters not!" Azure recovers, a fierce expression returning to his face, full of hate. "For you see, I've not only brought the armies of Castle High, but her commanders as well, now mine to command!" He snaps his fingers, "Candice! Send them back in time a few minutes, won't you? Back to when they were broken and under my control!"
High, high above, up upon Castle High's highest tower, Candice lines up her shot, aimed square in the center of the group--
"Ohp, sorry little lady! 'fraid I can't let you do that!" says a chipper voice right beside her, giving her rifle a kick before grabbing her wrist, disappearing!
"...Candice, you pathetic creature, do it!" Azure repeats, fuming.
"Here she is!" Aquinas winks, tossing her beside Azure as he appears in a flash of light! "But just so you know--"
He disappears again, this time reappearing next to Doc Morgan, who is coated in Celestial Light!
"--I'm here with him, and we are way over you and your whole 'big screaming bad guy' shtick. I mean honestly, can't you come up with something a bit more clever? What's next, summoning some giant snake to eat the world or something?"
Aquinas gives Doc Morgan a wink, tossing him something--Morgan catches it, looking down at a PMFC. His, despite definitely seeing it be destroyed before.
"Watch the usage on that one, it's a Paradox PMFC. I've got a feeling there aren't too many rules it can't break--and I'd know, since I got the same one!" He holds up his wrist, paradoxically showing the same device. "Brotherhood would hate to know something like this exists, but hey," he flahses a smile, "far as they know right now, it doesn't exist. So let's set this right once and for all, yeah?"
"Heh... heheheh," Azure snickers, "yes yes, very clever, but I still hold the advantage! Behold!"
The gears behind Azure turn and spin, and from across the battlefield are summoned five warriors!
Scarlett, Victim of Elements emerges! The lightning-arc scars across her body from the Emerald Lighthouse seem to be actually flowing with lightning! Water follows her footsteps and a constant flurry of wind seems to stick with her!
"Of course, I made some modifications," Azure explains, watching the Regiment for their reactions. "I combined their souls with the worst memories your castle had to offer! This young woman has been stitched together with the moment her body was burned and flayed by a storm spirit's lightning!"
Through another rift emerges Russel, Victim of Death's Grip! The young man's cheery expression has been replaced by a long, empty stare. In fact, his eyes seem entirely blank. Dark vapors now grip onto his oddly pale body, and his armor is a shade of dark black.
"Russel had a rather harrowing experience with the other side not too long ago--I thought it best to remind him of his weakness."
The clang of metal heralded the next foe: Rosemary, Victim of Steel! Metallic wings are affixed to her back, along with steel body armor... but it's warped inward painfully, as if it's suffered a huge number of impacts! Her breathing appears shallow within the suit, her hands shaking!
"Dear Rosemary was nearly killed by blade and bullet against the Bertilans. What better way to help motivate her cooperation here?"
A chorus of screams rang out through the battelfield as Giada, Victim of Demon's Hate appears! Giada's armor has been shredded and melted, faces of souls in agony etched into the metal and with vapors of heat rising from within! She must be burning up in there!
"It seems Giada narrowly escaped a fate of being melted within her own armor." Azure scoffs, "I decided it was the fate she ultimately deserved."
"Oh, and I'm afraid I didn't give her a proper introduction," Grandmaster Azure motions to Candice, Victim of Bloodsworn Vengeance! "Candice was nearly the target of particularly directed hate from a scorned knight. I thought it best she better grasp the end she was intended to face."
Candice's eyes are bloodshot, her usual suit replaced with a broken, bloody suit of ill-fitted armor. Her arm appears injured and bent awkwardly, and the Timestep Medallion around her neck has turned a dark, hateful red.
"You...what!?" Zaffre yells, outraged. "What would possess you to combine living souls with memories!? Such a thing would--"
"--Ensure their original souls could never be reclaimed, correct!" Azure's smile widens as he spreads his arms. "I'm afraid your friends are now the permanent leaders of my grand army!" He tilts his head down at the Regiment, "oh, but please, waste your time trying to save them. I've already scarred them myself, best be careful not to damage them any further! Ahahaha!"
Severa lowers her head, no longer able to hear the disgusting fool's voice... as she feels two presences, one familiar, the other more distantly so. Smiling, she accepts the change they bring...
A column of Celestial Light breaks through the clouds up above, incircling Severa, completely hiding her from sight! Azure looks to the spectacle, alarm slowly appearing on his face... as Severa emerges from the column, sporting a new look!
Her massive armor appears more streamlined, encrusted with jewels and facets to channel Faith, while her arm cannon's barrel is shortened, now pulsing a gentle, healing light. But most notable was the new helmet she wore, with a sapphire visor, inbued with Nurturing energy and the power to change the world!
Releasing a slow breath, Severa raises her cannon and fires a single shot into the sky... which bursts into gray beams of light, shining down on all!
All allies are restored to full HP, have all debuffs removed, and are given at least 2 Advantage!!
Across the battlefield, the miraculous light picks up fallen warriors and soldiers, restoring the light and life in their eyes! As they come to, they find a renewed sense of morale and charge head-long, straight into Castle High's armies!
And up above, among Azure's ranks, the commanders seem to change as well! The difference isn't obvious--they remain firmly by his side, weapons ready to attack--yet all could tell something had changed within them. Their souls had been restored and made whole, simple puppets of Azure's once more.
"N-no! You blasted cleric--!" Grandmaster Azure grabs at his robes, breaths growing faster! "T-this is all pointless, don't you understand!? Your fates have already been sealed! They were sealed months ago! You... you will...!" The Grandmaster raises his arms once more, mana growing around him!
General Toleann strains at his bindings, "No! R-run! Don't let him...!"
"Serve ME!" Azure finishes, sending out a hundred threads of mana, down at Regiment 1-31 and the recovered Castle Low guards as he castes Perfected Slaves of Fate!!
"No they shall not!" Yells Zaffre in reply, raising his own arms: before each and every tendril can meet its mark, it's severed by a burning cross-gear, slicing it to pieces! Hovering above, Zaffre raises his chin, cloaked in a green Tactician's cloak!
"You... pathetic clone!" Grandmaster Azure spits, "this is all your doing! I should have killed when I had the chance!"
"Yes, you should have," Zaffre smiles back to him. "Instead, you allowed me to realize your greatest weakness, Azure. Something only you and I would know, and something we would never tell anyone."
Zaffre leans forward, "we fear nothing more than dying alone, powerless, yet know we're destined for nothing else."
"AAAARGH," Azure screams! He rises high into the air, already conjuring some massive, arcane attack! "You are nothing! I am the supreme, the almighty, and you are just filth!" He narrows his eyes, "I am already invincible, already a Grandmaster! And I shall finally teach you and this world it's proper place, beneath me, begging for mercy!"
"You're not invincible yet, liar!" Zaffre snarls, "and I shall enjoy watching these heroes pull you apart, thread by thread, before you can ever achieve it!"
Zaffre looks back to Regiment 1-31, blazing with spite and resolve, "I will see to summoning us more reinforcements to hold back his army! Going for a frontal assault may be premature for now: find some way to reclaim the Commanders! Their souls are weak and firmly bound to him, so be careful, a wrong move could destroy them, but without them, I doubt Azure will be able to match us! And remember, there's only one way to truly end this battle: interrupting Azure's plans to absorb the new constellation's power by destroying Castle High!"
"You carry the power of yourselves and those who will come after you! Harness it, and vanquish this false god, once and for all!"
"This is our attack on Castle High!"
As Castle High enters closer and closer view, the sky is suddenly filled with light -- from Castle High's battlements and batteries fly a barrage of magical projectiles, launched by the castle's many powerful mages! Surging bolts of lightning, massive icy spears, boulders of pure granite, arcane beams, titanic fireballs, and many more are on a direct course for Perkyst and their storm!
Suddenly, Bran feels something powerful surging within him! A familiar presence compels him forward! He feels something change, his glasses morphing and shifting, inscribed with runes and magic to allow him to see all Knowledge! He gazes into the magical attacks themselves, seeing they are really nothing more than bundles of mana, given slight differences in form! Raising his staff, Bran is showered in Celestial Light as he bends the magical attacks out and away from the party! The icy chunks crash into the fireballs, lightning bolts grounded by boulders, and all sent uselessly hurdling into the mud below!
Yet the elemental onslaught seems to have only been the pre-cursor, as the telltale sound of gunshots begin to ring through the air, fired by a half-hundred sniper rifles, assault guns, and hand pistols! The bullets are flying far too quickly and from too many directions for anyone to keep sight of them or raise a defense--
Until Arthur steps forth, serene grace over his form as he's led by a very familiar presence. His armor darkens as a portion of his hair turns jet black, he too glowing with Celestial Light! With movements somehow both impossible to track and like a leisurely Wandering, he slashes each and every bullet from the air as soon as they enter his radius, keeping the air free of danger as the group descends upon Castle High!
Between the two warriors, each and every attack is cleaved and redirected, allowing their stormcloud to now reach the edge of the battlefield!
"Enough!" Yells a voice from Castle High, immediately recognizable: Azure's. The Grandmaster raises a hand skyward-- above Castle High shines a single star, impossibly radiant, The First, Azure's original source of power! "Your efforts are all in vain! Taste the power of The First itself!"
The First begins to grow in size, quickly outshining the moon and drawing in other nearby stars! Then, flashing blindingly bright, the star unleashes a massive wave of astral power straight for Regiment 1-31, a power far greater than any they've ever seen, ever wielded!
Nathalia feels a burning need to protect her allies, and leaps straight toward the blast! Despite its obvious ability to blast her into nothingness, she charges straight toward it, unafraid, as a shroud of Celestial Light falls over her! Upon her arm appears a shimmering shield, that of a Guardian, as she meets the attack--!
And to the amazement of all, pierces straight through it, taking no damage, entirely immune! She leaps straight up the destructive beam, dissolving it into stardust in her wake, before sending out a wave of force straight back to the star, stopping the attack entirely, filling the sky with light!
"H... how!?" Azure gapes. "Y-you're nothing but mongrels! Pathetic mortals, infants compared to me and my vast power! How could you possibly stand up to the might of a Grandmaster!?"
As Nathalia safely returns to the ground, Zaffre calls again, "We're close enough to get off! Vince, we need a way down!"
Smirking, Vince feels a different kind of burning power within him. Turning his mind to the Extrospective, Vince is cloaked in Celestial Light as the bandana around his forehead slips, falling in front of his eyes--where two eye slits form, creating a heroic mask! With total abandon, he leaps from the stone and puts out his hands--not conjuring fire, but calling it!
From around the tattered battlefield, burning flames are pulled toward him, forming long lines of shimmering heat! In a matter of moments, the entire field is extinguished, freeing many of Castle Low's soldiers as the heat is contained solely in Vince's hands! With a crack of his whip, Vince sends the long lines of flame up onto the chunk of earth Regiment 1-31 stands on, pulling it down to the ground! With expert use of the flames, he burns a hole right in the ground for them, directly before Castle Low's gates--before then throwing those flames skyward, forming a gigantic, churning inferno, aimed straight for Castle High!
Rage pulsing through his form, Grandmaster Azure raises a hand--from his crown of constellations, a deep red light burns, and a massive barrier extends around him and the Castle! The tornado of flame strikes the barrier and fizzles, reduced to streaks of mana and empty heat! Azure's rage quickly turns into laughter, "Ha! Feeble! Feeble and fruitless! I've gained the power of every foe you've defeated, lice! The Demon of Silence grants me invincibility! You have no hope!"
Erika feels a strange power welling within her as she softly brings her guitar key across her strings. Though she stands with no other musicians, cloaked in Celestial Starlight, she feels as if an entire Tranquil symphony is behind her! Her guitar morphs and changes, its dual lightning-bolt guitar heads gaining stylish batons at the ends, and her outfit, the cape of a rock opera maestro!
With a smile and a mental tyrade of insults, she blasts her song at Azure and his barrier! The Grandmaster shakes his head at her attempt--until he sees massive cracks beginning to form in his barrier! He clutches at his chest, "w-what!? No! Some simple song from an ant shouldn't be able to--"
--And with a crack and the sound of a thousand panes of glass shattering, the barrier breaks and falls, leaving Grandmaster Azure vulnerable once more! Upon his crown, one of the constellations seems to dim and flutter out! He reaches up to it, hands uselessly passing through!
"You... ha! It matters not!" Azure recovers, a fierce expression returning to his face, full of hate. "For you see, I've not only brought the armies of Castle High, but her commanders as well, now mine to command!" He snaps his fingers, "Candice! Send them back in time a few minutes, won't you? Back to when they were broken and under my control!"
High, high above, up upon Castle High's highest tower, Candice lines up her shot, aimed square in the center of the group--
"Ohp, sorry little lady! 'fraid I can't let you do that!" says a chipper voice right beside her, giving her rifle a kick before grabbing her wrist, disappearing!
"...Candice, you pathetic creature, do it!" Azure repeats, fuming.
"Here she is!" Aquinas winks, tossing her beside Azure as he appears in a flash of light! "But just so you know--"
He disappears again, this time reappearing next to Doc Morgan, who is coated in Celestial Light!
"--I'm here with him, and we are way over you and your whole 'big screaming bad guy' shtick. I mean honestly, can't you come up with something a bit more clever? What's next, summoning some giant snake to eat the world or something?"
Aquinas gives Doc Morgan a wink, tossing him something--Morgan catches it, looking down at a PMFC. His, despite definitely seeing it be destroyed before.
"Watch the usage on that one, it's a Paradox PMFC. I've got a feeling there aren't too many rules it can't break--and I'd know, since I got the same one!" He holds up his wrist, paradoxically showing the same device. "Brotherhood would hate to know something like this exists, but hey," he flahses a smile, "far as they know right now, it doesn't exist. So let's set this right once and for all, yeah?"
"Heh... heheheh," Azure snickers, "yes yes, very clever, but I still hold the advantage! Behold!"
The gears behind Azure turn and spin, and from across the battlefield are summoned five warriors!
Scarlett, Victim of Elements emerges! The lightning-arc scars across her body from the Emerald Lighthouse seem to be actually flowing with lightning! Water follows her footsteps and a constant flurry of wind seems to stick with her!
"Of course, I made some modifications," Azure explains, watching the Regiment for their reactions. "I combined their souls with the worst memories your castle had to offer! This young woman has been stitched together with the moment her body was burned and flayed by a storm spirit's lightning!"
Through another rift emerges Russel, Victim of Death's Grip! The young man's cheery expression has been replaced by a long, empty stare. In fact, his eyes seem entirely blank. Dark vapors now grip onto his oddly pale body, and his armor is a shade of dark black.
"Russel had a rather harrowing experience with the other side not too long ago--I thought it best to remind him of his weakness."
The clang of metal heralded the next foe: Rosemary, Victim of Steel! Metallic wings are affixed to her back, along with steel body armor... but it's warped inward painfully, as if it's suffered a huge number of impacts! Her breathing appears shallow within the suit, her hands shaking!
"Dear Rosemary was nearly killed by blade and bullet against the Bertilans. What better way to help motivate her cooperation here?"
A chorus of screams rang out through the battelfield as Giada, Victim of Demon's Hate appears! Giada's armor has been shredded and melted, faces of souls in agony etched into the metal and with vapors of heat rising from within! She must be burning up in there!
"It seems Giada narrowly escaped a fate of being melted within her own armor." Azure scoffs, "I decided it was the fate she ultimately deserved."
"Oh, and I'm afraid I didn't give her a proper introduction," Grandmaster Azure motions to Candice, Victim of Bloodsworn Vengeance! "Candice was nearly the target of particularly directed hate from a scorned knight. I thought it best she better grasp the end she was intended to face."
Candice's eyes are bloodshot, her usual suit replaced with a broken, bloody suit of ill-fitted armor. Her arm appears injured and bent awkwardly, and the Timestep Medallion around her neck has turned a dark, hateful red.
"You...what!?" Zaffre yells, outraged. "What would possess you to combine living souls with memories!? Such a thing would--"
"--Ensure their original souls could never be reclaimed, correct!" Azure's smile widens as he spreads his arms. "I'm afraid your friends are now the permanent leaders of my grand army!" He tilts his head down at the Regiment, "oh, but please, waste your time trying to save them. I've already scarred them myself, best be careful not to damage them any further! Ahahaha!"
Severa lowers her head, no longer able to hear the disgusting fool's voice... as she feels two presences, one familiar, the other more distantly so. Smiling, she accepts the change they bring...
A column of Celestial Light breaks through the clouds up above, incircling Severa, completely hiding her from sight! Azure looks to the spectacle, alarm slowly appearing on his face... as Severa emerges from the column, sporting a new look!
Her massive armor appears more streamlined, encrusted with jewels and facets to channel Faith, while her arm cannon's barrel is shortened, now pulsing a gentle, healing light. But most notable was the new helmet she wore, with a sapphire visor, inbued with Nurturing energy and the power to change the world!
Releasing a slow breath, Severa raises her cannon and fires a single shot into the sky... which bursts into gray beams of light, shining down on all!
All allies are restored to full HP, have all debuffs removed, and are given at least 2 Advantage!!
Across the battlefield, the miraculous light picks up fallen warriors and soldiers, restoring the light and life in their eyes! As they come to, they find a renewed sense of morale and charge head-long, straight into Castle High's armies!
And up above, among Azure's ranks, the commanders seem to change as well! The difference isn't obvious--they remain firmly by his side, weapons ready to attack--yet all could tell something had changed within them. Their souls had been restored and made whole, simple puppets of Azure's once more.
"N-no! You blasted cleric--!" Grandmaster Azure grabs at his robes, breaths growing faster! "T-this is all pointless, don't you understand!? Your fates have already been sealed! They were sealed months ago! You... you will...!" The Grandmaster raises his arms once more, mana growing around him!
General Toleann strains at his bindings, "No! R-run! Don't let him...!"
"Serve ME!" Azure finishes, sending out a hundred threads of mana, down at Regiment 1-31 and the recovered Castle Low guards as he castes Perfected Slaves of Fate!!
"No they shall not!" Yells Zaffre in reply, raising his own arms: before each and every tendril can meet its mark, it's severed by a burning cross-gear, slicing it to pieces! Hovering above, Zaffre raises his chin, cloaked in a green Tactician's cloak!
"You... pathetic clone!" Grandmaster Azure spits, "this is all your doing! I should have killed when I had the chance!"
"Yes, you should have," Zaffre smiles back to him. "Instead, you allowed me to realize your greatest weakness, Azure. Something only you and I would know, and something we would never tell anyone."
Zaffre leans forward, "we fear nothing more than dying alone, powerless, yet know we're destined for nothing else."
"AAAARGH," Azure screams! He rises high into the air, already conjuring some massive, arcane attack! "You are nothing! I am the supreme, the almighty, and you are just filth!" He narrows his eyes, "I am already invincible, already a Grandmaster! And I shall finally teach you and this world it's proper place, beneath me, begging for mercy!"
"You're not invincible yet, liar!" Zaffre snarls, "and I shall enjoy watching these heroes pull you apart, thread by thread, before you can ever achieve it!"
Zaffre looks back to Regiment 1-31, blazing with spite and resolve, "I will see to summoning us more reinforcements to hold back his army! Going for a frontal assault may be premature for now: find some way to reclaim the Commanders! Their souls are weak and firmly bound to him, so be careful, a wrong move could destroy them, but without them, I doubt Azure will be able to match us! And remember, there's only one way to truly end this battle: interrupting Azure's plans to absorb the new constellation's power by destroying Castle High!"
"You carry the power of yourselves and those who will come after you! Harness it, and vanquish this false god, once and for all!"
- Celestial Star Arms:
The legendary hero you were paired against in Battle 9 has given you a portion of their fighting power and ability! Check out your stats, and you'll notice new, underlined sections: these indicate upgrades you've been given by your legendary hero, in the form of Celestial Star Arms! You gained these arms in bursts of Celestial Light during the approach to Castle High--you won't be able to quite match the feats you pulled upon first awakening this power, but they should nonetheless greatly increase your abilities!
Right now, two of the greatest forces in all histories are joining forces to defeat their common enemy, Grandmaster Azure! Beware, however: every turn, Azure will gain 20% Asecension, making him more and more invincible and almighty, until he eventually reaches 100%! If he does, you instantly lose!
Azure also wields the power of every previous castle, though not all at once: his Crown of Constellations allows him to tap into the power of different castles, granting him a wide variety of stats and abilities! Make sure to read what statuses he has active every turn!
You'll notice that the commanders are similar to as you remember them, but beware, their soul mutations have given them new, powerful abilities! You'll notice that they are also underlined.
Finally, the army of Castle High far outmatches Castle Low's: throughout your turn, Castle High's army will interrupt, attack, and disrupt you! The only way to gain the upper hand is to weaken or defeat some of their forces, or to increase the power of Castle Low's army! Zaffre is trying his best to see to that last point!
Even if he's not fully ascended yet, Azure is by far the most powerful enemy you've ever faced! He may have powers and abilities even beyond those listed under his stats, and may change the rules of the battle at any time! But remember: you're powerful as well! Match him at every turn and you can win the day!
This is it, the final battle! Hold nothing back, and believe in yourselves!
Re: Battle 10: vs Castle High Lv 21
Wed Nov 25, 2020 1:15 am
- Castle and Commanders:
- Castle Low - CASTLE - HP 10498 / 19000
Adv: -
Personal Adv: -
Power: -
All Army Effects:
Conquering Champion: Gain +1 Advantage every even turn and all healing effects targeting you gain +10 Power.- Character Information:
Equipment Effects
None
Abilities
Fortress: All damage against this target is doubled, it has no stats, and it cannot avoid damage.
Ancient Protection of the First Castle: Completely negate the most damaging attack this castle will recieve this turn.
Ancient Wellsprings of Mana (1/3): Up to three times per battle, grant an ally Overloading Magic Circuits.Ancient Protectors of Stone: Instead of melee attacking this castle, attackers are forced to attack stone guardians.DestroyedMASSIVE DAMAGE: Create a gigantic blast of unblockable damage. May only be activated by the combined power of many righteous souls.Disabled by Grandmaster Azure
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength -- Spirit -- Charisma -- Agility -- Faith -- Insight --
COMMANDERS
Zaffre, Fate Rataken - HP 1500 / 1500
Adv: +0
Personal Adv: +10 (Charisma)
Power: 90
Floating: Can avoid some obstacles- Character Information:
Equipment Effects
Flaming Gears of Free Will: All actions involving the empowering of others gain an additional 50% Power. All allies are immune to all mind-control effects so long as you are not Incapacitated.
Abilities
Tactician of Fate Reclaimed: You may ask for the aid and coordinate the attacks of distant allies, regardless of distance or unavailability.
Astromancer of the Skyward Castle: Grant each ally a spirit to aid them in battle, upgrading their equipment, stats, Techniques, and/or Abilities.
Techniques
Strike Against Tyrants: All enemies below 20% Max HP that are under the effects of mental or mind-control debuffs are cured, even if doing so would otherwise be impossible.
Power to Change Worlds: Grant one ally Free of Fate, allowing them to ignore all enemy effects, Techniques and Abilities during their next action.
Humbled Pariah: For no action cost, you may move any damage or debuffs from any ally onto yourself.
Defenses and Resistances
Resistance to all damage: +25%
StatsPhysical Magical Support Strength +1 Spirit +7 Charisma +9 Agility +0 Faith +4 Insight +5
General Toleann - HP 50 / 3500
Adv: -1
Personal Adv: +11 (Strength/Charisma)
Power: 110- Character Information:
Equipment Effects
Blade of Castle Low: You are immune to all mental and mind-control effects. You cannot be Incapacitated so long as Castle Low stands. The wielder of this blade is the controller of Castle Low's power.
Abilities
General of the First Fortress: Grant all allies +10% Power for every 10% Army Strength Castle Low has.
Indomitable Spirit: Your melee attacks ignore up to 30% of the enemy's damage resistance.
Techniques
Grand Shield: Negate the first three instances of damage recieved by target ally or Castle this turn.
Call to Arms: Grant all allies an additional Advantage. You may not take any other actions this turn.
