Battle 9: vs The Flying Fortress Lv. 21
+5
Aquinas
Mirkwood
Claris
[VIOLET]
GM_3826
9 posters
Page 1 of 3 • 1, 2, 3
Battle 9: vs The Flying Fortress Lv. 21
Mon Jul 13, 2020 6:51 pm
- Opening:
- The beautiful blue skies of Rosalia turn a deep purple as you approach your ultimate foe. Shadowy clouds extend like gnarled fingers in all directions from the flying fortress, clawing at the people below. Your breath catches a moment as you catch its silhouette through the clouds from your position by Castle High's front gate.
You feel a deep pressure on your heart, growing and growing in intensity as you approach. It is heavier than a guilty conscious and more terrible than death in the night. With a sudden flash, you're brought back to that nightmare from so long ago: a shadowy castle looming high overhead as you stand in one of Castle High's ruined stairwells, Giada being assaulted by a hellstorm of arcane and steel. You shiver as the vision fades on you shouting for her to save herself. You quietly wish Giada safety, wherever she ends up in this battle...
"This is it!" Corbin barks, reloading his weapon as he looks back at you intensely. "This is what we've been preparing for all this time. Keep your wits about you!"
"Oh relax," Scarlett grins, sharpening her needles using a small whetstone, "we've been on a hotstreak for a while now. I'm not sure what this guy's planning for us, but it can't be much worse than what we've faced before."
Corbin gives her a nod in return, though his expression remains tense, "I agree, but we must be cautious. Azure is a trickster through and through. No matter what he says, stay focused on our goal: defeating his army and taking their castle. So long as we accomplish that, our victory is assured."
The navigator checks a device in his pocket, one of his hands shaking, "twenty seconds until we're in range!" Wiping his forehead, he raises his rifle, subtly directing the castle's advance.
You turn back toward his target and feel a cold chill creep across you as the entirety of the sky is now an infinitely deep violet, leaving barely enough light to see the fortress by. Its dimensions seem similar to Castle High's, but your attention is quickly diverted to what's gathering above it: a massive storm of raw mana. It crackles and rips at the sky, sending out waves of dark blue and purple energy. At the storm's eye, a funnel crackles downward, downward, directly into the hands of--
"Azure..." Scarlett breathes.
"Castle High," speaks a voice both familiar and alien, so clear you would swear he was right beside you. "I've been expecting you."
Every eye in the castle turns to him. Beneath the conflux of magic, his ghastly, pale face is illuminated by the crackling power surging through his hands, stretched to his sides. He floats in the air, wearing a robe like cracked panes of glass, accented with pale blue and white fabric, blowing fiercely in the growing wind. And upon his face sits the most pleased, sinister smile you could imagine.
"Welcome. You've finally reached the apex of your fate," he speaks with a voice amplified by magic. He twists his hands, crossing the mana streams and causing the sky above to ripple with a flash of power and energy.
"Azure!" You hear a defiant voice yell in response. Turning skyward, you see Russel hanging on to the edge of a rampart with one hand, his other pointing Sunsetter toward Azure. "This is your only warning: surrender! Dispel your magic and turn yourself in, and no one needs to--"
Azure cuts the commander off with a dark laugh, "do you honestly expect that to work? Do you truly think yourselves anything close to a threat?" He shakes his head, "can you not see? You are mere pawns of the fate I have woven for centuries, leading to this day. Every step of your conquest, every battle, I have orchestrated. The stars have long since revealed to me what is necessary to achieve my destiny." He closes his eyes, turning his head skyward, "And now, at last, my ascension is at hand."
"Listen you bastard!" Scarlett roars up at him, crimson flashing in her eyes. "We don't care what you have to say about fate or destiny! We're going to tear down you, your castle, and everything you've done! We've assembled the strongest army in the whole damn nation! No amount of magical whatever is going to save you from that!"
"Hmmm..." Azure nods, still smirking. "The strongest army in the entire nation, you say? Yes, I suppose that's true." He stares down upon the castle, his posture like a trap closing ever so slowly. "In fact, it would seem you've made sure