Crushing Blow: Permanently reduce an enemy's melee damage resistance by 10%.
Defenses and Resistances
Resistance to all damage: +25%
StatsPhysical Magical Support Strength +11 Spirit +8 Charisma +9 Agility +7 Faith +8 Insight +9
Re: Battle 10: vs Castle High Lv 21
Wed Nov 25, 2020 1:16 am
- Regiment 1-31:
Arthur (Impromptu) - HP 1800 / 1800
Adv: +4
Personal Adv: +10 (Strength/Faith)
Power: 85
Float: Hover over some obstacles.- Character Information:
Equipment Effects
Pale Moon: Whenever you deal or block damage, heal 75 HP. Ignore and destroy all magical barriers and defensive enchantments on targets you attack. Whenever you successfully reduce the damage of a magic attack, gain Charged Magic Circuits.
Symbol of the Humble: Gain 2 Advantage at the beginning of the first turn. If you have more Advantage than the first enemy you attack this turn, gain an additional Advantage. You do not gain Advantage at the end of rounds.
Heleta, Wandering Hope: 100 HP regeneration per turn. May remove Floating to gain Flying for two turns. May remove Floating to gain Soaring for one turn. Spectacularly failed attacks against you inflict Hopeless to the attacker. Once per battle, grant yourself and an ally "Determined", allowing you to ignore the first instance of lethal damage. You may take an additional attack each turn at no cost.
Abilities
Self-Sufficient: Actions that target a character no other player is targetting have double Advantage.
Watchful Warrior: 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 Total Advantage when you attack. As a Watcher, grant the first ally you target this turn half of your Total Advantage as 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.
Defender's Passion: Whenever you are the target of three enemy actions on the same turn, gain an Advantage. You may not gain more than one Advantage per turn this way.
Ultipax: Spend an action and an Advantage to activate this Technique. Whenever you would be attacked, instead clash with the attacker. Whomever has less Power takes an attack with Power equal to the difference. Once, you may activate this without spending an Advantage.
Syzygy: Redirect the first attack aimed at a target ally to another target ally (including yourself).
Lightspeed Sprint: Gain +2 Agility and you may act during the enemy turn. You must specify when you act or what you act in reaction to.
Defenses and Resistances
Physical Defense: +3
Magic Resistance: +25%
Physical Resistance: +20%
Resistance To All Damage: +40%
StatsPhysical Magical Support Strength +8 Spirit +0 Charisma +6 Agility +3 Faith +8 Insight +1 - Inventory:
- Weapon - Pale Moon
- Pale Moon:
- Pale Moon
STAR ARM
Power: 85
+25% Resistance to Magic Damage
+4 Strength
+4 Faith
+3 Charisma
+Whenever you deal damage, heal or block 75 HP.
+Ignore and destroy all magical barriers and defensive enchantments on targets you attack.
+Whenever you successfully reduce the damage of a magic attack, gain Charged Magic Circuits.
+Gain the "Syzygy" Technique.- Syzygy:
- Syzygy: Redirect the first attack aimed at a target ally to another target ally (including yourself).
"To the man who glows like the moon."
Specialty Armor - Symbol of the Humble- Symbol of the Humble:
- Symbol of the Humble
+1 Faith
+1 Agility
+1 Charisma
+You may only equip and un-equip this item outside of combat.
+Gain 2 Advantage at the beginning of the first turn.
+If you have more Advantage than the first enemy you attack this turn, gain an additional Advantage.
-You do not gain Advantage at the end of rounds.
A collection of two celestial trinkets, gaining the boons and weaknesses of both. A new story is begged by their connection: a forgotten thief unknowingly following the Fox Robber's example, retelling his tale in a brave new world.
Armor - Heleta, Wandering Hope- Heleta, Wandering Hope:
- Heleta, Wandering Hope
CELESTIAL STAR ARM
(Fused)
+600 Max HP
+100 HP regeneration per turn
+3 Faith
+2 Strength
+2 Agility
+2 Charisma
+40% Resistance to All Damage
+20% Physical Resistance
+Gain +1 permanent physical defense at the end of every Battle (currently +4)
+Gain Float
+May remove Floating to gain Flying for two turns
+May remove Floating to gain Soaring for one turn
+Spectacularly failed attacks against you inflict Hopeless to the attacker
+Once per battle, grant yourself and an ally "Determined", allowing you to ignore the first instance of lethal damage.
+Upgrade Ultimare to Ultipax
+Gain Lightspeed Sprint
+Make an additional attack each turn.
Imposing armor consisting of scales, spikes, and lines of glowing light across dark plates. Its sillhoutte invokes the image of a swordsman of twilight, between light and dark, forging a new path toward perfection.
Permanent Stats - +2 Strength, +1 Faith, +1 Insight
Item - Dagger of the Broken Kiss- Dagger of the Broken Kiss:
Dagger of the Broken Kiss
Power: 80
+2 Agility
+1 Strength
-3 Faith
+10 Power against Elite and Boss enemies
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 had 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.
Milestone: Deal, heal, or block 2000 or more damage!
Bran (GM_3826) - HP 1400 / 1400
Adv: +2
Personal Adv: +10 (Spirit)
Power: 85
Float: Hover over some obstacles
Sigil: Wind: All attacks of the Wind element gain +20% Power.
Sigil: Electricity: All attacks of the Wind element gain +20% Power.
The Wizard's Insight: At the beginning of every turn, choose an element. For the rest of the battle, all attacks that deal damage of the chosen element gain +20% Power.
Charged Magic Circuits: Increased power and effectiveness to your next attack.- Character Information:
Equipment Effects
Archmage's Warded Cloak of Skies: Recover from all debuffs twice as fast. Gain Float. Once per battle, gain Flying. Once per battle, inflict enemy castle with Dark Cloud, reducing the effectiveness of all enemy healing by 50% for one turn.
Wizard's Lenses of Knowledge: Immune to mental and visual debuffs. See through all illusions and deceptions. All information gained from examination actions will include text containing Critical information (denoted by bold lettering). The first examination you perform each battle does not count as an action. You may take an additional action each turn if none of your actions have matching elements. Whenever you examine an enemy, you learn of their greatest weakness. You can gaze into the Expanse.
Animus Arcanis: Once per battle, all non-Castle attacks restore 30% HP for one turn. Begin all battles with Charged Magic Circuits. If you have Charged Magic Circuits and charge mana further, gain Overloading Magic Circuits. Whenever you expend Charged or Overloading Magic Circuits, gain 1 Advantage.
Abilities
Knowldgeable Arcana: Cast any magic that was cast previously by any character this battle. You may only activate this once 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%.
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
Resistance to All Damage: 33% (10% * 25%)
Magical Resistance: 25%
Elemental Resistance: 25%
Magical Defense: +3
StatsPhysical Magical Support Strength +1 Spirit +8 Charisma +1 Agility +4 Faith -2 Insight +7 - Inventory:
- Weapon - Animus Arcanis
- Animus Arcanis:
- Animus Arcanis
STAR ARM
Power: 85
+5 Spirit
+3 Agility
+2 Insight
-2 Faith
+Once per battle, all non-Castle attacks restore 30% HP for one turn.
+Begin all battles with Charged Magic Circuits.
+If you have Charged Magic Circuits and charge mana further, gain Overloading Magic Circuits.
+Whenever you expend Charged or Overloading Magic Circuits, gain 1 Advantage.
A wand whose power carefully threads the needle between life and magic. Its core is pure magic condensced into quicksilver and melded with enchanted wood, creating an immense mana source resevoir. Simply holding the wand grants one vast reserves of mana potential, and expending that mana results in one's own life being amplified.
Armor - Archmage's Warded Cloak of Skies- Archmage's Warded Cloak of Skies:
- Archmage's Warded Cloak of Skies
STAR ARM
(Fused, Refined)
+300 Max HP
+2 Spirit
+25% Power if a weapon's highest statistic is Spirit or Faith
+25% Resistance to All Damage
+15% Magical Resistance
+25% Elemental Resistance
+Recover from all debuffs twice as fast
+Gain Float. Once per battle, gain Flying.
+Once per battle, inflict enemy castle with Dark Cloud, reducing the effectiveness of all enemy healing by 50% for one turn.
An enchanted cloak covered in glowing protective wards. Winds of harmony and change flow through its folds, keeping it constantly in motion and allowing its wearer to ascend for short periods and release a weakening mist onto enemies. The flexibility and raw, arcane Power of this cloak matches that of its wearer.
Specialty Armor - Wizard's Lenses of Knowledge- Wizard's Lenses of Knowledge:
Wizard's Lenses of Knowledge
CELESTIAL STAR ARM
+4 Insight
+Immune to mental and visual debuffs
+See through all illusions and deceptions
+All information gained from examination actions will include text containing Critical information (denoted by bold lettering)
+The first examination you perform each battle does not count as an action.
+You may take an additional action each turn if none of your actions have matching elements
+Whenever you examine an enemy, learn of their greatest weakness
A pair of antique glasses enhanced to see all knowledge, no matter how far or obscrubed. They particularly lock on to enemies and discover what type of attacks are most effective against them.
Item - 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.
Permanent Stats - +1 Agility, +1 Spirit, +1 Insight, +1 Strength, +1 Charisma, +3 Mag. Def., +10 Power
Milestone: Deal, heal, or block 2000 or more damage!
Doc Morgan (Aquinas) - HP 1200 / 1200
Adv: +2
Personal Adv: +10 (Faith)
Power: 80
Heroic Rush: +25%
Shrewd Drive: Gain Charismatic Speech. Your first Ranged attack every turn always hits.- Character Information:
Equipment Effects
Beth Always Loved You: +5% HP regeneration per turn. Once per battle, activate this item to gain 100% of damage dealt as HP. You may transfer this healed HP to any other target. +5 Power for every ally targetted in a single action, up to your Faith stat.
Caster's Aerial Freedom: +10% Power if a weapon's highest statistic is Spirit or Faith. May be activated once per battle to either: gain Flying for two turns; or gain Charged Magic Circuits.
Paradox PMFC: You are immune to all temporal debuffs and effects. You may act at any time. You also control Aquinas; he may take one action per turn and has the same stats and Techniques as Doc Morgan.
Abilities
Frontier Medic: Whenever you directly heal an ally who took damage last turn, remove or reduce one random debuff.
Heroic Rush: Every time you or a buff you have caused restores a character's HP, gain +5% Power to your next attack. Every time you revive an ally, gain +15% Power to your next attack instead.
Techniques
Apply First Aid: Heal a target for HP they lost the previous turn. This heal gains +20 Power.
Iron Sights Shot: Fire a well-aimed shot that always hits and ignores all defensive buffs. You may not perform any other actions the turn you use this Technique.
Combat Roll: Reduce all non-Ranged damage taken this turn by 30%. Must be used the same turn as an attack. May be used once per battle without consuming an action.
Nanotech Bullets: Choose any number of targets greater than one. Apply a regenerative buff to each with double Power.
Old-Timer's Resolve: Gain an Advantage at the end of any turn you or a buff you caused heal yourself or an ally from below 50% HP to above 50% HP.
Charismatic Speech: Up to two target enemies have their Power reduced by 25% for two turns. If a target is a non-Player character with less than 20% HP, they are Charmed for one turn.
???: You can't explain why, but you feel as if you are capable of something great...
Defenses and Resistances
Resistance to All Damage: +5%
Resistance to Magical Damage: +15%
Immune to Electric Damage
StatsPhysical Magical Support Strength +0 Spirit +3 Charisma +2 Agility +4 Faith +6 Insight +7 - Inventory:
- Weapon - Beth Always Loved You
- Beth Always Loved You:
- Beth Always Loved You
CELESTIAL STAR ARM
Power: 80
+3 Insight
+4 Faith
+2 Charisma
+5% HP regeneration per turn
+Once per battle, activate this item to gain 100% of damage dealt as HP. You may transfer this HP to any target.
+5 Power for every ally targetted, up to your Faith stat
A worn yet polished revolver that looks somewhat out of place. The name "Beth" is engraved in its handle, still clearly visible despite the wear of time... and just below it, a strange addition: "always loved you," written in oddly familiar handwriting.
Armor - Caster's Aerial Freedom- Caster's Aerial Freedom:
- Caster's Aerial Freedom
+3 Spirit
+3 Agility
+1 Insight
+5% Resistance to All Damage
+15% Resistance to Magical Damage
+10% Power if a weapon's highest statistic is Spirit or Faith
+May be activated once per battle to either: gain Flying for two turns; or gain Charged Magic Circuits.
A set of protective clothing that empowers its user magic. The store of mana and fuel in the lightweight mechanisms beneath can be activated for either a surge of arcane power, or a burst of evasive speed.
Specialty Armor - Paradox PMFC- Paradox PMFC:
- Paradox PMFC
CELESTIAL STAR ARM
(Refined)
+3 Faith
+2 Insight
+Immune to electric damage
+Whenever you cause a regenerative buff, 75% of the total healing is granted on the first turn.
+You are immune to certain status effects
+You may act any time
+You also control Aquinas. Aquinas may take one action each turn and has the same stats and Techniques as Doc Morgan.
A PMFC that shouldn't exist, formed by the simultaneous destruction of two paradoxical PMFC's. It likely won't last forever, but it sure as hell will last long enough. Oddly, it doesn't actually appear to be Doc Morgan's, but another PMFC he remembers quite well...
Item - Drifter's Old Suit- Drifter's Old Suit:
- Drifter's Old Suit
+150 Max HP
+2 Agility
+2 Charisma
+1 Strength
+30% Resistance to Electric Damage
+10% Resistance to All Damage
A beaten-up vest, cloak and hat stained red and brown by clay, dirt and sand. Does a particularly good job at insulating its wearer from electrical shocks.
Permanent Stats - +1 Agility, Insight, Faith
Erika (Jan) - HP 1400 / 1400
Adv: +2
Tempo: 1/5
Personal Adv: +12 (Charisma)
Power: 85
Tranquil Focus: You are immune to mental debuffs. Whenever you inflict a debuff, increase its severity.- Character Information:
Equipment Effects
Dresalia, the Dragon's Deathmantle: This item cannot be stolen, disarmed, or destroyed. -50% damage taken by debuffs.
Twin Screaming Bolts of Tranquil Rhapsody: +15% Max HP regen per turn. Gain +5 Power for each Tempo Counter you have. Gain +8 Power for each instead if you have 5 Tempo Counters. You may conserve your Tempo Counters until they reach 5 instead of 3. All attacks that exclusively deal damage may strike all enemies (without loss of 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.
Electric Purple Glare: Inflict target with Electric Purple Despair, doubling the damage they take from all attacks and causing all attacks aimed at them to hit for one turn. May only be used once per turn.
Defenses and Resistances
Resistance to All Damage: +30%
Fire Resistance: Reflect at attacker
StatsPhysical Magical Support Strength +3 Spirit +6 Charisma +10 Agility +0 Faith +4 Insight +0 - Inventory:
- Weapon - Twin Bolts of Tranquil Rhapsody
- Twin Bolts of Tranquil Rhapsody:
- Twin Bolts of Tranquil Rhapsody
CELESTIAL STAR ARM
(Fused)
Power: 85
+5 Charisma
+4 Spirit
+4 Faith
+3 Strength
+15% Max HP regen per turn
+All attacks that exclusively deal damage may strike all enemies.
+Gain Electric Purple Glare
+Gain +5 Power for each Tempo Counter you have. Gain +8 Power for each instead if you have 5 Tempo Counters. You may conserve your Tempo Counters until they reach 5 instead of 3.
+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 twin-necked instrument featuring both an electric bass and guitar. Electricity arcs between its frets, and as its musician grows in tempo and hype, so too does its power. The twin heads allow skilled hands to play dual melodies, empowering or attacking two targets simultaneously. Fucking. Badass.
- 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.
- Leather Collar:
Leather Collar
+25 Max HP
+1 Charisma
A leather collar with iron studs. Helps block attacks at the neck. Very punk.
Permanent Stats - +2 Charisma
Item - Blank Guitar - Unremarkable guitar. Power: 40. +1 to charisma, -1 to insight.
Nathalia (Mirkwood) - HP 1850 / 1850
Adv: +2
Personal Adv: +8 (Strength)
Power: 85
DM: +6- Character Information:
Equipment Effects
Bloodsucking Spear of the Venerated Drake: 20% Armor Piercing. All attacks restore 25% of non-Castle damage dealt as HP. On succesful hit, reduce enemy Resistance by 5%. When dealing 600+ damage, chance to reduce target Advantage by 1.
Enchanted Scalemail of the Dragon Duelist: Regenerate 10% of HP per turn.
Guardian Dragon Horned Helm and Shield: Whenever you decrease an enemy below 50% of their Max HP, inflict Fearful. Ignore all effects of enemy attacks excluding damage. Whenever you are attacked, gain +1 DM.
Abilities
Draconic Momentum: Whenever you attack an enemy, if they are the same as the last enemy you've attacked, gain 1 more Draconic Momentum (DM) and an additional DM for every previous consecutive turn you've attacked them. If not, and the prior enemy is not Incapacitated, lose 1 DM. Gain +5% Power for each Draconic Momentum, up to +100% Power.
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 DM 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 half-Power attack against any enemy. You do not lose DM from this attack and this attack does not consume an action.
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 Bloodlust: Perform an overwhelming series of spear strikes meant to breake and cripple the target. On successful hit, inflict Focused (User), causing target to lose Power on all attacks not targetting you. On exceptional hit, inflict Lifebleed, causing all attacks against the target to restore 20% of damage dealt as HP.
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.
Knight's Rush: Name one enemy target. You and the chosen target each choose a combat action or combat Skill. Each character takes turns using their chosen action until either character is Incapacitated or each has attacked four times.
Winged Negation: You spend an action and one Advantage to become immune to all damage this turn. Whenever you would take damage while using this Technique, gain +1 DM. You may not perform this action on consecutive turns.
Defenses and Resistances
Resistance to All Damage: +25%
Physical Resistance: +10%
Elemental Resistance: +10%
Fire Resistance: +25%
StatsPhysical Magical Support Strength +6 Spirit +3 Charisma -2 Agility +5 Faith +0 Insight +3 - Inventory:
- Weapon - Bloodsucking Spear of the Venerated Drake
- Bloodsucking Spear of the Venerated Drake:
- Bloodsucking Spear of the Venerated Drake
STAR ARM
Power: 85
+4 Strength
+2 Agility
+20% Armor Piercing
+10% Resistance to Physical Damage
+100 Max HP
+All attacks restore 25% of non-Castle damage dealt as HP.
+On succesful hit, reduce enemy Resistance by 5%.
+When dealing 600+ damage, chance to reduce target Advantage by 1.
+Gain Technique "Flurry of Bloodlust"- Flurry of Bloodlust:
- Flurry of Bloodlust: Perform an overwhelming series of spear strikes meant to breake and cripple the target. On successful hit, inflict Focused (User), causing target to lose Power on all attacks not targetting you. On exceptional hit, inflict Lifebleed, causing all attacks against the target to restore 20% of damage dealt as HP.
A weapon with dual histories, soaked in blood and battle by both. The serrated, jagged head of this spear draws the very life essence from its targets, restoring the wielder while reducing them to nothing. While wielding such a fearsome weapon, one should be cautious, lest they repeat the folly of a certain, broken knight.
Armor - Enchanted Scalemail of the Dragon Duelist- Enchanted Scalemail of the Dragon Duelist:
- Enchanted Scalemail of the Dragon Duelist
+450 Max HP
+3 Agility
+2 Strength
+1 Spirit
+25% Resistance to All Damage
+10% Resistance to all Elemental Damage
+25% Resistance to Fire Damage
+Regenerate 10% of HP per turn
+Gain the skill 'Duelist's Rush' as long as this item is equipped- Duelist's Rush:
- Duelist's Rush: Name one non-Elite, non-Boss enemy who has attacked an ally this battle. You and the chosen enemy each choose a combat action or combat Skill. Each character takes turns using their chosen action until either character is defeated.
A set of scalemail armor reinforced with holy metal and the bones of an ancient dragon. Its enchantments protect the wearer, brush off flames, and restore one's body. Embedded in the armor's chest is a worn stone of black and white, instilling its wearer with an ancient duelist's power.
Specialty Armor - Guardian Dragon Horned Helm and Shield- Dragon Horned Helm and Shield:
- Dragon Horned Helm and Shield
CELESTIAL STAR ARM
+3 Insight
+2 Spirit
-2 Charisma
+100 Max HP
+Whenever you decrease an enemy below 50% of their Max HP, inflict Terrified
+Ignore all effects of enemy attacks excluding damage
+Gain Winged Negation
Whenever you are attacked, gain +1 DM
An imposing helmet that strikes enemies with a looming dread, now featuring particularly notable horns. Along with the helmet is a crimson, ancient shield, holding off foes from their attacks.
Permanent Stats - +1 Agility, +1 Strength, +1 Insight
Severa (Claris) - HP 1850 / 1850
Adv: +1
Personal Adv: +7 (Faith)
Power: 80- Character Information:
Equipment Effects
Holy-Core Graceful Cannon: Whenever you expend Charged Magic Circuits, gain an additional +20 Power; whenever you heal an ally, all of your support actions gain an additional +10 Power until end of turn.
Light of the Nurturing Cleric: Gain Charged Magic Circuits every even turn. All damage dealt to non-Castle targets heals you for 25% HP. You may expend Charged Magic Circuits to swap two of your stats for the rest of the battle. If you revive an ally, immediately gain Overloading Magic Circuits. If you charge mana beyond Overloading Magic Circuits, gain Unbounded Magical Circuits.
Radiant Visor of The Castle's Soul: Apply Conquering Champions to all allies (no matter your condition), granting +10 Power to all healing effects and an Advantage every even turn.
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.
Prayer of Alter Nutrix: 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 be used so long as the effect targets an ally.
Defenses and Resistances
Resistance to All Damage: +51% (45% * 10%)
Physical Resistance: +10%
StatsPhysical Magical Support Strength +3 Spirit -1 Charisma +3 Agility +2 Faith +7 Insight +2 - Inventory:
- Weapon - Holy-Core Graceful Cannon
- Holy-Core Graceful Cannon:
- Holy-Core Graceful Cannon
(Fused)
Power: 80
+4 Faith
+3 Agility
+1 Insight
-1 Spirit
+Whenever you expend Charged Magic Circuits, gain an additional +20 Power.
+Whenever you heal an ally, all of your support actions gain an additional +10 Power until end of turn
A powerful arm-mounted cannon, blessed with the power of supporting allies above all else.
Armor - Light of the Nurturing Cleric- Light of the Nurturing Cleric:
Light of the Nurturing Cleric
CELESTIAL STAR ARM
(Fused)
+500 Max HP
+2 Faith
+2 Charisma
+1 Insight
-1 Agility
-1 Spirit
+45% Resistance to All Damage
+10% Resistance to Physical Damage
+All damage dealt to non-Castle targets heals you for 25% HP.
+Gain Charged Magic Circuits every even turn
+You may expend Charged Magic Circuits to swap two of your stats for the rest of the battle
+If you revive an ally, immediately gain Overloading Magic Circuits. If you charge mana beyond Overloading Magic Circuits, gain Unbounded Magical Circuits.
A suit of highly advanced technology, metallurgy, and sheer divine power which leaves darkness no place to hide. Covering one's entire body, its wearer becomes a beacon of light, shrugging off most forms of damage and drawing in power from the world to spin the armor's components, allowing rapid switching of capabilities. A long as this armor's wearer holds on to Faith, they shall bring Castle High's light.
Specialty Armor - Radiant Visor of The Castle's Soul- Radiant Visor of The Castle's Soul:
Radiant Visor of The Castle's Soul
Light of the Nurturing Cleric
CELESTIAL STAR ARM
+150 Max HP
+1 Charisma
+1 Spirit
+1 Strength
+1 Faith
+As long as you are not Sleeping, Incapacitated, or Charmed, apply Conquering Champions to all allies, granting +10 Power to all healing effects and an Advantage every even turn.
+Upgrade 'Voice Alter' to 'Prayer of Alter Nutrix'.
A wondrous visor of pure sapphire and nurturing energy. Seeing the world through its faintly tinted glass makes it look a touch brighter, the love and latent power inside others more evident.
Permanent Stats - +2 Strength
Vince (Atmos) - HP 1300 / 1300
Adv: +2
Personal Adv: +7 (Spirit)
Power: 90
Hellfire x2: Lose 300 HP at the end of every turn.- Character Information:
Equipment Effects
Armored Heart of Silence: Gain +15 Power for each 400 HP missing. Remove all instances of Burning with Hellfire in your equipment, Techniques, and Abilities wherever applicable.
Chartreuse Bandanna of Extrospective Livin': +15 Power when below 50% HP. You are no longer Incapacitated at 0 HP. Instead, your HP may go below 0, down to a negative value equal in magnitude to 25% of your Max HP. Upon reaching this number, you are Incapacitated. The first time you are Incapacitated every battle, instead set your HP equal to 25% of your maximum HP. Lose all effects if not worn by Vince. You are immune to all fire damage. Every stack of Fire-element debuff on you increases your Power by 10%. Fire-element debuffs may stack on you indefinitely.
Mutual Destruction:- Mutual Destruction Effects:
- +Gain +20 Power when using Charged Magic Circuits.
+50% of damage dealt counts as Fire Damage, 50% of damage dealt counts as Dark Damage.
+Inflict Hellfire on all successful attacks.
+On exceptional hits, inflict Silence.
+You may reduce your Max HP by half for the battle's remainder to increase this weapon's Power by +10. You may only do this once per turn. You may stack Hellfire twice.
-Inflict yourself with two stacks of Hellfire at the start of every turn.
-Whenever you lose a stack of Hellfire, gain two additional stacks.
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 Extrospective Flame: Remove the Hellfire or Burning status from a target to heal 100 HP. This does not cost an action.
Techniques
Fiery Eruption: Target an enemy with a fire debuff. Perform a flying punch on them, doubling all stacks of the debuff they possess and granting you +10% Physical Damage Resistance for each stack applied this way.
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 Hellfire statuses dealt this turn to stack, increasing per-turn damage.
Soul Ignition: May be activated without consuming an action. Double your Advantage, all stats, and remaining HP for the rest of the turn. At the end of the turn, set your HP to 0 and become Gravely Incapacitated. This cost cannot be negated or reversed by any means.
Defenses and Resistances
Resistance to All Damage: +10%
Physical Defense: +1
Immune to Ice Damage
Immune to Fire Damage
StatsPhysical Magical Support Strength +2 Spirit +9 Charisma -4 Agility -2 Faith -2 Insight -2 - Inventory:
- Weapon - Mutual Destruction
- Mutual Destruction:
- Mutual Destruction
STAR ARM
(Refined, Fused)
Power: 90
-100 Max HP
+2 Strength
+6 Spirit
-6 Faith
-4 Agility
-6 Charisma
-2 Insight
+Gain +20 Power when using Charged Magic Circuits
+50% of damage dealt counts as Fire Damage, 50% of damage dealt counts as Dark Damage
+Inflict Burning on all successful attacks
+On exceptional hits, inflict Silence
+You may reduce your Max HP by half for the battle's remainder to increase this weapon's Power by +10. You may only do this once per turn.
+You may stack Burning twice.
-Inflict yourself with two stacks of Burning at the start of every turn.
-Whenever you lose a stack of Burning, gain two additional stacks.
One of the most powerful weapons ever created. The sheer destruction and carnage that can be created by this unholy lash is cataclysmic, but the demonic, tearing flames that engulf its wielder show an inevitable fate: to be painfully destroyed in kind.
Armor - Armored Heart of Silence- Armored Heart of Silence:
- Armored Heart of Silence
+100 Max HP
+3 Spirit
-2 Charisma
-1 Agility
+Immune to Ice damage
+Gain +15 Power for each 400 HP missing
+Remove all instances of Burning with Hellfire in your equipment, Techniques, and Abilities.
(Hellfire: Deal 150 damage at the end of every turn)
Corrupted, black armor embedded with a large chunk of swirling flame that coats the wearer in ash. Flames extend and contort around the wearer, a deep green at their core.
Specialty Armor - Chartreuse Bandanna of Extrospective Livin'- Chartreuse Bandanna of Extrospective Livin':
- Chartreuse Bandanna of Extrospective Livin'
CELESTIAL STAR ARM
+100 Max HP
+4 Charisma
+4 Faith
+15 Power when below 50% HP.
+You are no longer Incapacitated at 0 HP. Instead, your HP may go below 0, down to a negative value equal in magnitude to 25% of your Max HP. Upon reaching this number, you are Incapacitated.
+The first time you are Incapacitated every battle, instead set your HP equal to 25% of your maximum HP.
+Loses all effects if not worn by Vince.
+You are immune to all fire damage
+Every stack of Fire-element debuff on you increases your Power by 10%. Fire-element debuffs may stack on you indefinitely.
This bandanna carries Rosemary's heartfelt wish that Vince find peace in both himself and the world, and the lesson of a world traveller, one who's fought past every obstacle in his way: chase what you dream for, no matter what.
Permanent Stats - +1 Agility, +1 Spirit, +1 Charisma
Milestone: Deal, heal, or block 1000 damage!
CASTLE LOW Lv. 19
HP 10498 / 19000
ARMY STRENGTH: 20%
VS
Re: Battle 10: vs Castle High Lv 21
Wed Nov 25, 2020 1:17 am
16901 / 21000 HP (IMMUNE)
Lv. 21 CASTLE HIGH
Lv. 21 CASTLE HIGH
ARMY STRENGTH: 100%
- Castle High:
- Castle High - CASTLE - HP 16901 / 21000
Adv: -
Personal Adv: -
Power: -
Shrouded by Starlight: Cannot be damaged by any means. Can only be removed by damaging Grandmaster Azure.
All Army Effects:
Assist (Nearby Regiments): Individuals from nearby regiments may come to assist at opportune moments.- Character Information:
Equipment Effects
None
Abilities
Hardened Fortress: All damage against this target is increased by 50%, it has no stats, and it cannot avoid damage.
Arcane Artilery: At the end of every turn, attack the enemy castle with a Castle Level * 5 Power attack.
Protection of the Soaring Skies: While this castle has at least 50% of its Max HP, all friendly units are healed +150 HP every turn.
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength -- Spirit -- Charisma -- Agility -- Faith -- Insight --
Grandmaster Azure - ULTIMATE ENEMY - HP 2000 / 2000
Adv: +5
Personal Adv: +30 (Spirit)
Power: 300 (250*1.2)
ASCENSION: 20%
Sign of Monster's Savagery: You are immune to debuffs. Any debuffs applied before this effect are removed. Take an additional single-target attack.
Sign of Nature's Fury: Summon scores of animals and beasts to attack all enemies. Gain 50% resistance to magic damage.
Sign of Dreadnought's Leadership: Increase the Power of all allies by 50%. Counter any melee attacks you recieve this turn.- Character Information:
Equipment Effects
CELESTIAL STAR ARM - Crown of Starlight: This item cannot be destroyed, stolen, or negated by any means. Every turn, activate any two unshattered Signs of Starlight. For every 20% Ascension, choose an additional sign.- Signs of Starlight:
Sign of Monster's Savagery: You are immune to debuffs. Any debuffs applied before this effect are removed. Take an additional single-target attack.
Sign of Nature's Fury: Summon scores of animals and beasts to attack all enemies. Gain 50% resistance to magic damage.
Sign of Victory's Grace: Double your Power and the Power of one enemy.
Sign of Storm's Misery: Inflict half of all enemies with Drowning and the other half with Gasping.
Sign of Star's Vigil: Adapt to all magic and ranged attacks recieved this turn.Sign of Demon's Invincibility: You are entirely immune to all damage not inflicted by musical sources.Disabled for 1 turn by Erika
Sign of Dreadnought's Leadership: Increase the Power of all allies by 50%. Counter any melee attack you recieve this turn.
Sign of Prophet's Mercy: Any allies that are defeated this turn are instead revived under your control at Max HP. Restore 30% of your Max HP at the end of this turn.
Sign of Legend's Failure: Summon a defeated foe from Castle High's past.
Abilities
Ascendant Grandmaster: At the end of every turn, gain 20% Ascension. Reduce all damage you recieve and increase all damage you deal by your Ascension percentage. Any damage blocked this way cannot be ignored. When you reach 100% Ascension, destroy all enemies and achieve godhood.
Inevitable Master: If you would ever be Incapacitated, instead shatter an active Sign of Starlight, reduce Ascension by 10%, and return to 50% of your Max HP.
True Master of Destiny: Take an additional action to contort the destiny of your enemies once per turn.
Techniques
Existential Erasure: This attack always deals damage equal to five times the target's maximum HP.
Perfected Slaves of Fate: At the end of every turn, gain control of up to 500 times your Ascension enemies. You may replace their memories with those of your choosing.
Return to Nothing: Set an enemy to 1 HP. This counts as a magical action, not an attack, and cannot be redirected.
Crash of the Heavens: Attack all enemies and the enemy castle with a celestial maelstrom. Your power is not split up between the targets.
???: ???
Defenses and Resistances
Resistance to All Damage: 20%
Resistance to Magic Damage: 50%
StatsPhysical Magical Support Strength +15 Spirit +30 Charisma +5 Agility +20 Faith +20 Insight +25
Scarlett, Victim of the Elements - ELITE - HP 1500 / 1500
Adv: +2
Personal Adv: +10 (Insight/Agility)
Power: 120
Weakened Soul: If Incapacitated or mentally jarred, cannot be revived by any means.- Character Information:
Equipment Effects
Crimson Vials: All successful attacks cause minor debuffs.
Abilities
Dead Heart of the Storm: Every turn, you may make an additional Electric, Water, and Wind element attack against three different enemies. You may expend 100 HP to permanently increase your Power by 20%.
Mortal Strike Assassin: Enemies gain stacks of Assassin's Mark whenever you deal damage to them or examine them. If an enemy has at least 10 stacks of Assassin's Mark, your next attack against them deals extreme damage, gaining a 500% Power boost.
Techniques
Critical Strike: Strike an enemy's weakpoint to gain +25% Power.
Agile Warrior: The first time you would take damage from an attack every turn, ignore it.
Paralysis Poison: On hit, target is Paralyzed, only able to perform one action the following turn. You may not use any other poison this turn.
Burning Blood Poison: On hit, target is Burning and this status cannot be removed by any means.
Stealth Mission: You cannot be targetted for attacks this turn. Lasts an additional turn if you do not attack while Stealthed. Can only be used once per battle.
Critical Insight: Once per battle, learn a crucial detail instrumental to victory. May only be used on the third turn or later.
Defenses and Resistances
Resistance To All Damage: +20%
Immune to Elemental Damage
StatsPhysical Magical Support Strength +8 Spirit +6 Charisma +2 Agility +10 Faith +3 Insight +10
Russel, Victim of Death's Grip - ELITE - HP -1000 / 1500
Adv: +2
Personal Adv: +10 (Strength)
Power: 135
Morale: 100%
Weakened Soul: If Incapacitated or mentally jarred, cannot be revived by any means.- Character Information:
Equipment Effects
Darkstreaker: Gain 15% Morale whenever you attack an enemy.
Scarlett's Birthday Gift: Once per battle, summon Scarlett to perform one additional action using her stats and character information.
Armor of Demise's Grace: Treat all friendly healing effects as damage. Treat all enemy attacks as healing. You are not Incapacitated until you reach Max HP.
Abilities
Death's Commander: If Morale is above 125%, all allies gain +20 Power. If Morale is above 150%, all other allies are not Incapacitated until reduced to a negative value equal in magnitude to 50% of their Max HP. If Morale is above 200%, all allies gain an additional attack. Reset Morale to 150% at end of turn if at or above 200%.
Flow of Battle: Whenever an ally damages an enemy, gain +5% Morale.
Techniques
Sunrise Barrier: If you would be defeated, instead remain at 1 HP and gain a barrier with 500 HP.
Helping Hand: Whenever an enemy is defeated that you dealt damage to by a source besides you, you gain an Advantage.
Dusk Slash: Attack up to three enemies without reducing your Power with a Light element attack. May only be used if above 125% Morale.
Dawn Strike: Attack an enemy with Power * 2 Light element damage. Can only be used if above 150% Morale. Reduce Morale by 10%.
Defenses and Resistances
All Damage Resistance: +25%
Immune to Light Damage
Immune to Dark Damage
StatsPhysical Magical Support Strength +10 Spirit +2 Charisma +9 Agility +5 Faith +7 Insight +0
Rosemary, Victim of Steel - ELITE - HP 1600 / 1600
Adv: +2
Personal Adv: +10 (Faith)
Power: 150
Weakened Soul: If Incapacitated or mentally jarred, cannot be revived by any means.
Flying: Immune to melee damage, reduced magic and ranged damage from non-Flying or Hovering enemies.- 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.
Soaring Armor of Crushed Steel: Gain Flying. Gain an extra attack action each turn.
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.
Shared Misery: At the beginning of every turn, choose an ally and an enemy. All damage the ally recieves is also dealt to the enemy.
Techniques
Cleansing Light: Remove all debuffs from target.
Protective Seal - Repetition: Target ally takes 25% less damage from all elements they have already been struck by while this effect was active (lasts 2 turns).
Soul Renewal: Revive target Incapacitated ally to 50% of their Max HP. Reduce your Advantage to 0, and you may not perform other actions this turn.
Bullet Sponge: Redirect all non-melee damage to you this turn until you are Incapacitated. All damage you recieve this way ignores all damage resistances. After you are Incapacitated, retain your Scar and immediately revive at 50% Max HP.
Defenses and Resistances
Magical Resistance: +20%
StatsPhysical Magical Support Strength +0 Spirit +6 Charisma +8 Agility +7 Faith +10 Insight +5
Giada, Victim of Demon's Hate - ELITE - HP 2200 / 2200
Adv: +2
Personal Adv: +10 (Strength/Spirit)
Power: 120
Weakened Soul: If Incapacitated or mentally jarred, cannot be revived by any means.
Hellfire: Take 200 damage each turn.- Character Information:
Equipment Effects
Scorching Hell Armor: Up to two allies may stand behind you. Redirect all attacks toward them to you instead. Any enemy who attacks you is inflicted with Hellfire. You are always inflicted with Hellfire.
Quick-Construction Chassis: +10 Power and +1 EA to constructing barriers or other constructs.
Abilities
Stalwart Shield: Once per turn, redirect an enemy attack aimed at a single ally to target you instead.
Hellish Defenses: At the end of every turn, choose one of melee, ranged, or magic. Increase your damage resistance from that source by 20% for this battle. You may expend 1 Advantage to repeat this effect as many times as you wish.
Immortal Pain: You cannot be reduced below 100 HP except by sound-based attacks.
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.
Screams of the Silent: Silence two enemies. They cannot perform magic actions.
Enter the City of Silence: Absorb an enemy.
Defenses and Resistances
All Damage Resistance: +40%
StatsPhysical Magical Support Strength +10 Spirit +10 Charisma +4 Agility +0 Faith -2 Insight +6
Candice, Victim of Bloodsworn Vengeance - ELITE - HP 1700 / 1700
Adv: +2
Personal Adv: +10 (Insight)
Power: 130
Weakened Soul: If Incapacitated or mentally jarred, cannot be revived by any means.- Character Information:
Equipment Effects
Wilted Aquilegia Petals: Once per battle, perform an additional action that involves harming a member of Regiment 1-31.
Abilities
Reawakened Relayer: Spend an action and an additional Advantage to reset a target to the state they were in at the beginning of this Turn. You may not target the same character with this Ability more than once per battle.
Time's Rebellion: You may act in-between Enemy actions instead of acting during Ally actions.
Vengeance Exacted: All damage you deal this turn heals any target of your choosing. May be activated once without spending an action.
Techniques
Slowing Round: Target non-Boss unit gains Slow. They may only take 1 action this Turn.
Accelerated Bullet Wake: Target gains Haste(2). If they were already performing at least two actions, they may take a third without consuming additional Advantage. You may not perform any other actions the turn you use this Technique.
Time Vortex: When you are hit by a single-target attack and successfully defend it, you may capture it. The attack can be released later in the battle. You may not Time Vortex more than one attack simultaneously.
Froza Temporia: Both you and target enemy gain Stasis(1).
Defenses and Resistances
Resistance to All Damage: +25%
StatsPhysical Magical Support Strength +3 Spirit +5 Charisma +5 Agility +0 Faith +8 Insight +10
Corbin, Traitor of Castle High - ELITE - HP 1700 / 1700
Adv: +2
Castle Charges: 0/5
Personal Adv: +10 (Insight/Agility)
Power: 80- Character Information:
Equipment Effects
Violet Star Rifle: All single-target attacks grant +2 Castle Charge. On exceptional hits, targets may be Stunned, making them unable to act for one turn.
Abilities
Castle's True Controller: Every turn, gain one Castle Charge. At 5 Castle Charge, spend all charges to inflict an attack on all enemies with power equal to Castle Level x 10. Lose all Castle Charges upon defeat.
Techniques
Crippling Shot: On hit, inflict Crippled on an enemy, giving them -3 Agility.
Suppressing Fire (Inactive): While active, counter-attack any Physical Attack.
Debilitating Round: On hit, non-Boss target's Power is Weakened, reducing their Power by 25% for two turns.
Evasive Engines: Once per battle, Castle High can entirely ignore an enemy attack.
Star-Crossing Richochet: Choose up to three targets. Any debuff held by any of the targets is distributed to all targets. If doing so spreads more than one status, reduce the duration of all debuffs by one (unless doing so would remove the debuff).
Defenses and Resistances
Resistance To All Damage: +20%
Resistance to Magic Damage: +20%
StatsPhysical Magical Support Strength +7 Spirit +4 Charisma +7 Agility +10 Faith -2 Insight +10
TURN 1 START!
Action Deadline: 11/29/20
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 10: vs Castle High Lv 21
Wed Nov 25, 2020 1:59 pm
- Monologue:
- As Bran's glasses allow him to gaze into the Expanse, he realizes well and truly what being a Grandmaster meant.
He shrugs it off. He can't let the power get to his head. He'd consider further what to do with this power now that he had it once the battle was over. For now, there was something far more terrifying before him than the endless worlds beyond the stars.
If the commanders are routed... they die. Bran thought. The truth stung at him like a thousand needles at once. He could not let that happen.
At the same time, Bran realizes that once the commanders are injured beyond a certain point, Zaffre will be able to break them free of Azure's control automatically.
Can I... Bran looked down at Perkyst. Could he truly control the chaos?
I see now why Perkeen wanted to destroy it all. This is a sobering sight. The city in lying in ruins, all our friends under the control of an ascending archmage...
But I can't let that happen. And with that, Bran realized what he must do.
Bran exchanged one glance with his dearest friend Arthur and the maestro Erika whose music warped reality itself. "I need your help." After that, he turned to Vince, and said "When I give you the signal, blast him." And with that, he got to work.
Bran: Equip Perkyst. Using the free action granted to you by the Wizard's Lenses of Knowledge, analyze the Regiments of Castle High under Azure's control. Is there anything that can be done to stop them while minimizing damage? Begin charging your mana to Overloaded Magic Circuits, and once you receive the assistance of your allies, unbind Perkeen, but limit the damage dealt by him to 20% of all enemies' max HP if possible. Lastly, using the free action gifted to you by the spirit of the Knowledgeable Wizard, grant a buff to Vince, increasing any damage of the Fire element he deals.
The Wizard's Insight: Ice
Vision of the Historian: Target Azure. What is the Technique he possesses that is currently hidden, and what is his greatest weakness?
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 10: vs Castle High Lv 21
Thu Nov 26, 2020 12:53 am
- welcome back:
- the wanderer:
Arthur understood the new presence in his mind before he even had the time to think about it. A strange occurence, for sure... but unlike the twisting invasion that was Azure's power--and the lovely voice it summoned to compel him onward--this felt different... like an old shadow was hovering behind his shoulder... like he was hovering behind himself.
Two moved as one into the battle. Even when they laid eyes upon the desperate situation, the swordsman remained vigilant before it... though a solemn shadow had fallen over his features.
When his eyes fell on her, however, something in the pit of his stomach dropped.
It wasn't that Candice's form had been grotesquely twisted like the others--her tidy suit replaced by blood-crusted armor a size too large for her petite frame, and one of her lithe arms crumpled--though they were more than alarming on their own...
...more than all the rest, it was the paranoia in her eyes. Sleepless, bloodshot... a far cry from the stubborn-yet-sensitive Candice he knew. In the time he'd spent not keeping her in his sight, the blue bastard had twisted her noble flame beyond recognition. Though he couldn't quite tell what the corrupting force was, his mind's eye narrowed in on a foul energy within: like moss among gathered tinders making smoke... or a poisonous haze.
While that heavy thought lingered in his mind, Arthur pressed down the switch on the wristguard of his newly-modified armor--it felt even lighter now, yet somehow more familiar at the same time--and prepared to rocket ahead...
"--right," Arthur replied, processing Bran's request a beat too late. His feet brushing against the ground just enough for him to weightlessly step by the magician's side, the swordsman gave the battlefield a brief but vigilant survey.
"Chaotic" was about the best description he could manage at a glance. The flames of peoples' spirits blazed wild all around---some twisted into violent, anxious sparks, others fighting nobly for life... For those flames, what waged here had long ceased being a battle: this was a catastrophe, equivalent to waves crashing down on a seaside town, sweeping away everything in their wake.
The only difference, this time, was that this catastrophe could be killed.
How... cathartic.
Arthur drew in a long, measured breath through his nose. While the air here was hot, it entered him without difficulty--flowing uninterrupted from his heart and out past his fingertips and the soles of his feet. A smooth, filling breath.
He squeezed the grip of his blade, and found all of his strength present. He flexed his arm, and found it limber... good. Seems like he was somehow in better condition than he was at the start of the evening--even after he'd coughed up all that blood.
"If that's still Candice over there," Arthur mused out loud, "she's bound to start using her time trickery soon... I'll keep an eye on her. Just mind this air here, Bran, it's a bit thin. Don't you run out of breath before you've said your entire piece... all right?"
The swordsman flashed a subtle smile as he activated his accelerators--a hale hum of mana starting to overwhelm his low voice. Perhaps the young mage wouldn't have noticed--but since the point Severa unleashed that wave of divine healing, Arthur's voice had improved considerably from the hoarse gravel before. It had been such a long time, even Arthur found himself slowing in unfamiliarity at his own smooth, self-assured tone.
"There's been something else worrying you, has there, my boy?" he asked a little more quietly, his red eyes flicking towards the stormy sky. Between the cacophony of battle and the hum of an engine at Arthur's back, his next words may have been easily missed:
"Say... whatever that is, even if it's something you think only a mage can help with... you can leave that worry with me. After all this time, I hope you've learned not to underestimate me, even if I'm not as clever as you."
"If it's an enemy, or perhaps some uncertainty of yours..." he let his eyes shut. Bran's flame was bright tonight, but now and then, the tinder of his spirit would crack and let off anxious sparks. "I'll be here to the end, ready to meet it... or you, if it comes to that... straight-on."
"...that makes me sound a bit stubborn..." he grumbled, angling his face away. "Oh well."
On that note, Arthur levelled his gaze on a certain anticipated troublemaker... and rather than wait around in a defensive position, he took off.- the hero:
There was no good to be had in waiting for Candice to come forward--he had to chase her. If he was to stop her, catch her, perhaps even try to ease that troubled expression of hers... he had to stay one step ahead.
"Not fast enough."
Arthur's ruminations were cut off suddenly by an intrusive thought--he'd been having a fair few of them as of late... and only recently shrugged off that last delusional instance after hitting his head hard enough to come to his senses. However, unlike that gentle presence from earlier, this voice was taciturn, and wasted no time in grating at his conscience.
"You need to move faster."
The swordsman grimaced. If he was to conserve his resources for the battle ahead--both his fuel and his weathered stamina--he had to...
"It doesn't matter if you can't. If you don't move faster, you'll never catch up. You promised to protect her, didn't you?"
"If you want to save her, you have to move faster."
...
"Even if it's impossible... even if it kills me..."
...what a foolishly stubborn soul this one was...
"To save everyone, I must move faster."
It burned. Hotter than a furnace, hotter than the explosive flames conjured by the Demon of Silence, hotter than boiling water rolling down his throat. Seven gates and seven roads in Arthur's body were forced open, and his flame--his soul, channeling a burst of mana--rushed through them all at once, like dried-out canals being visited for the first time by lava instead of water. An impossible demand was made. He willed it, overwhelmingly. For her. For her.
Fire filled his muscles and bones. An observer might have seen a distinct pattern of bright, amber-colored circuitry flash under the swordsman's exposed skin.
For the first time, Arthur's body answered with magic, rendering him a fiery blur before he seemed to vanish entirely.
>Arthur: As Watcher, protect Bran with Focused Defender (Melee). Activate Lightspeed Sprint and prepare to stop Candice from using Time's Rebellion to interrupt Bran's ritual by striking her with Pale Moon's pommel. Then, draw out the Dagger of the Broken Kiss and try to carefully slash away the string keeping Candice's Timestep Medallion around her neck.
"Candice..! I'm here. I'm sorry... did I frighten you again? I fell, earlier, and couldn't find you... but I'm here, now. This time, I won't let you go..!"
Re: Battle 10: vs Castle High Lv 21
Thu Nov 26, 2020 12:10 pm
RP: Candice, Victim of Bloodsworn Vengeance
(cw: blood, frank description of violence)
Arthur cleaved through the distance between himself and Candice in the blink of an eye, challenging light itself in speed as he closed the distance! As he prepared his pommel strike--!
He would suddenly realize his target was nowhere to be seen--no, there, several paces away! But how? Even with her time-bending abilities... the only way she could have reacted in time would be if she had expected him to come after her. Again, he moves to strike--but she blinks away, with a flash of her medallion, taking miniature bursts of accelerated time to cross vast distances! Three blinks later, she stands directly behind him, a killer's composure, the battle-ready stance of a bloodthirsty warrior.
Now closer, Arthur could better see just what had become of his friend. The top of her scalp was wrenched beneath the sideways-fitting, shattered remains of a full-helm. Her face was wholly visible, hair left spilling out the sides in unkept clumps, and small trails of blood ran down her forehead and around her eyes--her own, likely due to the shattered armor scraping and stabbing at her with every move. Her right shoulder was left bare, the pauldron of her armor having slipped right off her small frame and left to hang, making the Timestep Medallion just below her neck visible. The imbalance left her sagging to the right, one of her legs straining to keep herself upright beneath the grafted metal, as blood slowly filled the dark black boots she wore, several sizes too big. Her right arm, holding up her weapon, was a darkened hue, her fins and scales there twisted and malformed, and her posture was bent forward, shoulders pressed inward, every muscle in her body tense.
The soft grey of her eyes was buried beneath red veins and azure hue--present, if one searched as deep as the darkest sky, but easily lost, meant to be forgotten.
"You're faster," she muttered, her bloodshot, wide eyes darting all across his body, fixating on each detail, memorizing it, burning it into her mind, every fact, every feature, every figure, she had to consider, had to plan for. She paused upon meeting his eyes.
"You won't hurt me. You can't," she turned the barrel of her rifle a few fractions closer to herself. Her voice sounded almost distorted--her own, yet with the biting syllables and dogged tinges of the broken knight her soul had been mixed with the memory of. "I weakened you before I even realized my true master. A killer would make for a dangerous enemy right now. But you?" She shook her head, slow, somber, "I know what you are. A crying, broken man, afraid of being left alone."
"And now... ah, I-I'm so sorry that--," she shifted, jerking her head violently as her eyes go wide, "sorry that the Candice you knew is a fiction. I've always been Azure's. And now, I'll slaughter you for him," her eyes widen, a feral smile suddenly growing, "y-yes, and hold you close as you bleed, bleed, bleed, into nothing!"
"I'm glad to finally know my true purpose." The strain in her expression with each word made it clear each was an effort to get out, a bite against the continuing pain. "I was a coward and a fool before seeing the light of Azure. Even last night, with you pressed close against me, I was afraid. Though I'd spent the last week dreaming of it, of being held in your arms, of feeling your warm breath against my gills, I could only say I wished to be your travelling partner. And left myself to agonize whether I was selfish to wonder of the place in your heart that belonged to him. To hurt."
She shook her head, "but now, I know I need only Azure. His is a love I need not be afraid to nurture, and his pain, my redemption." Her eyes glanced over to Arthur's sword, scanning it, "your new blade? It's not even stained yet." Her eyes narrowed, "I know, I'll drive it through your tender heart once you're left gasping on the ground!"
"Unless..." again, something shifted, the slightest change. The hard edge of her consonants gave way to a more familiar, softer tone, "you could join me, couldn't you, Arthur?" Her voice grew more pleading with every word, "you said you would protect me, didn't you? I-I'm sure Grandmaster Azure would spare Fiaba if you willingly joined him. Don't you remember how wonderful it is to truly know yourself, to be his? No inhibition, no fear of loss, no heartbreak, no grief? Arthur, I..." she blinked her eyes, something mixing with the streaks of blood, "I will murder you, and enjoy it. I've watched you fight for months--I know your blind spots and missteps. I can rewind you back to when you were a shattered body beneath the moonlight. I already know why you're here, and I already know how to stop Bran." One of her hands suddenly dug to her damaged arm, "and every wasted second hurts. So..."
"I'm sorry to trouble you again, but p-please... you're my best-.... best chance of killing them all," her head jerked. "Azure will erase all your pain, so accept! Accept, before I fill your lungs with bullet holes and wash myself in your blood!"
(cw: blood, frank description of violence)
Arthur cleaved through the distance between himself and Candice in the blink of an eye, challenging light itself in speed as he closed the distance! As he prepared his pommel strike--!
He would suddenly realize his target was nowhere to be seen--no, there, several paces away! But how? Even with her time-bending abilities... the only way she could have reacted in time would be if she had expected him to come after her. Again, he moves to strike--but she blinks away, with a flash of her medallion, taking miniature bursts of accelerated time to cross vast distances! Three blinks later, she stands directly behind him, a killer's composure, the battle-ready stance of a bloodthirsty warrior.
Now closer, Arthur could better see just what had become of his friend. The top of her scalp was wrenched beneath the sideways-fitting, shattered remains of a full-helm. Her face was wholly visible, hair left spilling out the sides in unkept clumps, and small trails of blood ran down her forehead and around her eyes--her own, likely due to the shattered armor scraping and stabbing at her with every move. Her right shoulder was left bare, the pauldron of her armor having slipped right off her small frame and left to hang, making the Timestep Medallion just below her neck visible. The imbalance left her sagging to the right, one of her legs straining to keep herself upright beneath the grafted metal, as blood slowly filled the dark black boots she wore, several sizes too big. Her right arm, holding up her weapon, was a darkened hue, her fins and scales there twisted and malformed, and her posture was bent forward, shoulders pressed inward, every muscle in her body tense.
The soft grey of her eyes was buried beneath red veins and azure hue--present, if one searched as deep as the darkest sky, but easily lost, meant to be forgotten.
"You're faster," she muttered, her bloodshot, wide eyes darting all across his body, fixating on each detail, memorizing it, burning it into her mind, every fact, every feature, every figure, she had to consider, had to plan for. She paused upon meeting his eyes.
"You won't hurt me. You can't," she turned the barrel of her rifle a few fractions closer to herself. Her voice sounded almost distorted--her own, yet with the biting syllables and dogged tinges of the broken knight her soul had been mixed with the memory of. "I weakened you before I even realized my true master. A killer would make for a dangerous enemy right now. But you?" She shook her head, slow, somber, "I know what you are. A crying, broken man, afraid of being left alone."
"And now... ah, I-I'm so sorry that--," she shifted, jerking her head violently as her eyes go wide, "sorry that the Candice you knew is a fiction. I've always been Azure's. And now, I'll slaughter you for him," her eyes widen, a feral smile suddenly growing, "y-yes, and hold you close as you bleed, bleed, bleed, into nothing!"
"I'm glad to finally know my true purpose." The strain in her expression with each word made it clear each was an effort to get out, a bite against the continuing pain. "I was a coward and a fool before seeing the light of Azure. Even last night, with you pressed close against me, I was afraid. Though I'd spent the last week dreaming of it, of being held in your arms, of feeling your warm breath against my gills, I could only say I wished to be your travelling partner. And left myself to agonize whether I was selfish to wonder of the place in your heart that belonged to him. To hurt."
She shook her head, "but now, I know I need only Azure. His is a love I need not be afraid to nurture, and his pain, my redemption." Her eyes glanced over to Arthur's sword, scanning it, "your new blade? It's not even stained yet." Her eyes narrowed, "I know, I'll drive it through your tender heart once you're left gasping on the ground!"
"Unless..." again, something shifted, the slightest change. The hard edge of her consonants gave way to a more familiar, softer tone, "you could join me, couldn't you, Arthur?" Her voice grew more pleading with every word, "you said you would protect me, didn't you? I-I'm sure Grandmaster Azure would spare Fiaba if you willingly joined him. Don't you remember how wonderful it is to truly know yourself, to be his? No inhibition, no fear of loss, no heartbreak, no grief? Arthur, I..." she blinked her eyes, something mixing with the streaks of blood, "I will murder you, and enjoy it. I've watched you fight for months--I know your blind spots and missteps. I can rewind you back to when you were a shattered body beneath the moonlight. I already know why you're here, and I already know how to stop Bran." One of her hands suddenly dug to her damaged arm, "and every wasted second hurts. So..."
"I'm sorry to trouble you again, but p-please... you're my best-.... best chance of killing them all," her head jerked. "Azure will erase all your pain, so accept! Accept, before I fill your lungs with bullet holes and wash myself in your blood!"
- Mirkwood
- Posts : 31
Join date : 2020-04-27
Age : 24
Location : Sorta the mountains
Re: Battle 10: vs Castle High Lv 21
Thu Nov 26, 2020 3:20 pm
- So this was it...:
- Nathalia stood, barely keeping herself from trembling. Azure stood before them, awesome and terrible, and yet, there was a great assurance. The power of those future legends were with them, somehow. She had felt it intensely, just a moment before, as she soared through the sky, through the intense blast, without a bit of pain or stress. It wasn't entirely unlike the draconic energy that had been flowing through her in battles through the last several years, but it was different- There was a calm reassurance with it, an emotional warmth, along with a burning determination, to protect her allies, to defeat the starlit tyrant. Her attention then turned to the regiment's former Commanders- each under Azure's control, each suffering intensely. Remembering the terrifying struggle in her mind while she was under the effects of Slaves of Fate, the oppressive calm, the acceptance of what she knew to be wrong, she mentally shuddered at the thought of their experience. She hadn't gotten too close to any of them, but no one deserved to suffer in such a way. Zaffre and Bran, and some of the others were sure to be working on freeing them. So then she would work on taking down Azure. She recognized, somehow, the essence of the Bertillan General in the glowing stars on his head. That physical ability and combat skill would be a part of the enemy. Then, Nathalia took hold of a thought. She could use that against him. While under the influence of the paladin's power, she could feel her Draconic Momentum increasing as she dissipated the attack. Surely if she could channel that power again, she could empower herself enough to use some of that energy in attacking. This was it. Azure was going to fall, here, and now. Not by her hand alone, but by the power of all here, of Castle Low, Regiment 1-31, and the future heroes.
"Paladin, lend me your power again, and we will deliver a decisive strike against this self proclaimed 'god'."
> Battle Precision targeting Azure's Spirit. Use Winged Negation, then use Knight's Rush targeting Azure, using Dragon Horn Strike.
Re: Battle 10: vs Castle High Lv 21
Fri Nov 27, 2020 9:50 am
RP: Scarlett, Victim of Elements
As chaos and battle descended amongst the ranks of Regiment 1-31, it would be easy to miss the lithe figure crouched in the dark shadows of a broken castle chunk. As the others began to enter the fray, Bran may notice a new sound, coming from that empty shadow: slow footfalls, approaching.
"Bran," said a familiar-yet-distant voice, as Scarlett stepped into his field of vision from behind, "is that... you?"
The confident, stubborn energy that usually radiated from every muscle and word of the Reconnaissance commander was all but gone: instead, Scarlett was wet and shivering, desperation plain in her posture. The criss-cross lightning-arc scars she had received during the battle with the Emerald Lighthouse (which had recently begun to fade and heal) were now glowing white-hot, making it seem like her body was some bound energy, ready to blow her to pieces any moment. Though Perkeen had brought a storm with them, the wind and water around Scarlett was clearly of its own origin: the wind changed direction every few seconds, just as she tried to turn her back to it, and no matter the puddle of water she formed beneath herself, she never looked any more dry.
Her leather recon uniform had been shredded in places, especially near the hips and shoulders, where large, metal chains had been bound around her instead, as if containing that exploding energy within. One chain encircled her neck, which was red and scratched from contact with the rusty iron, and further chains bound around her legs, making her steps uneven and filled with labor.
"What are you doing?" she asked--again, her voice lacked its usual gravity, and was dampened, as if underwater. "You're gonna release your storm spirit?" She shivered more intensely, wrapping a hand around one of her arms, "on... me? On us? I... don't want anymore scars..." a sniffle, "o-or to see Russel drowned and scorched... or f-forget again. Please, I don't want to forget M-Master Azure."
"...Can you talk to me? Please?" she asked, stepping closer. She wiped at her nose, apparently sick, and her shoulders rocked again behind a choked sob, "like before? C-can we talk about old stories in a warm, sunny place? I... I know this is my j-just redemption to Master Azure, b-but... I'm s-so cold... and terrified." She desperately searches for Bran's eyes, "it's okay i-if you don't want Azure's truth. R-really, it's okay, I'll forgive you. I can c-chain you up instead, and t-throw you into the sea. I can make sure you d-don't hurt anyone again. T-that's what you want, right?" Some slight, hidden resolve seemed to harden, just briefly, "e-even like this, I w-want to help you, so please listen." Her chains rattled as she dragged up an arm, vaguely pointing toward his staff, "you d-don't have to hurt us. Hurt me. I k-know if you do, it'll crush you." Some desperation seeped from her eyes, the vaguest lights of Scarlett's silent, caring expression returning, "Y-your too gentle for that shit."
Her arm then shifted toward him, Scarlett's hand opening in invitation--in request for contact, and warmth. "Master Azure's k-kind, he'll let you l-leave if you won't fight. My chains will keep you and everyone safe... and I can keep you c-company, at the bottom of the ocean." The slightest fraction of a smile managed to creep onto her anguished face, "I think you'd r-really like it down there. It's q-quiet, and peaceful."
"...Please," she repeated one more time, so softly it could be lost amid the howling wind surrounding her. "D-don't hurt them... not Master Azure, not Russel, please. If... i-if..." reaching her limit, sobs began to intermingle with her words, syllables emerging from her sorrow like broken fragments from the sea's depths, "if you... h-have to... have to... kill, someone... it c-can be me..." she wraps her arms around herself, closing her eyes. "I-I won't... h-hate you... I c-can... I..."
As chaos and battle descended amongst the ranks of Regiment 1-31, it would be easy to miss the lithe figure crouched in the dark shadows of a broken castle chunk. As the others began to enter the fray, Bran may notice a new sound, coming from that empty shadow: slow footfalls, approaching.
"Bran," said a familiar-yet-distant voice, as Scarlett stepped into his field of vision from behind, "is that... you?"
The confident, stubborn energy that usually radiated from every muscle and word of the Reconnaissance commander was all but gone: instead, Scarlett was wet and shivering, desperation plain in her posture. The criss-cross lightning-arc scars she had received during the battle with the Emerald Lighthouse (which had recently begun to fade and heal) were now glowing white-hot, making it seem like her body was some bound energy, ready to blow her to pieces any moment. Though Perkeen had brought a storm with them, the wind and water around Scarlett was clearly of its own origin: the wind changed direction every few seconds, just as she tried to turn her back to it, and no matter the puddle of water she formed beneath herself, she never looked any more dry.
Her leather recon uniform had been shredded in places, especially near the hips and shoulders, where large, metal chains had been bound around her instead, as if containing that exploding energy within. One chain encircled her neck, which was red and scratched from contact with the rusty iron, and further chains bound around her legs, making her steps uneven and filled with labor.
"What are you doing?" she asked--again, her voice lacked its usual gravity, and was dampened, as if underwater. "You're gonna release your storm spirit?" She shivered more intensely, wrapping a hand around one of her arms, "on... me? On us? I... don't want anymore scars..." a sniffle, "o-or to see Russel drowned and scorched... or f-forget again. Please, I don't want to forget M-Master Azure."
"...Can you talk to me? Please?" she asked, stepping closer. She wiped at her nose, apparently sick, and her shoulders rocked again behind a choked sob, "like before? C-can we talk about old stories in a warm, sunny place? I... I know this is my j-just redemption to Master Azure, b-but... I'm s-so cold... and terrified." She desperately searches for Bran's eyes, "it's okay i-if you don't want Azure's truth. R-really, it's okay, I'll forgive you. I can c-chain you up instead, and t-throw you into the sea. I can make sure you d-don't hurt anyone again. T-that's what you want, right?" Some slight, hidden resolve seemed to harden, just briefly, "e-even like this, I w-want to help you, so please listen." Her chains rattled as she dragged up an arm, vaguely pointing toward his staff, "you d-don't have to hurt us. Hurt me. I k-know if you do, it'll crush you." Some desperation seeped from her eyes, the vaguest lights of Scarlett's silent, caring expression returning, "Y-your too gentle for that shit."
Her arm then shifted toward him, Scarlett's hand opening in invitation--in request for contact, and warmth. "Master Azure's k-kind, he'll let you l-leave if you won't fight. My chains will keep you and everyone safe... and I can keep you c-company, at the bottom of the ocean." The slightest fraction of a smile managed to creep onto her anguished face, "I think you'd r-really like it down there. It's q-quiet, and peaceful."
"...Please," she repeated one more time, so softly it could be lost amid the howling wind surrounding her. "D-don't hurt them... not Master Azure, not Russel, please. If... i-if..." reaching her limit, sobs began to intermingle with her words, syllables emerging from her sorrow like broken fragments from the sea's depths, "if you... h-have to... have to... kill, someone... it c-can be me..." she wraps her arms around herself, closing her eyes. "I-I won't... h-hate you... I c-can... I..."
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 10: vs Castle High Lv 21
Fri Nov 27, 2020 11:14 am
- *internally screaming*:
- It was like a manifestation of his worst nightmares. In fact, Bran was sure he did have nightmares about this, as every now and then he would catapult out of bed, not really sure why he woke up. He always attributed it to anxiety. This, in all honesty, was what it was about.
But...
As Bran is charging circuits, he begins to speak out of the corner of his mouth.
"Just give me a little more time..." Bran cries. "I can help you... And then once this battle is over... we can rest."
Unless Azure can read minds, he's probably thinking I'm about to kill her and commit suicide. Scarlett is probably thinking that too. Bran thought.
I want to say I'm better than that, but I'm not. I destroy everything I touch.
But that doesn't mean I won't try.
Re: Battle 10: vs Castle High Lv 21
Fri Nov 27, 2020 12:39 pm
RP: Spirit of the Guardian Paladin
If one looked closely, they may be able to notice something... else, standing alongside Nathalia. They were massive in size, clad in heavy, adamantine armor that gave them an intimidating silhouette. Yet despite this, the armored presence had no weapon whatsoever, apart from the large, circular shield on their arm.
"Knight of Dragons, you fight with chivalry and courage," he spoke, in a calm, reassuring tone. "You face danger unafraid, in the stead of your allies."
His phantasmal form, tinged a light green, hovered just behind her, his arm intersecting with hers--the shield she now wore aligning with his.
"My power is yours: I shall be your shield. Charge ahead, unafraid!" Her shield began to glow, its power awakened, "and together, let us show Azure he is powerless against our valiant hearts!"
If one looked closely, they may be able to notice something... else, standing alongside Nathalia. They were massive in size, clad in heavy, adamantine armor that gave them an intimidating silhouette. Yet despite this, the armored presence had no weapon whatsoever, apart from the large, circular shield on their arm.
"Knight of Dragons, you fight with chivalry and courage," he spoke, in a calm, reassuring tone. "You face danger unafraid, in the stead of your allies."
His phantasmal form, tinged a light green, hovered just behind her, his arm intersecting with hers--the shield she now wore aligning with his.
"My power is yours: I shall be your shield. Charge ahead, unafraid!" Her shield began to glow, its power awakened, "and together, let us show Azure he is powerless against our valiant hearts!"
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 10: vs Castle High Lv 21
Sat Nov 28, 2020 6:44 am
"O Lord Ragnus, blessed be thy name...may the mighty rest in face of thine own might, and tremble in fear of your judgement."
Severa: Charge mana to gain Charged Magic Circuits[1]
"O Lord Ragnus, blessed be thy name...granted are mine eyes the light of truth, through friends' lives old and new..."
Severa: use Prayer of Alter Nutrix...[1.5]
"...that we might triumph, I ask of thee - bless mine comrade once more. Grant him your foresight!"
Severa: ...to modify Arthur's Counter Swing into Temporal Riposte! The foe under Arthur's gaze can find their attack completely blocked by Arthur's foresight and decisive action![2]
Severa: Charge mana to gain Charged Magic Circuits[1]
"O Lord Ragnus, blessed be thy name...granted are mine eyes the light of truth, through friends' lives old and new..."
Severa: use Prayer of Alter Nutrix...[1.5]
"...that we might triumph, I ask of thee - bless mine comrade once more. Grant him your foresight!"
Severa: ...to modify Arthur's Counter Swing into Temporal Riposte! The foe under Arthur's gaze can find their attack completely blocked by Arthur's foresight and decisive action![2]
- Aquinas
- Posts : 55
Join date : 2018-08-05
Age : 27
Location : Freedonia, land of the BRAVE AND FREE
Re: Battle 10: vs Castle High Lv 21
Sun Nov 29, 2020 3:51 pm
Doc nodded, acknowledging the PMFC his younger self had handed to him. A device he hadn't seen in decades, every dent and notch still exactly where he remembered them. He chuckled a bit through the tears forming in his eyes. She'd always been a little rough with it.
The old medic shook his head slowly as he handed the device back to his younger self. He didn't need it.
Doc's allies across the battlefield would have been slowly alerted to something odd happening in his area. Perhaps they would have heard a strange crackling noise, like the echo of a thunderstorm. Or maybe they were alerted by the flash of something out of the corner of their eye. But when they turned to look at Doc, they would have realized it was coming from... him?
Doc's eyes had clouded over with a dull, yellowish glow. Sparks of the same hue ran up and down his body, flitting in and out of view. Something about the way they moved was disquieting - at times the sparks would seem to last for just the barest instant, enough to make one question if they'd ever been there at all. At other times, the electric arcs would seem to slow to a crawl, tracing their way through the air with impossible lethargy before snapping back to normal speed and vanishing.
"Here," Doc offered to Eliot, dropping the container of nanobots into his hand. "That commander looks like he's in dire need of some assistance. You should be able to figure out how to make these work - hit him with a high dosage."
"Ay ay, cap'n. But uh, just while I have you here, I feel it's my duty to tell you as, well, you, that the mustache doesn't work. You probably think you look like Burt Reynolds, but you're giving off more of a John Cleese vibe-"
"This is karma, isn't it?" Doc muttered. Eliot took the hint, mentally took a note to keep up his shaving regimen in the future, and began fiddling with his Beam Revolver to attach the nanobots.
Aquinas fires three nanobot-healing shots at General Toleann.
Once Eliot had stepped away, Doc fixed Azure with his gaze.
"Guess we're at the end of all this, eh? It's funny, you know, I was thinking about this a few minutes ago - I've known you longer than anyone here. Wild, isn't it? And even though I've spent those years nursing a very special flavor of hate, it's different actually seeing you." Doc paused for a moment, looking Azure up and down. "I don't know, maybe it's getting to know Zaffre over here. But now I look at you, and I feel an odd sense of... pity." Doc raised both hands quickly. "Don't get me wrong, you're an asshole! But you're also kind of a desperate weirdo. You're grasping at whatever power you can get, 'cause there's a little voice inside of you that is absolutely terrified of what happens if you fail."
The sparks of electricity covering Doc's body were beginning to glow brighter. Flecks of pure white, growing stronger and more brilliant.
"Take it from a man who's seen the other side of failure, Azure. It ain't the end you think it is. There's room to grow. For instance... I was pretty sure when I threw away that ol' capacitor of mine, that my time-travel days were done for good. I should have known better." The lightning was erupting from Doc's eyes, now, from the tips of his fingers, from the hairs on his definitely-John-Cleese-adjacent-mustache. "The first time I ever traveled, I did it without a machine. I did it again, when I arrived here. Now I'm thinkin' that all I need is the proper motivation."
Doc raised his revolver to his own head and fired.
The bullet careened out of the chamber. It approached his temple. An arc of white electricty grazed it, and the world around Doc froze.
Doc Morgan activates Time Traveler's Promise. The futures of his allies are secure!
- And he'd always loved her:
- It would probably be a more interesting story to say that Eliza and Eliot had initially hated each other. They'd clashed over their methods, his inexperience, her willingness to skirt the law. He'd had to earn her respect slowly over time, she'd had to worm her way into his heart. Classic stuff.
But actually? They'd hit it off immediately.
He liked how direct she was. Never in a way that made you feel small or stupid - she was sensitive to others' feelings, yet always honest. She'd tell you exactly what your mistake was in detail, and you'd walk away without the slightest embarrassment. Maybe it was her voice - that lilting, musical tone. Eliot swore it sounded like a musical instrument, and once spent hours listening to youtube videos trying to figure out which one it was. The results were inconclusive. Maybe it was just his thing for British accents.
She liked his sense of humor - in a genuine way, which surprised even Eliot, who was used to going for the groan - but more than that, she liked the smile that always followed when his jokes got a laugh. That way he couldn't help but grin in that lopsided way. It wasn't pride behind that smile - it was the joy of companionship, of contribution to everyone's happiness. She knew he was never happier than when he was lifting someone's spirits. She loved that.
Neither of them could pin down when exactly it was that they "fell in love". Eliot swore there must have been a moment, while Eliza figured it was more of a gradual process. But it really was a simple courtship. They spent a lot of time together. They liked each other. They were attracted to each other. And eventually, they married each other.
Being a time-traveler's husband was a lot easier when you were also a time-traveler. All the usual tropes could be remedied by popping on your wristwatch and coming along. And they'd had fun - their honeymoon in Paris began in 1924 and ended sometime in 1926. And they'd really, sincerely, ridiculously loved each other. The kind of love that just made you want to grab the other person as tight as possible and let the rest of time pass by uninterrupted.
They'd had time together. More than he'd deserved. And he'd always love her.
The old medic shook his head slowly as he handed the device back to his younger self. He didn't need it.
Doc's allies across the battlefield would have been slowly alerted to something odd happening in his area. Perhaps they would have heard a strange crackling noise, like the echo of a thunderstorm. Or maybe they were alerted by the flash of something out of the corner of their eye. But when they turned to look at Doc, they would have realized it was coming from... him?
Doc's eyes had clouded over with a dull, yellowish glow. Sparks of the same hue ran up and down his body, flitting in and out of view. Something about the way they moved was disquieting - at times the sparks would seem to last for just the barest instant, enough to make one question if they'd ever been there at all. At other times, the electric arcs would seem to slow to a crawl, tracing their way through the air with impossible lethargy before snapping back to normal speed and vanishing.
"Here," Doc offered to Eliot, dropping the container of nanobots into his hand. "That commander looks like he's in dire need of some assistance. You should be able to figure out how to make these work - hit him with a high dosage."
"Ay ay, cap'n. But uh, just while I have you here, I feel it's my duty to tell you as, well, you, that the mustache doesn't work. You probably think you look like Burt Reynolds, but you're giving off more of a John Cleese vibe-"
"This is karma, isn't it?" Doc muttered. Eliot took the hint, mentally took a note to keep up his shaving regimen in the future, and began fiddling with his Beam Revolver to attach the nanobots.
Aquinas fires three nanobot-healing shots at General Toleann.
Once Eliot had stepped away, Doc fixed Azure with his gaze.
"Guess we're at the end of all this, eh? It's funny, you know, I was thinking about this a few minutes ago - I've known you longer than anyone here. Wild, isn't it? And even though I've spent those years nursing a very special flavor of hate, it's different actually seeing you." Doc paused for a moment, looking Azure up and down. "I don't know, maybe it's getting to know Zaffre over here. But now I look at you, and I feel an odd sense of... pity." Doc raised both hands quickly. "Don't get me wrong, you're an asshole! But you're also kind of a desperate weirdo. You're grasping at whatever power you can get, 'cause there's a little voice inside of you that is absolutely terrified of what happens if you fail."
The sparks of electricity covering Doc's body were beginning to glow brighter. Flecks of pure white, growing stronger and more brilliant.
"Take it from a man who's seen the other side of failure, Azure. It ain't the end you think it is. There's room to grow. For instance... I was pretty sure when I threw away that ol' capacitor of mine, that my time-travel days were done for good. I should have known better." The lightning was erupting from Doc's eyes, now, from the tips of his fingers, from the hairs on his definitely-John-Cleese-adjacent-mustache. "The first time I ever traveled, I did it without a machine. I did it again, when I arrived here. Now I'm thinkin' that all I need is the proper motivation."
Doc raised his revolver to his own head and fired.
The bullet careened out of the chamber. It approached his temple. An arc of white electricty grazed it, and the world around Doc froze.
Doc Morgan activates Time Traveler's Promise. The futures of his allies are secure!
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 10: vs Castle High Lv 21
Wed Dec 02, 2020 5:54 am
- deep breaths:
"Focus."
Arthur released the breath he'd been holding. He still wasn't used to it: how breathing finally felt like a drink of water again, and nothing more taxing than that. Pale Moon remained levelled before him nonetheless, and while he'd been caught by surprise, his feet quickly remedied themselves into position.
Right.
No good in arguing with her like this. Candice was struggling... he knew. And no matter what, she could rely on him to break through the fog of this enchantment.- she always could:
Arthur didn't know what it was about her: perhaps it was simply that she stood out phyiscally among the other recruits and piqued his interest. Where was she from? What in blazes was she doing out here in a business suit? No, before that, what was she--a mermaid? She was pretty, yes, but her intelligent gray eyes and the way she held her weapon in battle suggested commendable strength of spirit... hidden, of course, beneath that apologetic act.
Call it patronizing; but there were few things in the world more satisfying than digging a person's hidden strength out of their own inhibitions... and Candice hardly needed more than a little nudge to do all the work herself.
...well, his force of personality might have been several degrees of challenging beyond "a little nudge," but he had to have some fun. Really, she was only inviting chaos by being such a tightarse--he didn't have any interest in living any other way.
He always liked her, was the truth. Being able to see her flame--the more-than-familiar glow of something truly bright cramped beneath damp tinder, every meeting that followed only furthered the sinking feeling in his gut:
...that her true smile would be a sight for sore eyes...
...that her curiosity for the mundane would be delightfully and unendingly charming...
...that, between bursts of furious kindness...
...he was in terrible danger of falling in love all over again.
"Candice," he said. His voice rang soft--affectionate. More than ever before.
"You of all people should know full well... I don't care for warnings. See for yourself what that little pea-shooter can do to me, hm?" The swordsman smiled gently as he acknowledged the rifle with a carefree nudge of his chin. "I'll be all right. When you're ready to give up, I'll carry you back to the good doctor."
He narrowed his sights on the icy haze over her eyes. His voice fell to a hush.
"...one more time. Just trust me. Now..."
Drawing a sharp breath through his nose, Arthur's own flame flared. Bright and warm as the sun... if she couldn't see it in the intensity of his eyes, then she would find it all around him--the bright amber glow of magic seeking to perform the impossible.
While raven hair turned his silhouette fully black, befitting of the well-earned scars on every surface of exposed skin... of the reviled hands that took away so much life from the world...
That curse--he would kill it right here and now.
"...come."
Re: Battle 10: vs Castle High Lv 21
Wed Dec 02, 2020 10:22 pm
TURN 1
Bran, swapping to wield Perkyst, begins by turning his attention to the forces of Castle High serving Azure! His Lenses of Knowledge peer deep into the twisted minds of his former allies...
It appears Perfected Slaves of Fate is an even more insidious enchantment than the version Regiment 1-31 was exposed to: not only does it replace the victim's memories, but it twists their will and personality into believing they are and have always served Azure. Even if the spell--a chain of interlocking constellations around their souls--were removed, that corruption of their being wouldn't be immediately reversed!
The Lenses reveal the greatest weakness of Castle High's army: though none can withstand Azure's power alone, together, they could overcome him! If a powerful force or authority could unite all their souls toward the common goal of reclaiming their identity, perhaps through a shared experience or memory, Azure would be unable to stop them! But how to manifest such a force...
Then, with a burst of light blue power, Bran gains Overloading Magic Circuits, his power skyrocketing as he prepares a mighty spell...
Which Candice raises her rifle to interrupt, moving with time-defying speed thanks to Time's Rebellion! Leaping from her perch, she lines up a shot to strike down the mage--!
Only to be interrupted by Arthur, moving with incredible speed under the effects of his Lightspeed Sprint, a rich amber trail of light following him as he goes for a pommel strike! Candice moves in a blur of silver-blue, time careening around her as she escapes his range and attempts another shot at Bran--but then is forced to retreat once again, Arthur closing the distance near-instantly! Again and again, Candice speeds through time and space to a new vantage, trying to keep ahead of Arthur! Their racing trails of blue and amber trace a passage through and around Castle High's gate, then through the air toward the lower battlefield, then in and around the ranks of Regiment 1-31, all within the span of seconds!
"Agh-!" Candice suddenly starts, her balance finally slipping beneath her uneven armor, stopping her bursts of speed! Refocusing, she quickly raises her rifle toward Bran--
As Arthur finally gets his opportunity, interrupting Candice as he aims a strike square to her chest--
Only to suddenly feel all the momentum and strength behind his move dissipate! But how!?
Candice, Victim of Bloodsworn Vengeance flashes a too-wide smile, shoulders at an odd angle as she raises her medallion, now humming with power: she had never intended to actually strike Bran, and instead captured Arthur's attack using Time Vortex! She can now unleash a Lightspeed Interruption attack of her own!
Undeterred, Arthur bursts forward once more, switching to the Dagger of the Broken Kiss and slashing for the medallion--!
But instead of dodging, Candice leans forward, the dagger now aimed to cleave through her vulnerable neck as she closes her eyes--!!
--Yet it still finds its original mark, slashing through the medallion's chain thanks to Doc Morgan grabbing Candice from behind, pulling Arthur's attack back into position! The medallion slips from her neck and tumbles, rolling through soot and ash, lost in nearby rubble! Candice loses her Time Vortex Technique and Reawakened Relayer Ability, left with only the temporal powers she can manifest herself!
"How--no!" she spins, looking for Doc Morgan... but he's already gone! In fact, it looks like he never even moved...
She spins back on Arthur, her shoulders shaking, "t-that's my--I need that! You should have just slit my throat and been done with it! Argh, you're always impossible!"
Arthur is fatigued from his efforts, though regains his Advantage thanks to Symbol of the Humble!
With no further interruptions, Bran finishes his spell: raising his staff high into the air, the dark purple clouds over the battlefield become a deep black as the chains around Perykst break and sever!
Once again, the storm spirit Perkeen rises from the staff, tentacles of undulating storm water crackling with lightning fanning out as they grow and grow in size. Compared to previous summons, however, the rising winds and thunder don't reach a plateau, instead growing in severity and frequency, pounding rain beginning to befall the battlefield as the storm spirit bellows! Rubble and ash begin to churn through the air, then beams and chunks of stone, all lifted into the spiraling storm that is Perkeen, the spirit's massive, yellow eye gazing hungrily upon Azure's Castle High and its soldiers! Filled with the power of Overwhelming Magic Circuits, the storm spirit has truly reached the form of a living cataclysm!!
...Yet it still feels the will of its wielder, reining in its power. The spirit resists, protests, screams at even the thought of holding back... but Bran's will holds firm and strong, controlling its chaotic energy! Bringing to bear its storming rage, the spirit unleashes its power: from the center of the storm erupts a hellstorm of lightning bolts, frozen icicles of rain, hurricane-force wind, and a deluge of water, just barely avoiding sucking in Regiment 1-31 as it rushes across Azure's Castle High's forces!!
Castle High's Army raises their defenses against the assault! Stone walls covered in glyphs, barriers of divine magic, and icy tempests meet the incoming storm, but only manage to somewhat weaken the assault as it washes over them!
Several dozen soldiers are entirely Incapacitated by the assault! The Army Strength of Azure's Castle High falls to 80%!
Meanwhile, the cataclysmic storm collides with Castle High's commanders, throwing them off their feet and embedding them with lightning and ice! Russel receives 851 damage, Rosemary takes 908, Giada receives 681, Candice takes 851, and Corbin receives 726! The storming assault then reaches Grandmaster Azure--who raises a hand, conjuring a natural green shield thanks to Sign of Nature's Fury, increasing his magic resistance and allowing him to only receive 454 damage!
Scarlett, Victim of the Elements merely passes through the assault, shoulders falling as she watches the other commanders injured and shivering after the strike.
Its cataclysm over, the storm spirit shrinks once more, returning to the staff to slumber...
Finally, Bran sends out a tendril of fiery power to incircle Vince, granting him Blazing Strength, increasing the Power of all his Fire element attacks by 35%!
Bran is fatigued from his efforts... (-1 Adv)
Grandmaster Azure glares down icy malice as Nathalia jumps up onto Castle High and approaches him, her Battle Precision reducing his Spirit by a miniscule amount.
"Insignificant girl, you think yourself capable of standing against me!? Alone!? You are not even a mage! Your simple weapon shall find no purchase against me!"
Pointing her spear to the starlit tyrant, Nathalia activates Knight's Rush, locking she and Azure into battle!
Nathalia chooses Dragon Horn Strike as her attack Technique!
"Prepare to taste annihilation..." Azure tilts back his head, his fate-bending gears turning as he chooses Existential Erasure!
Nathalia makes the first strike, taking a short hop into the air before stabbing her spear straight into him--the attack is unable to pierce Azure's damage resistance from Ascendant Grandmaster, but nonetheless deals a potent 447 damage to the ultimate enemy!
"Grgh-!" Azure grunts, "is that all you can muster? Pitiful!" Suddenly, the Sign of Dreadnought's Leadership glows brightly upon his crown, and a starlit blade appears in his hands! He flies high above the ground, raising the sword, cleaving it down for Nathalia--!
...Who takes no damage! The blade meets her new shield and fails to make her budge!
"Tch, no matter!" Azure steps back, raising one of his hands, coalescing a massive amount of mana near-instantly! "I've grown weary of your continued existence, problematic child! You were never in my plans for this castle, and I have no need for you!"
Up above, The First glows brightly, collecting astral power and starlight--!
"I shall erase you from my perfect world!"
A massive beam of starlight streaks down from the star, a solid white column of destructive magical energy, blasting straight onto the spot where Nathalia stands--!
...And once again, dealing no damage!! The ground around her has been obliterated, yet she stands unharmed thanks to her Winged Negation!
"No... no! Impossible!" roars Azure as Nathalia goes in for her next attack!
The tyrant finds himself completely unable to phase her, leaving Nathalia free to land blow after blow against him, his ultimate attack failing to harm her!! Her next strike deals 516...
"Stop... you can't... you're just some low-class pauper--!" Azure struggles out, again blasting Nathalia with a burst of erasing starlight, and again being unable to stop her as she leaps high above, stabbing into him for 596 damage!
Grandmaster Azure's HP hits 0! His knees buckle below him, body collapsing--!
...But catches himself before he hits the ground. Upon his crown, the Sign of Dreadnought's Leadership shatters, trails of vapor flying away as he glows a bit less brightly, restored to 1000 HP!
And yet Nathalia doesn't stop, absorbing another burst of starlight and piercing Azure for 610 damage, then another, spiraling through the air before bringing her spear straight down his back for 636 more!!
Again, Grandmaster Azure's HP reaches 0! He staggers backward as the Sign of Nature's Fury shatters, a natural power returning to the outside world as he returns to 1000 Max HP!
"You... you unworthy, meaningless, inconsequential speck upon the grand tapestry of fate," he runs a hand through his snow-white hair, eyes wide as he looks upon Nathalia, contempt as deep as the depths of night. "I... when I gain control of your soul, I shall cast it out into the oblivion between worlds." He clenches a fist, arcane power already forming once more, "I shall watch as your lifeforce freezes and fades, never experiencing the luxury of non-existence!"
Grandmaster Azure has lost 20% of his Ascension, returning him to 0% Ascension! He longer has an attack boost or defensive resistance!
Nathalia is exhausted from her efforts, a heavy fatigue coming over her after withstanding so many attacks... (-2 Adv)
Severa begins by gaining Charged Magic Circuits, a grey aura of mana surrounding her... before she lowers her head in prayer! Utilizing her connection to Ragnus, she humbly asks her ally to gain the power of divine foresight!
Arthur begins to feel something... change, within him. Though his reflexes and body have been empowered by the spirit of the Wandering Swordsman, as a holy, warm feeling blooms around him, he feels even his mind working at blazing speeds! In the movements of his foes, he can extrapolate their future directions and intentions within moments, allowing him unprecedented ability to counter them!
Arthur's Counter Swing has been enhanced to Temporal Riposte! This Technique now reflects the entirety of the damage the targeted attack would deal, leaving Arthur taking no damage whatsoever!
Aquinas begins by firing a round of nanobot shots into General Toleann--the force of the blasts knocks the general free of his restraints, and the nanobots quickly get to work, healing the general for 380 HP and granting him Regeneration(200), healing him an additional 200 HP every turn for two more turns!
"Silence!" Azure cuts back at Doc Morgan's remarks, agitated. "Pity me all you like, ignorant old man! I fear nothing, least of all you, who has already been defeated by me!" The storm of mana around him thunders, gears of fate whirling restlessly, "my destiny is already written, as is--!"
"...yours?" The Grandmaster stops as Doc Morgan pulls the trigger... and yet, seems to have not moved from his position! The bullet appeared to pass straight through him, out the other side, only leaving the doctor a bit more scuffed up, out of breath, and wearing the widest, most self-satisfied look he'd ever had, much to the Grandmaster's annoyance!
"W-what did you just do!? I felt something occur..." Azure narrows his gaze on the doctor. "Yet you didn't move... unless..." he makes a low, hateful sound in his gut, "time travellers..."
Doc Morgan has activated his Signature Technique Time Traveler's Promise, granting all allies the Promised Future buff! The next time they would face a consequence or threat of notable harm, Doc Morgan will appear (or rather, has already appeared) to help! In fact, Arthur was already saved by this effect!
Vince erupts in powerful flames as he activates Veins of Fire--no longer so marred by hellfire, instead burning with the power of his soul! With a crack of his whip, he creates a salvo of three fireballs, burning intensely bright, that he hurls straight for Grandmaster Azure!
The Armies of Castle High intervene! With so few soldiers of Castle Low left to hold them off, a Regiment breaks off from the other fighting, intercepting Vince's blow! Geller, his trademark smile absent from his face, hurls a lightning bolt straight through one of Vince's fireballs, dissipating it!
Giada, Victim of Demon's Hate intercepts another of the fireballs with her Stalwart Shield ability, blocking the attack for her master and receiving 431 damage in his place! Giada's Scorching Hell Armor triggers, inflicting Hellfire on Vince... who only gains power from the status condition thanks to his Chartreuse Bandanna of Extrospective Livin'!
The last fireball strikes Azure directly--he's blasted backward, receiving a scorching 709 damage, though his Sign of Monster's Savagery protects him from being inflicted by Hellfire!
Vince is fatigued from his efforts... (-1 Adv)
Erika leads a soldier's chorus as she rallies the forces of Castle Low, sending out healing music and firing off massive electrical strikes from the tip of her guitar!
Castle Low's Army Strength rises to 30% while Castle High's falls to 70%! The tide is beginning to turn!
Zaffre lowers his head, thinking, pleading:
"You who these fools have stood beside, I ask you: grant them aid, now, in their hour of need. I lack the power to force you here, but if you so wish to come, I can open the way. If you place any stake in the lofty dreams and hopes of that castle that soars through the sky... please..."
Then, determination flaring, Zaffre spins his flaming gears, green coat flaring while he crosses his arms. The gears meet resistance, grabbing hold of something: threads, winding out from the members of Regiment 1-31, to distant lands! Now sending his arms out wide, Zaffre turns the gears, drawing those threads, the threads of memory and fate, inward, toward the battlefield!
From the west winds a string, long and golden, connecting to Doc Morgan in particular! Far, far in the distance shimmers a golden light, quickly being spun closer, closer! A group of people rides the thread of fate, some radiant force at its front, with a halo around her head...
"Noble souls of Castle High, allow us to ease your burdens..."
From the west arrive The Paladins of the Aethon Sol, led by Siona, along with a band of mages! They swiftly land upon the battlefield and begin to act--a group of mages create a wall of force, pushing back Castle High's eastern flank, as a squadron of heavily armored paladin rushes straight down the enemy front, pushing them back!
Castle Low's Army Strength raises to 40%!
Siona and the Elder Mage come forward, the former giving a deep bow, the other a curt nod.
The mage looks around at the battlefield's chaos, "we heard your summons. Didn't expect to find such a fiasco..."
Siona frowns deeply, a hand pressed to her heart, "there is so much suffering in this place... I finally see it. This was the dark future I was warned of... I had thought the source was magic itself, but I now see it lies in he who wields it." She bows again, this time to the elder mage, "Master Delinack, thank you for allowing my paladins and I to work alongside you."
The mage grunts, "I trust you about as far as I can throw you, but it seems these fine folk who saved me and my people need all the help they can get. See to it they get it, won't you?"
"Of course!" she says brightly, turning toward the Regiment, "my paladins and I shall see to your wounds, weary heroes."
Siona and the Paladins of the Aethon Sol are here to support you! They shall serve in the Support Regiment's place to revive players after 1 turn when they are Incapacitated, and will otherwise assist in healing! Their presence will also ensure that all Advantage and positive effects are retained after someone is revived, allowing them to get right back into the action!
The Mages of Rosalia are here to support you! They will occasionally make attacks and weaken any magical defenses the enemies set up!
The Mages of Rosalia proceed to do just that, firing an arcane barrage on Rosemary, who gets launched into the air and struck for 293 damage!
Zaffre calls out to Regiment 1-31, "they were the first to come, but you lot ran about helping everyone who had a toothache, didn't you? If there are any allies in particular you wish to summon, say something!"
Zaffre then concentrates, raising his voice, "you who fought so hard to stop a monster such as him, resist and fight back! Your destiny is yours to write, not his! Please.... know yourselves!"
Zaffre casts Strike Against Tyrants, and all across the battlefield, Castle High forces who were at low HP manage to break free of Azure's grip! They turn toward their true enemy and bolster the forces of Castle Low!
Castle Low's Army Strength rises to 50%, while Castle High's falls to 70%!
Among the Commanders they are all still too strong to be taken control of... except for Rosemary! She sets her feet and begins pulling at the massive chains binding her...
As a column of Celestial Light comes down, engulfing her as she breaks free in a burst of light! A staff appears in her hands, a prism at one end, shining rainbows and light with the power of a Warming Star! She flies back down to Regiment 1-31, smiling and filled with joy, and immediately pulls Zaffre into a hug, laughing! "You came back for us!"
"I-I, um..." Zaffre trails, his hands hovering around Rosemary's shoulders awkwardly, "o-of course I did! W-what sort of louse do you believe me to be, abandoning you!?"
Rosemary is here to support you! She will automatically revive one ally to 25% Max HP every turn, or if no ally is Incapacitated, will heal everyone for 25% of their Max HP!
Zaffre is fatigued from his efforts... (-1 Adv)
General Toleann manages to get back on his feet, giving his head a shake. "Ergh... I assume you're actually on my side?"
Zaffre groans, "keep up, oaf! If you care for the lives of your soldiers and this country, I suggest you utilize some context clues! Now aid us against that pompous bastard!"
"Don't have to tell me twice," he says, rotating his neck as he raises his sword! "Gonna need another second here to catch my breath, but here..."
From the tip of his blade blooms a shimmering wellspring of energy and vigor, washing over all of Regiment 1-31! "Stand strong, and stand together! Castle Low's legacy stands with you against this evil!"
Toleann uses Call to Arms to grant all allies an additional Advantage!
Grandmaster Azure rises high, high into the air, his radiant power going out across the entire battlefield!
"It's time I reminded you wretches of your place in this world!" The starlight collects around him, and you feel a terrible dread creeping upon you! "Begone, and be cast into oblivion!"
His eyes lock upon Zaffre, and the mage feels something tighten in his chest! Suddenly, the rest of the universe around them feels as if it doesn't exist... Zaffre's arms fall to his sides, as Azure's sheer majesty overwhelms him, burns him, destroys all he's become.
"You are... have always been... and will always be... nothing."
Zaffre screams out, his body erupting in pale blue light before collapsing to the ground, motionless! Azure struck him with Return to Nothing, reducing him to 1 HP!!
Azure's smile grows once more, laughing aloud, "you simpletons! You were so occupied with saving your precious friends that you left your king wide open!" He extends his arms, and suddenly, the air around him fills with azure light and massive gears, spinning and turning, grinding the power of the world into nothing! "Well, no matter: you now have a new king."
Grandmaster Azure casts Crash of the Heavens! From each of the hundreds of spinning gears extends a beam of arcane destruction, which begin to whirl their way around the battlefield, slashing through anyone and everyone, turning the earth to flames and cinders once more!
Arthur takes 518, Bran takes 579, Doc Morgan takes 930, Erika takes 806, Severa takes 564, and Vince takes 1037! General Toleann meanwhile is reduced to 1 HP, though not defeated thanks to Blade of Castle Low, and Castle Low itself takes 2304 damage!
The massive storm of magical damage homes in on Zaffre next, who can't even stand--!
--But he's pulled out of the way just in time by Doc Morgan, who decisively weaves him through the onslaught of arcane lasers, allowing him to avoid damage!
"Hmph... my attacks may not be able to strike you, but you are still a victim of fate..." Grandmaster Azure says cruelly, pointing a crooked finger at Nathalia! She feels something changing within her, a strange, forlorn feeling about her future...
Nathalia has been afflicted by Doomed Fate! Something terrible will soon befall her, one way or another!
"You thought you could destroy my heavenly kingdom with a simple storm? Foolish boy!" Azure curses at Bran, the First shining brightly up above! "Begone! Begone from this world, and never return!"
The First shines up above, becoming blindly bright--before a column of arcane annihilation descends from it, as Azure casts Existential Erasure!! Bran braces himself for the blow--but is pulled out of the way by Doctor Morgan in the knick of time, avoiding the deadly blast!
"W-what!? Errghh..." Azure curses, a dark look falling over him as he lowers his head, "you mongrels, banding together like beasts in the winter to stand any chance against me..." then, he looks up, an insidiuous thought. "Of course... you have learned so much from me, you pathetic copy," he glares down Zaffre, a self-sastified grin forming. "I suppose it's time I learn something from you."
Azure raises a hand to the Expanse above, confidence radiating, "I believe it high time I gained a new ally of my own from outside of time! A loyal future ally, one I have seen shall be the key to my eventual victory in the future!"
"Though of course... with some more useful adjustments..."
---
Re: Battle 10: vs Castle High Lv 21
Wed Dec 02, 2020 10:27 pm
One of Azure's myriad threads of mana glimmered, tracing its way far into the sky and into the cosmos itself. The string grazed the stars above and reaching a dull red star that had been left on its own, its fate displacing it from any constellation. It latched on, and from it siphoned a dark mana that dripped down towards Azure.
Once it got close to the Grandmaster, it dripped off the thread, spilling into a puddle of dark red. The puddle then slowly rose, melting and rehardening into a humanoid shape, excess mana billowing from behind it like a cape or coat.
But this was no human itself. It maintained the color of the dark, star-sapped mana, with anything resembling a face obscured by a smear of black. There were gastly protrusions of blackened crystallized mana, that jutted out from each joint. One hand was replaced with a saber-like spike; the other, a rifle's barrel.
This was not a person. This was a weapon in the mocking form of what might have been a person.
It gurgled, staring at Regiment 1-31 with what must have been the emptiest eyes. A thread of mana connected it to Azure from behind; there was only one option it had. A formadiable aura suddenly arose from the figure, a subconscious warning for what would come if the Regiment put up any further opposition...
Once it got close to the Grandmaster, it dripped off the thread, spilling into a puddle of dark red. The puddle then slowly rose, melting and rehardening into a humanoid shape, excess mana billowing from behind it like a cape or coat.
But this was no human itself. It maintained the color of the dark, star-sapped mana, with anything resembling a face obscured by a smear of black. There were gastly protrusions of blackened crystallized mana, that jutted out from each joint. One hand was replaced with a saber-like spike; the other, a rifle's barrel.
This was not a person. This was a weapon in the mocking form of what might have been a person.
It gurgled, staring at Regiment 1-31 with what must have been the emptiest eyes. A thread of mana connected it to Azure from behind; there was only one option it had. A formadiable aura suddenly arose from the figure, a subconscious warning for what would come if the Regiment put up any further opposition...
Re: Battle 10: vs Castle High Lv 21
Thu Dec 03, 2020 11:54 am
Construct of Crimson has been spawned! Despite its ghastly appearance, every member of Regiment 1-31 gets a strange feeling of... familiarity, from the construct. Or rather, the spirits aiding them do...
Grandmaster Azure appears to be breathing more heavily after his actions... (-2 Adv)
His concentration having been broken, Grandmaster Azure drops the Shroud of Starlight around Castle High: it can now be attacked!
Scarlett, Victim of the Elements raises her hands, conjuring a spiralling tempest with her Dead Heart of the Storm! "Everyone, just, stop fighting..." she says, attempting and failing to muster any strength in her voice. She levels an Electric bolt on Doc Morgan, a Wind barrage on Arthur, and a deluge of Water on Vince!
Doc Morgan, however, shrugs off the attack, now Immune to Electric Damage!
Arthur is baffeted by the storm, thrown tumbling for 308 damage!
Vince, his flames burning scorchingly hot, battles and bats away the water before it reaches him, recieving only 55 damage!
Scarlett then throws a needle straight for Erika, striking her neck! She takes 364 damage and feels something painful begin to course through her: she's been Burned by Scarlett's Burning Blood Poison! Her Burning status cannot be removed by any means!
Russel lumbers forward, his Morale currently at 120%! He seems wholly silent, his eyes simply tracing lines across the ground as he moves to place himself at the front of Castle High, taking a defensive stance! Russel is protecting Castle High, and will intercept any attacks aimed at it toward himself!
Giada scratches and scrapes at her helmet within her flaming armor, terrible sounds and screams eminating from her, before she turns to Severa! Her words are a garbled mess of moans, screams, and whispers, "eeennTTTEEERRRrr..."
Giada's chest armor suddenly expands and opens, plates and molten chaimail giving way as tendrils of flaming darkness and claws of hate whip outward toward the cleric, pulling her toward an infinitely dark pit in the commander's chest--!
But Doc Morgan appears just as the tendrils approach, firing a volley of gunshots on them--just enough of a delay for Severa to weave her way through the remainder herself, safely leaping out of range!
Giada then moves herself in front of Azure, Protecting him! Any attacks aimed at him will be redirected to her instead!
Giada is fatigued from her efforts... (-1 Adv)
Candice is already spent from her efforts, glaring with malice.
Candice is fatigued from her efforts... (-1 Adv)
Corbin shakes his head, taking a long drag of his cigar, "this all went and became a mess... was supposed to be quick and easy, none of this warrin' nonsense." With a cough, he raises his rifle to attack, "guess we better try to get done with this as quick as we can."
Corbin lines up and fires a Crippling Shot on Severa! The bullet streaks through the air with a purple trail, striking the cleric in the joint of her knee armor for 162 damage! She's forced to a knee as she is Crippled, reducing her Agility by 3!
Corbin then activates Suppressing Fire! He will Counter any physical attacks he recieves from now on!
Grandmaster Azure's Ascendant Grandmaster Ability activates, granting him 20% Ascension! Despite the assault he recieved this turn, it seems his otherworldly power has already returned, his sheer presence more brilliant and incredible than any other around him!
Grandmaster Azure's Crown of Starlight glows and shines!
He activates Sign of Storm's Misery! With a burst of emerald light, half of Castle High's members suddenly find themselves struggling for air and breath!
He activates Sign of Star's Vigil! In a flash of dark light, Azure becomes cloaked in shifting glyphs and stones, as he is ready to Adapt to any magic or ranged attacks, granting him protection to those attacks for the battle's remainder!
He activates Sign of Prophet's Mercy! A golden, warm light shrouds him and his allies, promising protection and healing! He and his allies will be healed for 50% of their Max HP at the end of the turn, and Scarlett, Victim of the Element's Power has been doubled!
Giada, Victim of Hellfire's Hellish Defenses grow in strength! She increases her Magical Resistance by 20%!
The Clerics of the Aethon Sol band together, creating a potent concentration of healing energy--which Rosemary directs, creating a whirling stream of warm, regenerative light, which she directs across Regiment 1-31!
All allies are healed for 400 HP!
Vision of the Historian targets Azure's hidden Technique, revealing it: Ascendant Form! Upon reaching 40% Ascension, Azure will be able to transform into a more powerful state of being, empowering all his stats and Techniques!!
The Wizard's Lenses of Knowledge focus in on Azure, revealing his greatest weakness:
...Himself?
Perhaps due to the ascendant energy surrounding the Grandmaster, it's hard to get an exact understanding, but... it seems that the greatest way to defeat Azure is for him to defeat himself. In fact... is that... his destiny?
Azure's Castle High fires its Arcane Artillery! Blasts of magic and mana rain down on Castle Low, dealing 998 damage!
Conquering Champion grants all allies an additional Advantage! Severa gains Charged Magic Circuits!
Grandmaster Azure appears to be breathing more heavily after his actions... (-2 Adv)
His concentration having been broken, Grandmaster Azure drops the Shroud of Starlight around Castle High: it can now be attacked!
Scarlett, Victim of the Elements raises her hands, conjuring a spiralling tempest with her Dead Heart of the Storm! "Everyone, just, stop fighting..." she says, attempting and failing to muster any strength in her voice. She levels an Electric bolt on Doc Morgan, a Wind barrage on Arthur, and a deluge of Water on Vince!
Doc Morgan, however, shrugs off the attack, now Immune to Electric Damage!
Arthur is baffeted by the storm, thrown tumbling for 308 damage!
Vince, his flames burning scorchingly hot, battles and bats away the water before it reaches him, recieving only 55 damage!
Scarlett then throws a needle straight for Erika, striking her neck! She takes 364 damage and feels something painful begin to course through her: she's been Burned by Scarlett's Burning Blood Poison! Her Burning status cannot be removed by any means!
Russel lumbers forward, his Morale currently at 120%! He seems wholly silent, his eyes simply tracing lines across the ground as he moves to place himself at the front of Castle High, taking a defensive stance! Russel is protecting Castle High, and will intercept any attacks aimed at it toward himself!
Giada scratches and scrapes at her helmet within her flaming armor, terrible sounds and screams eminating from her, before she turns to Severa! Her words are a garbled mess of moans, screams, and whispers, "eeennTTTEEERRRrr..."
Giada's chest armor suddenly expands and opens, plates and molten chaimail giving way as tendrils of flaming darkness and claws of hate whip outward toward the cleric, pulling her toward an infinitely dark pit in the commander's chest--!
But Doc Morgan appears just as the tendrils approach, firing a volley of gunshots on them--just enough of a delay for Severa to weave her way through the remainder herself, safely leaping out of range!
Giada then moves herself in front of Azure, Protecting him! Any attacks aimed at him will be redirected to her instead!
Giada is fatigued from her efforts... (-1 Adv)
Candice is already spent from her efforts, glaring with malice.
Candice is fatigued from her efforts... (-1 Adv)
Corbin shakes his head, taking a long drag of his cigar, "this all went and became a mess... was supposed to be quick and easy, none of this warrin' nonsense." With a cough, he raises his rifle to attack, "guess we better try to get done with this as quick as we can."
Corbin lines up and fires a Crippling Shot on Severa! The bullet streaks through the air with a purple trail, striking the cleric in the joint of her knee armor for 162 damage! She's forced to a knee as she is Crippled, reducing her Agility by 3!
Corbin then activates Suppressing Fire! He will Counter any physical attacks he recieves from now on!
Grandmaster Azure's Ascendant Grandmaster Ability activates, granting him 20% Ascension! Despite the assault he recieved this turn, it seems his otherworldly power has already returned, his sheer presence more brilliant and incredible than any other around him!
Grandmaster Azure's Crown of Starlight glows and shines!
He activates Sign of Storm's Misery! With a burst of emerald light, half of Castle High's members suddenly find themselves struggling for air and breath!
He activates Sign of Star's Vigil! In a flash of dark light, Azure becomes cloaked in shifting glyphs and stones, as he is ready to Adapt to any magic or ranged attacks, granting him protection to those attacks for the battle's remainder!
He activates Sign of Prophet's Mercy! A golden, warm light shrouds him and his allies, promising protection and healing! He and his allies will be healed for 50% of their Max HP at the end of the turn, and Scarlett, Victim of the Element's Power has been doubled!
Giada, Victim of Hellfire's Hellish Defenses grow in strength! She increases her Magical Resistance by 20%!
The Clerics of the Aethon Sol band together, creating a potent concentration of healing energy--which Rosemary directs, creating a whirling stream of warm, regenerative light, which she directs across Regiment 1-31!
All allies are healed for 400 HP!
Vision of the Historian targets Azure's hidden Technique, revealing it: Ascendant Form! Upon reaching 40% Ascension, Azure will be able to transform into a more powerful state of being, empowering all his stats and Techniques!!
The Wizard's Lenses of Knowledge focus in on Azure, revealing his greatest weakness:
...Himself?
Perhaps due to the ascendant energy surrounding the Grandmaster, it's hard to get an exact understanding, but... it seems that the greatest way to defeat Azure is for him to defeat himself. In fact... is that... his destiny?
Azure's Castle High fires its Arcane Artillery! Blasts of magic and mana rain down on Castle Low, dealing 998 damage!
Conquering Champion grants all allies an additional Advantage! Severa gains Charged Magic Circuits!
Re: Battle 10: vs Castle High Lv 21
Thu Dec 03, 2020 11:54 am
- Castle and Commanders:
- Castle Low - CASTLE - HP 7196 / 19000
Adv: -
Personal Adv: -
Power: -
All Army Effects:
Conquering Champion: Gain +1 Advantage every even turn and all healing effects targeting you gain +10 Power.- Character Information:
Equipment Effects
None
Abilities
Fortress: All damage against this target is doubled, it has no stats, and it cannot avoid damage.
Ancient Protection of the First Castle: Completely negate the most damaging attack this castle will recieve this turn.
Ancient Wellsprings of Mana (1/3): Up to three times per battle, grant an ally Overloading Magic Circuits.Ancient Protectors of Stone: Instead of melee attacking this castle, attackers are forced to attack stone guardians.DestroyedMASSIVE DAMAGE: Create a gigantic blast of unblockable damage. May only be activated by the combined power of many righteous souls.Disabled by Grandmaster Azure
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength -- Spirit -- Charisma -- Agility -- Faith -- Insight --
COMMANDERS
Zaffre, Fate Rataken - HP 401 / 1500
Adv: +3
Personal Adv: +10 (Charisma)
Power: 90
Floating: Can avoid some obstacles
Drowned: Cannot affect allies who are Gasping. Lose 15% Max HP at the end of turn. Reduced resistance to Electric and Water damage, increased resistance to Fire damage.- Character Information:
Equipment Effects
Flaming Gears of Free Will: All actions involving the empowering of others gain an additional 50% Power. All allies are immune to all mind-control effects so long as you are not Incapacitated.
Abilities
Tactician of Fate Reclaimed: You may ask for the aid and coordinate the attacks of distant allies, regardless of distance or unavailability.
Astromancer of the Skyward Castle: Grant each ally a spirit to aid them in battle, upgrading their equipment, stats, Techniques, and/or Abilities.
Techniques
Strike Against Tyrants: All enemies below 20% Max HP that are under the effects of mental or mind-control debuffs are cured, even if doing so would otherwise be impossible.
Power to Change Worlds: Grant one ally Free of Fate, allowing them to ignore all enemy effects, Techniques and Abilities during their next action.
Humbled Pariah: For no action cost, you may move any damage or debuffs from any ally onto yourself.
Defenses and Resistances
Resistance to all damage: +25%
StatsPhysical Magical Support Strength +1 Spirit +7 Charisma +9 Agility +0 Faith +4 Insight +5
General Toleann - HP 601 / 3500
Adv: +0
Personal Adv: +11 (Strength/Charisma)
Power: 110
Regeneration(200)(2): Heal 200 HP at the end of every turn.
Drowned: Cannot affect allies who are Gasping. Lose 15% Max HP at the end of turn. Reduced resistance to Electric and Water damage, increased resistance to Fire damage.- Character Information:
Equipment Effects
Blade of Castle Low: You are immune to all mental and mind-control effects. You cannot be Incapacitated so long as Castle Low stands. The wielder of this blade is the controller of Castle Low's power.
Abilities
General of the First Fortress: Grant all allies +10% Power for every 10% Army Strength Castle Low has.
Indomitable Spirit: Your melee attacks ignore up to 30% of the enemy's damage resistance.
Techniques
Grand Shield: Negate the first three instances of damage recieved by target ally or Castle this turn.
Call to Arms: Grant all allies an additional Advantage. You may not take any other actions this turn.
Crushing Blow: Permanently reduce an enemy's melee damage resistance by 10%.
Defenses and Resistances
Resistance to all damage: +25%
StatsPhysical Magical Support Strength +11 Spirit +8 Charisma +9 Agility +7 Faith +8 Insight +9
Re: Battle 10: vs Castle High Lv 21
Thu Dec 03, 2020 11:59 am
- Regiment 1-31:
Arthur ([VIOLET]) - HP 1474 / 1800
Adv: +6
Personal Adv: +10 (Strength/Faith)
Power: 85
Float: Hover over some obstacles.
Lightspeed Sprint(2): +2 Agility, you may act during the enemy turn.
Watcher: Grant the first ally you target this turn half your Total Advantage as Effective Advantage.
Gasping: Cannot affect allies who are Drowned.- Character Information:
Equipment Effects
Pale Moon: Whenever you deal or block damage, heal 75 HP. Ignore and destroy all magical barriers and defensive enchantments on targets you attack. Whenever you successfully reduce the damage of a magic attack, gain Charged Magic Circuits.
Symbol of the Humble: Gain 2 Advantage at the beginning of the first turn. If you have more Advantage than the first enemy you attack this turn, gain an additional Advantage. You do not gain Advantage at the end of rounds.
Heleta, Wandering Hope: 100 HP regeneration per turn. May remove Floating to gain Flying for two turns. May remove Floating to gain Soaring for one turn. Spectacularly failed attacks against you inflict Hopeless to the attacker. Once per battle, grant yourself and an ally "Determined", allowing you to ignore the first instance of lethal damage. You may take an additional attack each turn at no cost.
Abilities
Self-Sufficient: Actions that target a character no other player is targetting have double Advantage.
Watchful Warrior: 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 Total Advantage when you attack. As a Watcher, grant the first ally you target this turn half of your Total Advantage as 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%.
Temporal Riposte: 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. All of the intercepted attack's potential damage is reflected to the attacker.
Defender's Passion: Whenever you are the target of three enemy actions on the same turn, gain an Advantage. You may not gain more than one Advantage per turn this way.
Ultipax: Spend an action and an Advantage to activate this Technique. Whenever you would be attacked, instead clash with the attacker. Whomever has less Power takes an attack with Power equal to the difference. Once, you may activate this without spending an Advantage.
Syzygy: Redirect the first attack aimed at a target ally to another target ally (including yourself).
Lightspeed Sprint: Gain +2 Agility and you may act during the enemy turn. You must specify when you act or what you act in reaction to.
Defenses and Resistances
Physical Defense: +3
Magic Resistance: +25%
Physical Resistance: +20%
Resistance To All Damage: +40%
StatsPhysical Magical Support Strength +8 Spirit +0 Charisma +6 Agility +5 (+3+2) Faith +8 Insight +1 - Inventory:
- Weapon - Pale Moon
- Pale Moon:
- Pale Moon
STAR ARM
Power: 85
+25% Resistance to Magic Damage
+4 Strength
+4 Faith
+3 Charisma
+Whenever you deal damage, heal or block 75 HP.
+Ignore and destroy all magical barriers and defensive enchantments on targets you attack.
+Whenever you successfully reduce the damage of a magic attack, gain Charged Magic Circuits.
+Gain the "Syzygy" Technique.- Syzygy:
- Syzygy: Redirect the first attack aimed at a target ally to another target ally (including yourself).
"To the man who glows like the moon."
Specialty Armor - Symbol of the Humble- Symbol of the Humble:
- Symbol of the Humble
+1 Faith
+1 Agility
+1 Charisma
+You may only equip and un-equip this item outside of combat.
+Gain 2 Advantage at the beginning of the first turn.
+If you have more Advantage than the first enemy you attack this turn, gain an additional Advantage.
-You do not gain Advantage at the end of rounds.
A collection of two celestial trinkets, gaining the boons and weaknesses of both. A new story is begged by their connection: a forgotten thief unknowingly following the Fox Robber's example, retelling his tale in a brave new world.
Armor - Heleta, Wandering Hope- Heleta, Wandering Hope:
- Heleta, Wandering Hope
CELESTIAL STAR ARM
(Fused)
+600 Max HP
+100 HP regeneration per turn
+3 Faith
+2 Strength
+2 Agility
+2 Charisma
+40% Resistance to All Damage
+20% Physical Resistance
+Gain +1 permanent physical defense at the end of every Battle (currently +4)
+Gain Float
+May remove Floating to gain Flying for two turns
+May remove Floating to gain Soaring for one turn
+Spectacularly failed attacks against you inflict Hopeless to the attacker
+Once per battle, grant yourself and an ally "Determined", allowing you to ignore the first instance of lethal damage.
+Upgrade Ultimare to Ultipax
+Gain Lightspeed Sprint
+Make an additional attack each turn.
Imposing armor consisting of scales, spikes, and lines of glowing light across dark plates. Its sillhoutte invokes the image of a swordsman of twilight, between light and dark, forging a new path toward perfection.
Permanent Stats - +2 Strength, +1 Faith, +1 Insight
Item - Dagger of the Broken Kiss- Dagger of the Broken Kiss:
Dagger of the Broken Kiss
Power: 80
+2 Agility
+1 Strength
-3 Faith
+10 Power against Elite and Boss enemies
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 had 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.
Milestone: Deal, heal, or block 2000 or more damage!
Bran (GM_3826) - HP 1221 / 1400
Adv: +3
Personal Adv: +10 (Spirit)
Power: 85
Float: Hover over some obstacles
Sigil: Wind: All attacks of the Wind element gain +20% Power.
Sigil: Electricity: All attacks of the Electricity element gain +20% Power.
Sigil: Ice: All attacks of the Ice element gain +20% Power.
The Wizard's Insight: At the beginning of every turn, choose an element. For the rest of the battle, all attacks that deal damage of the chosen element gain +20% Power.
Free of Fate: Ignore all enemy effects, Techniques and Abilities during your next (applicable) action.
Drowned: Cannot affect allies who are Gasping. Lose 15% Max HP at the end of turn. Reduced resistance to Electric and Water damage, increased resistance to Fire damage.- Character Information:
Equipment Effects
Archmage's Warded Cloak of Skies: Recover from all debuffs twice as fast. Gain Float. Once per battle, gain Flying. Once per battle, inflict enemy castle with Dark Cloud, reducing the effectiveness of all enemy healing by 50% for one turn.
Wizard's Lenses of Knowledge: Immune to mental and visual debuffs. See through all illusions and deceptions. All information gained from examination actions will include text containing Critical information (denoted by bold lettering). The first examination you perform each battle does not count as an action. You may take an additional action each turn if none of your actions have matching elements. Whenever you examine an enemy, you learn of their greatest weakness. You can gaze into the Expanse.
Animus Arcanis: Once per battle, all non-Castle attacks restore 30% HP for one turn. Begin all battles with Charged Magic Circuits. If you have Charged Magic Circuits and charge mana further, gain Overloading Magic Circuits. Whenever you expend Charged or Overloading Magic Circuits, gain 1 Advantage.
Abilities
Knowldgeable Arcana: Cast any magic that was cast previously by any character this battle. You may only activate this once 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%.
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
Resistance to All Damage: 33% (10% * 25%)
Magical Resistance: 25%
Elemental Resistance: 25%
Magical Defense: +3
StatsPhysical Magical Support Strength +1 Spirit +8 Charisma +1 Agility +4 Faith -2 Insight +7 - Inventory:
- Weapon - Animus Arcanis
- Animus Arcanis:
- Animus Arcanis
STAR ARM
Power: 85
+5 Spirit
+3 Agility
+2 Insight
-2 Faith
+Once per battle, all non-Castle attacks restore 30% HP for one turn.
+Begin all battles with Charged Magic Circuits.
+If you have Charged Magic Circuits and charge mana further, gain Overloading Magic Circuits.
+Whenever you expend Charged or Overloading Magic Circuits, gain 1 Advantage.
A wand whose power carefully threads the needle between life and magic. Its core is pure magic condensced into quicksilver and melded with enchanted wood, creating an immense mana source resevoir. Simply holding the wand grants one vast reserves of mana potential, and expending that mana results in one's own life being amplified.
Armor - Archmage's Warded Cloak of Skies- Archmage's Warded Cloak of Skies:
- Archmage's Warded Cloak of Skies
STAR ARM
(Fused, Refined)
+300 Max HP
+2 Spirit
+25% Power if a weapon's highest statistic is Spirit or Faith
+25% Resistance to All Damage
+15% Magical Resistance
+25% Elemental Resistance
+Recover from all debuffs twice as fast
+Gain Float. Once per battle, gain Flying.
+Once per battle, inflict enemy castle with Dark Cloud, reducing the effectiveness of all enemy healing by 50% for one turn.
An enchanted cloak covered in glowing protective wards. Winds of harmony and change flow through its folds, keeping it constantly in motion and allowing its wearer to ascend for short periods and release a weakening mist onto enemies. The flexibility and raw, arcane Power of this cloak matches that of its wearer.
Specialty Armor - Wizard's Lenses of Knowledge- Wizard's Lenses of Knowledge:
Wizard's Lenses of Knowledge
CELESTIAL STAR ARM
+4 Insight
+Immune to mental and visual debuffs
+See through all illusions and deceptions
+All information gained from examination actions will include text containing Critical information (denoted by bold lettering)
+The first examination you perform each battle does not count as an action.
+You may take an additional action each turn if none of your actions have matching elements
+Whenever you examine an enemy, learn of their greatest weakness
A pair of antique glasses enhanced to see all knowledge, no matter how far or obscrubed. They particularly lock on to enemies and discover what type of attacks are most effective against them.
Item - 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.
Permanent Stats - +1 Agility, +1 Spirit, +1 Insight, +1 Strength, +1 Charisma, +3 Mag. Def., +10 Power
Milestone: Deal, heal, or block 2000 or more damage!
Doc Morgan (Aquinas) - HP 730 / 1200
Adv: +5
Personal Adv: +10 (Faith)
Power: 80
Heroic Rush: +25%
Shrewd Drive: Gain Charismatic Speech. Your first Ranged attack every turn always hits.
Promised Future: The next time you would suffer a noteworthy adverse effect or consequence, Doc Morgan will appear to assist you.
Gasping: Cannot affect allies who are Drowned.- Character Information:
Equipment Effects
Beth Always Loved You: +5% HP regeneration per turn. Once per battle, activate this item to gain 100% of damage dealt as HP. You may transfer this healed HP to any other target. +5 Power for every ally targetted in a single action, up to your Faith stat.
Caster's Aerial Freedom: +10% Power if a weapon's highest statistic is Spirit or Faith. May be activated once per battle to either: gain Flying for two turns; or gain Charged Magic Circuits.
Reignited Traveler's Spark: You are immune to all temporal debuffs and effects. You may act at any time. You also control Aquinas; he may take one action per turn and has the same stats and Techniques as Doc Morgan.
Abilities
Frontier Medic: Whenever you directly heal an ally who took damage last turn, remove or reduce one random debuff.
Heroic Rush: Every time you or a buff you have caused restores a character's HP, gain +5% Power to your next attack. Every time you revive an ally, gain +15% Power to your next attack instead.
Techniques
Apply First Aid: Heal a target for HP they lost the previous turn. This heal gains +20 Power.
Iron Sights Shot: Fire a well-aimed shot that always hits and ignores all defensive buffs. You may not perform any other actions the turn you use this Technique.
Combat Roll: Reduce all non-Ranged damage taken this turn by 30%. Must be used the same turn as an attack. May be used once per battle without consuming an action.
Nanotech Bullets: Choose any number of targets greater than one. Apply a regenerative buff to each with double Power.
Old-Timer's Resolve: Gain an Advantage at the end of any turn you or a buff you caused heal yourself or an ally from below 50% HP to above 50% HP.
Charismatic Speech: Up to two target enemies have their Power reduced by 25% for two turns. If a target is a non-Player character with less than 20% HP, they are Charmed for one turn.
Time Traveler's Promise: Can only be used once per battle. Grant all allies (including yourself) Promised Future, allowing you to aid them in a time of need.
Defenses and Resistances
Resistance to All Damage: +5%
Resistance to Magical Damage: +15%
Immune to Electric Damage
StatsPhysical Magical Support Strength +0 Spirit +3 Charisma +2 Agility +4 Faith +6 Insight +7 - Inventory:
- Weapon - Beth Always Loved You
- Beth Always Loved You:
- Beth Always Loved You
CELESTIAL STAR ARM
Power: 80
+3 Insight
+4 Faith
+2 Charisma
+5% HP regeneration per turn
+Once per battle, activate this item to gain 100% of damage dealt as HP. You may transfer this HP to any target.
+5 Power for every ally targetted, up to your Faith stat
A worn yet polished revolver that looks somewhat out of place. The name "Beth" is engraved in its handle, still clearly visible despite the wear of time... and just below it, a strange addition: "always loved you," written in oddly familiar handwriting.
Armor - Caster's Aerial Freedom- Caster's Aerial Freedom:
- Caster's Aerial Freedom
+3 Spirit
+3 Agility
+1 Insight
+5% Resistance to All Damage
+15% Resistance to Magical Damage
+10% Power if a weapon's highest statistic is Spirit or Faith
+May be activated once per battle to either: gain Flying for two turns; or gain Charged Magic Circuits.
A set of protective clothing that empowers its user magic. The store of mana and fuel in the lightweight mechanisms beneath can be activated for either a surge of arcane power, or a burst of evasive speed.
Specialty Armor - Reignited Traveler's Spark- Reignited Traveler's Spark:
- Reignited Traveler's Spark
CELESTIAL STAR ARM
(Refined)
+3 Faith
+2 Insight
+Immune to electric damage
+Whenever you cause a regenerative buff, 75% of the total healing is granted on the first turn.
+You are immune to certain status effects
+You may act any time
+You also control Aquinas. Aquinas may take one action each turn and has the same stats and Techniques as Doc Morgan.
The reawakening spark of a time traveler, unaided by dangerous technology. Empowered and imbued with the spirit of youth and the wisdom of age.
Item - Drifter's Old Suit- Drifter's Old Suit:
- Drifter's Old Suit
+150 Max HP
+2 Agility
+2 Charisma
+1 Strength
+30% Resistance to Electric Damage
+10% Resistance to All Damage
A beaten-up vest, cloak and hat stained red and brown by clay, dirt and sand. Does a particularly good job at insulating its wearer from electrical shocks.
Permanent Stats - +1 Agility, Insight, Faith
Erika (Jan) - HP 740 / 1400
Adv: +5
Tempo: 2/5
Personal Adv: +12 (Charisma)
Power: 85
Tranquil Focus: You are immune to mental debuffs. Whenever you inflict a debuff, increase its severity.
Promised Future: The next time you would suffer a noteworthy adverse effect or consequence, Doc Morgan will appear to assist you.
Burning: Take 100 damage every turn.
Drowned: Cannot affect allies who are Gasping. Lose 15% Max HP at the end of turn. Reduced resistance to Electric and Water damage, increased resistance to Fire damage.- Character Information:
Equipment Effects
Dresalia, the Dragon's Deathmantle: This item cannot be stolen, disarmed, or destroyed. -50% damage taken by debuffs.
Twin Screaming Bolts of Tranquil Rhapsody: +15% Max HP regen per turn. Gain +5 Power for each Tempo Counter you have. Gain +8 Power for each instead if you have 5 Tempo Counters. You may conserve your Tempo Counters until they reach 5 instead of 3. All attacks that exclusively deal damage may strike all enemies (without loss of 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.
Electric Purple Glare: Inflict target with Electric Purple Despair, doubling the damage they take from all attacks and causing all attacks aimed at them to hit for one turn. May only be used once per turn.
Defenses and Resistances
Resistance to All Damage: +30%
Fire Resistance: Reflect at attacker
StatsPhysical Magical Support Strength +3 Spirit +6 Charisma +10 Agility +0 Faith +4 Insight +0 - Inventory:
- Weapon - Twin Bolts of Tranquil Rhapsody
- Twin Bolts of Tranquil Rhapsody:
- Twin Bolts of Tranquil Rhapsody
CELESTIAL STAR ARM
(Fused)
Power: 85
+5 Charisma
+4 Spirit
+4 Faith
+3 Strength
+15% Max HP regen per turn
+All attacks that exclusively deal damage may strike all enemies.
+Gain Electric Purple Glare
+Gain +5 Power for each Tempo Counter you have. Gain +8 Power for each instead if you have 5 Tempo Counters. You may conserve your Tempo Counters until they reach 5 instead of 3.
+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 twin-necked instrument featuring both an electric bass and guitar. Electricity arcs between its frets, and as its musician grows in tempo and hype, so too does its power. The twin heads allow skilled hands to play dual melodies, empowering or attacking two targets simultaneously. Fucking. Badass.
- 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.
- Leather Collar:
Leather Collar
+25 Max HP
+1 Charisma
A leather collar with iron studs. Helps block attacks at the neck. Very punk.
Permanent Stats - +2 Charisma
Item - Blank Guitar - Unremarkable guitar. Power: 40. +1 to charisma, -1 to insight.
Nathalia (Mirkwood) - HP 1850 / 1850
Adv: +2
Personal Adv: +8 (Strength)
Power: 166 (85 * (1+0.95))
DM: +19
Promised Future: The next time you would suffer a noteworthy adverse effect or consequence, Doc Morgan will appear to assist you.
Doomed Fate: Something terrible will soon befall you.
Gasping: Cannot affect allies who are Drowned.- Character Information:
Equipment Effects
Bloodsucking Spear of the Venerated Drake: 20% Armor Piercing. All attacks restore 25% of non-Castle damage dealt as HP. On succesful hit, reduce enemy Resistance by 5%. When dealing 600+ damage, chance to reduce target Advantage by 1.
Enchanted Scalemail of the Dragon Duelist: Regenerate 10% of HP per turn.
Guardian Dragon Horned Helm and Shield: Whenever you decrease an enemy below 50% of their Max HP, inflict Fearful. Ignore all effects of enemy attacks excluding damage. Whenever you are attacked, gain +1 DM.
Abilities
Draconic Momentum: Whenever you attack an enemy, if they are the same as the last enemy you've attacked, gain 1 more Draconic Momentum (DM) and an additional DM for every previous consecutive turn you've attacked them. If not, and the prior enemy is not Incapacitated, lose 1 DM. Gain +5% Power for each Draconic Momentum, up to +100% Power.
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 DM 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 half-Power attack against any enemy. You do not lose DM from this attack and this attack does not consume an action.
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 Bloodlust: Perform an overwhelming series of spear strikes meant to breake and cripple the target. On successful hit, inflict Focused (User), causing target to lose Power on all attacks not targetting you. On exceptional hit, inflict Lifebleed, causing all attacks against the target to restore 20% of damage dealt as HP.
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.
Knight's Rush: Name one enemy target. You and the chosen target each choose a combat action or combat Skill. Each character takes turns using their chosen action until either character is Incapacitated or each has attacked four times.
Winged Negation: You spend an action and one Advantage to become immune to all damage this turn. Whenever you would take damage while using this Technique, gain +1 DM. You may not perform this action on consecutive turns.
Defenses and Resistances
Resistance to All Damage: +25%
Physical Resistance: +10%
Elemental Resistance: +10%
Fire Resistance: +25%
StatsPhysical Magical Support Strength +6 Spirit +3 Charisma -2 Agility +5 Faith +0 Insight +3 - Inventory:
- Weapon - Bloodsucking Spear of the Venerated Drake
- Bloodsucking Spear of the Venerated Drake:
- Bloodsucking Spear of the Venerated Drake
STAR ARM
Power: 85
+4 Strength
+2 Agility
+20% Armor Piercing
+10% Resistance to Physical Damage
+100 Max HP
+All attacks restore 25% of non-Castle damage dealt as HP.
+On succesful hit, reduce enemy Resistance by 5%.
+When dealing 600+ damage, chance to reduce target Advantage by 1.
+Gain Technique "Flurry of Bloodlust"- Flurry of Bloodlust:
- Flurry of Bloodlust: Perform an overwhelming series of spear strikes meant to breake and cripple the target. On successful hit, inflict Focused (User), causing target to lose Power on all attacks not targetting you. On exceptional hit, inflict Lifebleed, causing all attacks against the target to restore 20% of damage dealt as HP.
A weapon with dual histories, soaked in blood and battle by both. The serrated, jagged head of this spear draws the very life essence from its targets, restoring the wielder while reducing them to nothing. While wielding such a fearsome weapon, one should be cautious, lest they repeat the folly of a certain, broken knight.
Armor - Enchanted Scalemail of the Dragon Duelist- Enchanted Scalemail of the Dragon Duelist:
- Enchanted Scalemail of the Dragon Duelist
+450 Max HP
+3 Agility
+2 Strength
+1 Spirit
+25% Resistance to All Damage
+10% Resistance to all Elemental Damage
+25% Resistance to Fire Damage
+Regenerate 10% of HP per turn
+Gain the skill 'Duelist's Rush' as long as this item is equipped- Duelist's Rush:
- Duelist's Rush: Name one non-Elite, non-Boss enemy who has attacked an ally this battle. You and the chosen enemy each choose a combat action or combat Skill. Each character takes turns using their chosen action until either character is defeated.
A set of scalemail armor reinforced with holy metal and the bones of an ancient dragon. Its enchantments protect the wearer, brush off flames, and restore one's body. Embedded in the armor's chest is a worn stone of black and white, instilling its wearer with an ancient duelist's power.
Specialty Armor - Guardian Dragon Horned Helm and Shield- Dragon Horned Helm and Shield:
- Dragon Horned Helm and Shield
CELESTIAL STAR ARM
+3 Insight
+2 Spirit
-2 Charisma
+100 Max HP
+Whenever you decrease an enemy below 50% of their Max HP, inflict Terrified
+Ignore all effects of enemy attacks excluding damage
+Gain Winged Negation
Whenever you are attacked, gain +1 DM
An imposing helmet that strikes enemies with a looming dread, now featuring particularly notable horns. Along with the helmet is a crimson, ancient shield, holding off foes from their attacks.
Permanent Stats - +1 Agility, +1 Strength, +1 Insight
Severa (Claris) - HP 1523 / 1850
Adv: +3
Personal Adv: +7 (Faith)
Power: 80
Drowned: Cannot affect allies who are Gasping. Lose 15% Max HP at the end of turn. Reduced resistance to Electric and Water damage, increased resistance to Fire damage.
Crippled: -3 Agility
Charged Magic Circuits: Increased effectiveness of next magic action.- Character Information:
Equipment Effects
Holy-Core Graceful Cannon: Whenever you expend Charged Magic Circuits, gain an additional +20 Power; whenever you heal an ally, all of your support actions gain an additional +10 Power until end of turn.
Light of the Nurturing Cleric: Gain Charged Magic Circuits every even turn. All damage dealt to non-Castle targets heals you for 25% HP. You may expend Charged Magic Circuits to swap two of your stats for the rest of the battle. If you revive an ally, immediately gain Overloading Magic Circuits. If you charge mana beyond Overloading Magic Circuits, gain Unbounded Magical Circuits.
Radiant Visor of The Castle's Soul: Apply Conquering Champions to all allies (no matter your condition), granting +10 Power to all healing effects and an Advantage every even turn.
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.
Prayer of Alter Nutrix: 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 be used so long as the effect targets an ally.
Defenses and Resistances
Resistance to All Damage: +51% (45% * 10%)
Physical Resistance: +10%
StatsPhysical Magical Support Strength +3 Spirit -1 Charisma +3 Agility -1 (+2 - 3) Faith +7 Insight +2 - Inventory:
- Weapon - Holy-Core Graceful Cannon
- Holy-Core Graceful Cannon:
- Holy-Core Graceful Cannon
(Fused)
Power: 80
+4 Faith
+3 Agility
+1 Insight
-1 Spirit
+Whenever you expend Charged Magic Circuits, gain an additional +20 Power.
+Whenever you heal an ally, all of your support actions gain an additional +10 Power until end of turn
A powerful arm-mounted cannon, blessed with the power of supporting allies above all else.
Armor - Light of the Nurturing Cleric- Light of the Nurturing Cleric:
Light of the Nurturing Cleric
CELESTIAL STAR ARM
(Fused)
+500 Max HP
+2 Faith
+2 Charisma
+1 Insight
-1 Agility
-1 Spirit
+45% Resistance to All Damage
+10% Resistance to Physical Damage
+All damage dealt to non-Castle targets heals you for 25% HP.
+Gain Charged Magic Circuits every even turn
+You may expend Charged Magic Circuits to swap two of your stats for the rest of the battle
+If you revive an ally, immediately gain Overloading Magic Circuits. If you charge mana beyond Overloading Magic Circuits, gain Unbounded Magical Circuits.
A suit of highly advanced technology, metallurgy, and sheer divine power which leaves darkness no place to hide. Covering one's entire body, its wearer becomes a beacon of light, shrugging off most forms of damage and drawing in power from the world to spin the armor's components, allowing rapid switching of capabilities. A long as this armor's wearer holds on to Faith, they shall bring Castle High's light.
Specialty Armor - Radiant Visor of The Castle's Soul- Radiant Visor of The Castle's Soul:
Radiant Visor of The Castle's Soul
Light of the Nurturing Cleric
CELESTIAL STAR ARM
+150 Max HP
+1 Charisma
+1 Spirit
+1 Strength
+1 Faith
+As long as you are not Sleeping, Incapacitated, or Charmed, apply Conquering Champions to all allies, granting +10 Power to all healing effects and an Advantage every even turn.
+Upgrade 'Voice Alter' to 'Prayer of Alter Nutrix'.
A wondrous visor of pure sapphire and nurturing energy. Seeing the world through its faintly tinted glass makes it look a touch brighter, the love and latent power inside others more evident.
Permanent Stats - +2 Strength
Vince (Atmos) - HP 308 / 1300
Adv: +3
Personal Adv: +7 (Spirit)
Power: 223 (90+15+30 * (1 + 0.35 + 0.3)
Hellfire x3: Lose 450 HP at the end of every turn.
Burning Strength: All Fire Element attacks gain 35% extra Power.
Promised Future: The next time you would suffer a noteworthy adverse effect or consequence, Doc Morgan will appear to assist you.
Drowned: Cannot affect allies who are Gasping. Lose 15% Max HP at the end of turn. Reduced resistance to Electric and Water damage, increased resistance to Fire damage.- Character Information:
Equipment Effects
Armored Heart of Silence: Gain +15 Power for each 400 HP missing. Remove all instances of Burning with Hellfire in your equipment, Techniques, and Abilities wherever applicable.
Chartreuse Bandanna of Extrospective Livin': +15 Power when below 50% HP. You are no longer Incapacitated at 0 HP. Instead, your HP may go below 0, down to a negative value equal in magnitude to 25% of your Max HP. Upon reaching this number, you are Incapacitated. The first time you are Incapacitated every battle, instead set your HP equal to 25% of your maximum HP. Lose all effects if not worn by Vince. You are immune to all fire damage. Every stack of Fire-element debuff on you increases your Power by 10%. Fire-element debuffs may stack on you indefinitely.
Mutual Destruction:- Mutual Destruction Effects:
- +Gain +20 Power when using Charged Magic Circuits.
+50% of damage dealt counts as Fire Damage, 50% of damage dealt counts as Dark Damage.
+Inflict Hellfire on all successful attacks.
+On exceptional hits, inflict Silence.
+You may reduce your Max HP by half for the battle's remainder to increase this weapon's Power by +10. You may only do this once per turn. You may stack Hellfire twice.
-Inflict yourself with two stacks of Hellfire at the start of every turn.
-Whenever you lose a stack of Hellfire, gain two additional stacks.
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 Extrospective Flame: Remove the Hellfire or Burning status from a target to heal 100 HP. This does not cost an action.
Techniques
Fiery Eruption: Target an enemy with a fire debuff. Perform a flying punch on them, doubling all stacks of the debuff they possess and granting you +10% Physical Damage Resistance for each stack applied this way.
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 Hellfire statuses dealt this turn to stack, increasing per-turn damage.
Soul Ignition: May be activated without consuming an action. Double your Advantage, all stats, and remaining HP for the rest of the turn. At the end of the turn, set your HP to 0 and become Gravely Incapacitated. This cost cannot be negated or reversed by any means.
Defenses and Resistances
Resistance to All Damage: +10%
Physical Defense: +1
Immune to Ice Damage
Immune to Fire Damage
StatsPhysical Magical Support Strength +2 Spirit +9 Charisma -4 Agility -2 Faith -2 Insight -2 - Inventory:
- Weapon - Mutual Destruction
- Mutual Destruction:
- Mutual Destruction
STAR ARM
(Refined, Fused)
Power: 90
-100 Max HP
+2 Strength
+6 Spirit
-6 Faith
-4 Agility
-6 Charisma
-2 Insight
+Gain +20 Power when using Charged Magic Circuits
+50% of damage dealt counts as Fire Damage, 50% of damage dealt counts as Dark Damage
+Inflict Burning on all successful attacks
+On exceptional hits, inflict Silence
+You may reduce your Max HP by half for the battle's remainder to increase this weapon's Power by +10. You may only do this once per turn.
+You may stack Burning twice.
-Inflict yourself with two stacks of Burning at the start of every turn.
-Whenever you lose a stack of Burning, gain two additional stacks.
One of the most powerful weapons ever created. The sheer destruction and carnage that can be created by this unholy lash is cataclysmic, but the demonic, tearing flames that engulf its wielder show an inevitable fate: to be painfully destroyed in kind.
Armor - Armored Heart of Silence- Armored Heart of Silence:
- Armored Heart of Silence
+100 Max HP
+3 Spirit
-2 Charisma
-1 Agility
+Immune to Ice damage
+Gain +15 Power for each 400 HP missing
+Remove all instances of Burning with Hellfire in your equipment, Techniques, and Abilities.
(Hellfire: Deal 150 damage at the end of every turn)
Corrupted, black armor embedded with a large chunk of swirling flame that coats the wearer in ash. Flames extend and contort around the wearer, a deep green at their core.
Specialty Armor - Chartreuse Bandanna of Extrospective Livin'- Chartreuse Bandanna of Extrospective Livin':
- Chartreuse Bandanna of Extrospective Livin'
CELESTIAL STAR ARM
+100 Max HP
+4 Charisma
+4 Faith
+15 Power when below 50% HP.
+You are no longer Incapacitated at 0 HP. Instead, your HP may go below 0, down to a negative value equal in magnitude to 25% of your Max HP. Upon reaching this number, you are Incapacitated.
+The first time you are Incapacitated every battle, instead set your HP equal to 25% of your maximum HP.
+Loses all effects if not worn by Vince.
+You are immune to all fire damage
+Every stack of Fire-element debuff on you increases your Power by 10%. Fire-element debuffs may stack on you indefinitely.
This bandanna carries Rosemary's heartfelt wish that Vince find peace in both himself and the world, and the lesson of a world traveller, one who's fought past every obstacle in his way: chase what you dream for, no matter what.
Permanent Stats - +1 Agility, +1 Spirit, +1 Charisma
Milestone: Deal, heal, or block 1000 damage!
CASTLE LOW Lv. 19
HP 7196 / 19000
ARMY STRENGTH: 50%
VS
Re: Battle 10: vs Castle High Lv 21
Thu Dec 03, 2020 12:02 pm
16901 / 21000 HP
Lv. 21 AZURE'S CASTLE HIGH
Lv. 21 AZURE'S CASTLE HIGH
ARMY STRENGTH: 60%
- Azure's Castle High:
- Azure's Castle High - CASTLE - HP 16901 / 21000
Adv: -
Personal Adv: -
Power: -
Protected (Russel, Victim of Death's Grip): Any attacks aimed at this target are redirected to Russel instead.
All Army Effects:
Assist (Nearby Regiments): Individuals from nearby regiments may come to assist at opportune moments.- Character Information:
Equipment Effects
None
Abilities
Hardened Fortress: All damage against this target is increased by 50%, it has no stats, and it cannot avoid damage.
Arcane Artilery: At the end of every turn, attack the enemy castle with a Castle Level * 5 Power attack.
Protection of the Soaring Skies: While this castle has at least 50% of its Max HP, all friendly units are healed +150 HP every turn.
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength -- Spirit -- Charisma -- Agility -- Faith -- Insight --
Grandmaster Azure - ULTIMATE ENEMY - HP 291 / 2000
Adv: +2
Personal Adv: +30 (Spirit)
Power: 250 (250)
ASCENSION: 20%
Sign of Storm's Misery: Inflict half of all enemies with Drowning and the other half with Gasping.
Sign of Prophet's Mercy: Restore 50% of Max HP to you and allies at the end of turn. You may double the power of one ally.
Sign of Star's Vigil: Adapt to all magic and ranged attacks recieved this turn. Once an attack is Adapted to, any subsequent attacks that are similar will do little to nothing.
Protected (Giada, Victim of Demon's Hate): Any attacks aimed at you are redirected to Giada instead.- Character Information:
Equipment Effects
CELESTIAL STAR ARM - Crown of Starlight: This item cannot be destroyed, stolen, or negated by any means. Every turn, activate any two unshattered Signs of Starlight. For every 20% Ascension, choose an additional sign.- Signs of Starlight:
Sign of Monster's Savagery: You are immune to debuffs. Any debuffs applied before this effect are removed. Take an additional single-target attack.Sign of Nature's Fury: Summon scores of animals and beasts to attack all enemies. Gain 50% resistance to magic damage.
Sign of Victory's Grace: Double your Power and the Power of one enemy.
Sign of Storm's Misery: Inflict half of all enemies with Drowning and the other half with Gasping.
Sign of Star's Vigil: Adapt to all magic and ranged attacks recieved this turn.
Sign of Demon's Invincibility: You are entirely immune to all damage not inflicted by musical sources.Sign of Dreadnought's Leadership: Increase the Power of all allies by 50%. Counter any melee attack you recieve this turn.
Sign of Prophet's Mercy: Restore 30% of Max HP to you and allies at the end of turn. You may double the power of one ally.
Sign of Legend's Failure: Summon a defeated foe from Castle High's past.
Abilities
Ascendant Grandmaster: At the end of every turn, gain 20% Ascension. Reduce all damage you recieve and increase all damage you deal by your Ascension percentage. Any damage blocked this way cannot be ignored. When you reach 100% Ascension, destroy all enemies and achieve godhood.
Inevitable Master: If you would ever be Incapacitated, instead shatter an active Sign of Starlight, reduce Ascension by 10%, and return to 50% of your Max HP.
True Master of Destiny: Take an additional action to contort the destiny of your enemies once per turn.
Techniques
Existential Erasure: This attack always deals damage equal to five times the target unit's maximum HP.
Perfected Slaves of Fate: At the end of every turn, gain control of up to 500 times your Ascension enemies. You may replace their memories with those of your choosing.
Return to Nothing: Set an enemy unit to 1 HP. This counts as a magical action, not an attack, and cannot be redirected.
Crash of the Heavens: Attack all enemies and the enemy castle with a celestial maelstrom. Your power is not split up between the targets.
Ascendant Form: Can be activated at 40% Ascension or more. Increase all base stats (HP, Power, etc.) and Techniques to an ascended form.
Defenses and Resistances
Resistance to All Damage: 20%
Resistance to Magic Damage: 50%
StatsPhysical Magical Support Strength +15 Spirit +30 Charisma +5 Agility +20 Faith +20 Insight +25
Scarlett, Victim of the Elements - ELITE - HP 1500 / 1500
Adv: +2
Personal Adv: +10 (Insight/Agility)
Power: 240 (120*2)
Weakened Soul: If Incapacitated or mentally jarred, cannot be revived by any means.
Glorious Power: Your power is doubled this turn.- Character Information:
Equipment Effects
Crimson Vials: All successful attacks cause minor debuffs.
Abilities
Dead Heart of the Storm: Every turn, you may make an additional Electric, Water, and Wind element attack against three different enemies. You may expend 100 HP to permanently increase your Power by 20%.
Mortal Strike Assassin: Enemies gain stacks of Assassin's Mark whenever you deal damage to them or examine them. If an enemy has at least 10 stacks of Assassin's Mark, your next attack against them deals extreme damage, gaining a 500% Power boost.
Techniques
Critical Strike: Strike an enemy's weakpoint to gain +25% Power.
Agile Warrior: The first time you would take damage from an attack every turn, ignore it.
Paralysis Poison: On hit, target is Paralyzed, only able to perform one action the following turn. You may not use any other poison this turn.
Burning Blood Poison: On hit, target is Burning and this status cannot be removed by any means.
Stealth Mission: You cannot be targetted for attacks this turn. Lasts an additional turn if you do not attack while Stealthed. Can only be used once per battle.
Critical Insight: Once per battle, learn a crucial detail instrumental to victory. May only be used on the third turn or later.
Defenses and Resistances
Resistance To All Damage: +20%
Immune to Elemental Damage
StatsPhysical Magical Support Strength +8 Spirit +6 Charisma +2 Agility +10 Faith +3 Insight +10
Russel, Victim of Death's Grip - ELITE - HP -149 / 1500
Adv: +2
Personal Adv: +10 (Strength)
Power: 135
Morale: 120%
Weakened Soul: If Incapacitated or mentally jarred, cannot be revived by any means.
Protecting (Castle High): Redirect any attacks aimed at Castle High to yourself.- Character Information:
Equipment Effects
Darkstreaker: Gain 15% Morale whenever you attack an enemy.
Scarlett's Birthday Gift: Once per battle, summon Scarlett to perform one additional action using her stats and character information.
Armor of Demise's Grace: Treat all friendly healing effects as damage. Treat all enemy attacks as healing. You are not Incapacitated until you reach Max HP. (Healing from enemies thus gets you closer to Incapacitation, and damage from allies further away. Being at 20% or lower Max HP is defined as being at or above 80% of your Max HP)
Abilities
Death's Commander: If Morale is above 125%, all allies gain +20 Power. If Morale is above 150%, all other allies are not Incapacitated until reduced to a negative value equal in magnitude to 50% of their Max HP. If Morale is above 200%, all allies gain an additional attack. Reset Morale to 150% at end of turn if at or above 200%.
Flow of Battle: Whenever an ally damages an enemy, gain +5% Morale.
Techniques
Sunrise Barrier: If you would be defeated, instead remain at 1 HP and gain a barrier with 500 HP.
Helping Hand: Whenever an enemy is defeated that you dealt damage to by a source besides you, you gain an Advantage.
Dusk Slash: Attack up to three enemies without reducing your Power with a Light element attack. May only be used if above 125% Morale.
Dawn Strike: Attack an enemy with Power * 2 Light element damage. Can only be used if above 150% Morale. Reduce Morale by 10%.
Defenses and Resistances
All Damage Resistance: +25%
Immune to Light Damage
Immune to Dark Damage
StatsPhysical Magical Support Strength +10 Spirit +2 Charisma +9 Agility +5 Faith +7 Insight +0
Giada, Victim of Demon's Hate - ELITE - HP 881 / 2200
Adv: +0
Personal Adv: +10 (Strength/Spirit)
Power: 120
Weakened Soul: If Incapacitated or mentally jarred, cannot be revived by any means.
Hellfire: Take 200 damage each turn.
Protecting (Grandmaster Azure): Redirect all attacks aimed at Azure to you instead.
Hellish Armor: +20% Magic Resistance- Character Information:
Equipment Effects
Scorching Hell Armor: Up to two allies may stand behind you. Redirect all attacks toward them to you instead. Any enemy who attacks you is inflicted with Hellfire. You are always inflicted with Hellfire.
Quick-Construction Chassis: +10 Power and +1 EA to constructing barriers or other constructs.
Abilities
Stalwart Shield: Once per turn, redirect an enemy attack aimed at a single ally to target you instead.
Hellish Defenses: At the end of every turn, choose one of melee, ranged, or magic. Increase your damage resistance from that source by 20% for this battle. You may expend 1 Advantage to repeat this effect as many times as you wish.
Immortal Pain: You cannot be reduced below 100 HP except by sound-based attacks.
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.
Screams of the Silent: Silence two enemies. They cannot perform magic actions.
Enter the City of Silence: Absorb an enemy.
Defenses and Resistances
All Damage Resistance: +40%
Magic Resistance: +20%
StatsPhysical Magical Support Strength +10 Spirit +10 Charisma +4 Agility +0 Faith -2 Insight +6
Candice, Victim of Bloodsworn Vengeance - ELITE - HP 849 / 1700
Adv: +0
Personal Adv: +10 (Insight)
Power: 130
Weakened Soul: If Incapacitated or mentally jarred, cannot be revived by any means.- Character Information:
Equipment Effects
Wilted Aquilegia Petals: Once per battle, perform an additional action that involves harming a member of Regiment 1-31.
AbilitiesReawakened Relayer: Spend an action and an additional Advantage to reset a target to the state they were in at the beginning of this Turn. You may not target the same character with this Ability more than once per battle.
Time's Rebellion: You may act in-between Enemy actions instead of acting during Ally actions.
Vengeance Exacted: All damage you deal this turn heals any target of your choosing. May be activated once without spending an action.
Techniques
Slowing Round: Target non-Boss unit gains Slow. They may only take 1 action this Turn.
Accelerated Bullet Wake: Target gains Haste(2). If they were already performing at least two actions, they may take a third without consuming additional Advantage. You may not perform any other actions the turn you use this Technique.Time Vortex: When you are hit by a single-target attack and successfully defend it, you may capture it. The attack can be released later in the battle. You may not Time Vortex more than one attack simultaneously.Froza Temporia: Both you and target enemy gain Stasis(1).
Defenses and Resistances
Resistance to All Damage: +25%
StatsPhysical Magical Support Strength +3 Spirit +5 Charisma +5 Agility +0 Faith +8 Insight +10
Corbin, Traitor of Castle High - ELITE - HP 974 / 1700
Adv: +0
Castle Charges: 3/10
Personal Adv: +10 (Insight/Agility)
Power: 80
Supressing Fire: Counter any Physical Attack.- Character Information:
Equipment Effects
Violet Star Rifle: All single-target attacks grant +2 Castle Charge. On exceptional hits, targets may be Stunned, making them unable to act for one turn.
Abilities
Castle's True Controller: Every turn, gain one Castle Charge. At 5 Castle Charge, spend all charges to inflict an attack on all enemies with power equal to Castle Level x 10. Lose all Castle Charges upon defeat.
Techniques
Crippling Shot: On hit, inflict Crippled on an enemy, giving them -3 Agility.
Suppressing Fire: While active, counter-attack any Physical Attack.
Debilitating Round: On hit, non-Boss target's Power is Weakened, reducing their Power by 25% for two turns.
Evasive Engines: Once per battle, Castle High can entirely ignore an enemy attack.
Star-Crossing Richochet: Choose up to three targets. Any debuff held by any of the targets is distributed to all targets. If doing so spreads more than one status, reduce the duration of all debuffs by one (unless doing so would remove the debuff).
Defenses and Resistances
Resistance To All Damage: +20%
Resistance to Magic Damage: +20%
StatsPhysical Magical Support Strength +7 Spirit +4 Charisma +7 Agility +10 Faith -2 Insight +10
Construct of Crimson - ELITE - HP 1600 / 1600
Adv: +1
Personal Adv: +9 (Strength/Spirit)
Power: 160- Character Information:
Equipment Effects
None
Abilities
Grand Siege: No enemy may attack you more than once per turn. If you reduce an enemy below 50% Max HP, inflict Fearful. If an enemy is already Fearful, inflict Terrified.
Way of Mind and Sword: Your attacks always hit. Whenever you would take damage, you may take actions or movements to reduce that damage. This Ability may be activated (using an action) to Counter all attacks recieved this turn. You may not perform other actions the turn you activate this Ability.
Techniques
Eagle Eye: Remove all positive buffs on target.
Equalizer Shot: This attack's damage cannot be blocked, reduced or negated by any means.
Pursuit Drive: Attack up to three enemies and inflict Fearful. If an enemy is already Fearful, inflict Terrified.
Crystal Sword Generation: Requires Charged Magic Circuits. Attack an enemy twenty times at 25% Power with a barrage of crystal blades. May be used without Charged Magic Circuits if below 25% Max HP.
Defenses and Resistances
All Damage Resistance: +20%
StatsPhysical Magical Support Strength +9 Spirit +9 Charisma +6 Agility +3 Faith -2 Insight +8
TURN 2 START!
Action Deadline: 1/11/20
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 10: vs Castle High Lv 21
Thu Dec 03, 2020 2:44 pm
I kneel. Before my god I kneel. Before me his vision is there, sitting upon his throne.
"Severa. This is it, then? A bullet to the knee...and the mighty cleric mistress is brought low."
I open my mouth, but...
"Say nothing, powerless one. Reflect upon your limits. Upon my judgements. Think what it is you desire, and make your choice."
He smiles cruelly.
"It can still be yours...if you judge correctly."
The vision vanishes, and I sink to the ground fully. My strength is gone, as mana rages through my body. My hair begins to fray, turning a dull, white-dusted brown. I was never worthy of this form, the one I held up in front of my allies. His judgement...that I must prove myself to know my limits...what did he mean?
"Hhhh...Ragnus....have I....failed, then?"
My voice creaks, snapping and croaking. The sound is deep, and ruinous, as it once was.
"I...I can't accept that. I'm sorry, milord...I'm sorry."
I bow my head, and close my eyes. I feel it coming for me...the pale warmth of death. Of unmaking.
...Warmth?
Severa & Co: With heartache resonating in their souls, Get Up. Get Up and Charge as much mana as possible.[1][2]
"Azure."
In my newly re-withered form, I don't seem like much of a threat. I'm not sure he can even hear me. But nonetheless, I speak.
"Your machinations keep me from the one I love."
My entire body blazes like fireworks, mana pouring off my form like a resonant waterfall, pooling around my feet as I stand, against all odds, AS I STAND.
"I will ensure nothing breaks the bonds of those here. I will invoke the deepest madness if I must. The limits of my soul...have always been what I was most afraid of."
Severa: unleash the mana in reality-altering fashion on Regiment 1-31. Bend the walls of our dimension. Bend the temporal, the physical, the spiritual to my will. Invoke Rebellion Against The Heavens.[3]
I kneel again, then, teeth clenched, pain coursing through my body...but this was nothing, and soon enough I smile again, reassuringly, at my comrades. Though I cannot stand, they will know I am safe.
Instead, I drop my weight, lowering myself to the ground. To the mercy of memories long buried...
"O Storied Knight, he who I have slain...I beseech thee. Forgive me mine sins against you, and lend us your power once more..."
Severa: begin the Prayer-Oath of Knighthood, Sixth of its Name[3.5]
"That we might defend against any blow, any storm, any blade leveled against us...lend us your Shield, O Storied One, that blood might not be spilt, and instead left thundering in veins as hearts beat erratic."
I begin to rise as, around me, purple and orange mana glows. The purple is mine, assuredly, but the orange comes from elsewhere, and beyond. A familiar, safeguarding warmth fills me as I rise back to one knee.
"Grant but one of us the power to defend against anything, mine friend. Give unto this Magus the Shield of your will. Aegis of Six!"
Severa: Target Bran with Prayer of Alter Nutrix, transforming Aegis of Magic into Aegis of Six. Upon shattering, the barrier will reform immediately, gaining health with each reformation, up to six reforms.[4]
"Severa. This is it, then? A bullet to the knee...and the mighty cleric mistress is brought low."
I open my mouth, but...
"Say nothing, powerless one. Reflect upon your limits. Upon my judgements. Think what it is you desire, and make your choice."
He smiles cruelly.
"It can still be yours...if you judge correctly."
The vision vanishes, and I sink to the ground fully. My strength is gone, as mana rages through my body. My hair begins to fray, turning a dull, white-dusted brown. I was never worthy of this form, the one I held up in front of my allies. His judgement...that I must prove myself to know my limits...what did he mean?
"Hhhh...Ragnus....have I....failed, then?"
My voice creaks, snapping and croaking. The sound is deep, and ruinous, as it once was.
"I...I can't accept that. I'm sorry, milord...I'm sorry."
I bow my head, and close my eyes. I feel it coming for me...the pale warmth of death. Of unmaking.
...Warmth?
- Visions of Happier Days Gone By:
- I open my eyes to a field of flowers, a towering stone monolith, and a figure in deep purple robes with silver crescent moons, waxing and waning moons...the cycle, in and out of order, decorating her warped figure. Warped...but whole. Unharmed.
"O....Ophelia..."
Unbidden my voice comes, leaping from my chest. Deep and full of the power that is thrumming through my vocal chords. At her name, she opens her eyes, meeting my gaze - her soft silver-gray eyes meeting mine. And in that instant, I know mine are green again.
"Is it...really you?"
She slides off the pedestal, and walks forward, as I do the same. The difference is...she walks assuredly. As if she knew our meeting was predestined.
I walk in a trance. Unable to believe this is really happening, that this could ever be real.
"My dear...Ophelia..."
'Shush, Steel.'
She reaches me, wrapping her arms around my neck.
'You took long enough. You had me worried, you know...'
Tears begin to fall. From my eyes...from hers...
"I'm sorry, Ophelia. I'll never let you down again."
Ragnus' words echo in my mind. "It can be yours...if you judge correctly."
Of course. My arms fall slack, and I look at her. One last time.
"I'll be back, Ophelia. Count on it."
'Severa...?'
She looks hurt. Betrayed. Like she can't imagine I'd ever willingly leave her.
She's right. But in this instance, there's something more important than my personal happiness.
As I'm whisked away by winds untold, I can still feel her lasting embrace.
Severa & Co: With heartache resonating in their souls, Get Up. Get Up and Charge as much mana as possible.[1][2]
"Azure."
In my newly re-withered form, I don't seem like much of a threat. I'm not sure he can even hear me. But nonetheless, I speak.
"Your machinations keep me from the one I love."
My entire body blazes like fireworks, mana pouring off my form like a resonant waterfall, pooling around my feet as I stand, against all odds, AS I STAND.
"I will ensure nothing breaks the bonds of those here. I will invoke the deepest madness if I must. The limits of my soul...have always been what I was most afraid of."
Severa: unleash the mana in reality-altering fashion on Regiment 1-31. Bend the walls of our dimension. Bend the temporal, the physical, the spiritual to my will. Invoke Rebellion Against The Heavens.[3]
I kneel again, then, teeth clenched, pain coursing through my body...but this was nothing, and soon enough I smile again, reassuringly, at my comrades. Though I cannot stand, they will know I am safe.
Instead, I drop my weight, lowering myself to the ground. To the mercy of memories long buried...
"O Storied Knight, he who I have slain...I beseech thee. Forgive me mine sins against you, and lend us your power once more..."
Severa: begin the Prayer-Oath of Knighthood, Sixth of its Name[3.5]
"That we might defend against any blow, any storm, any blade leveled against us...lend us your Shield, O Storied One, that blood might not be spilt, and instead left thundering in veins as hearts beat erratic."
I begin to rise as, around me, purple and orange mana glows. The purple is mine, assuredly, but the orange comes from elsewhere, and beyond. A familiar, safeguarding warmth fills me as I rise back to one knee.
"Grant but one of us the power to defend against anything, mine friend. Give unto this Magus the Shield of your will. Aegis of Six!"
Severa: Target Bran with Prayer of Alter Nutrix, transforming Aegis of Magic into Aegis of Six. Upon shattering, the barrier will reform immediately, gaining health with each reformation, up to six reforms.[4]
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 10: vs Castle High Lv 21
Thu Dec 03, 2020 3:02 pm
- the nurturing healer:
A pool of inky black and blood red appeared on the battlefield... Severa may have felt another pair of eyes near her shoulder turn down upon it as a mangled figure rose from its depths. Near her floated a royal blue phantom of a young mage in slightly oversized, flowing robes. Icy blue ribbons flowed around her like a river--giving her petite figure a noble aura.
Her eyes were full of tears... but she still smiled gently. While this weapon was nothing but a fake, her expression was that of one who had finally reached the end of a long journey.
"There you are," she whispered. "I finally found you. I wonder, if I showed you my full strength here... whether it could reach you on the other end of time. There was so much I wanted to say, back then..."
She raised her chin, expression suddenly growing steely. For the one who had pushed her to fight... to fly forward towards the future with the lightness and fury of an arrow...
"...but the important part, I guess, is..."
...she opened her eyes again, their vivid sapphire glowing with the full might of the ocean. For every twisted feature on the Construct of Crimson, she saw a current of fate where it was healed and soothed.
Until Jason was there again... until Jason's smile was there again... Impromptu never lost sight of the bright future she wished for.
Even here... when the person she was looking for was as far as far could be.
"...that I'll always be your friend."
"Severa, keep doing your best..." she smiled back at the cleric. Past the powerful hum of whirling, building energy, she seemed serene as a wildflower. "I bet it's not much, compared to what you can muster... but all my strength is yours to use. Rely on me a little, okay? Hehe. I know you're tired... but the happy ending is in sight. Just a little more."
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 10: vs Castle High Lv 21
Thu Dec 03, 2020 6:16 pm
- It was never quite enough:
- Bran always felt a little responsible when things went wrong.
Really, he shouldn't. But he was the one who issued the orders, here. It was clear to him now that they should have focused their energy on protecting their allies. Their enemies were capable of an assault that was nothing if not overwhelming, and their defenses were incredible. While admittedly he was holding back, he didn't even put anyone under the desired threshold, and that was with Arthur's guidance.
No, he shouldn't have underestimated Azure. But he did. Now it was time to clean up.
"The Knight?" Bran asked. "No... the Sixth. I don't know, but I understand. Thank him for his assistance. Castle Low has been placed under our protection, and we must defend it."
Bran: Switch to the Animus Arcanis. Fire a spear of ice at Corbin using the free action granted to you by the Wizard's Lenses of Knowledge, and attempt to slow Candice by using Arcane Expertise to freeze her slightly. Charge your magic circuits and cast Aegis of Six on Zaffre, and inflict Azure's Castle High with Dark Cloud. Prepare Arcane Negation to counter Azure's next spell targeting an ally that's not under the effects of Promised Future.
Vision of the Historian: Target the Construct of Crimson. What is its nature, and what are its weaknesses?
The Wizard's Insight: Water
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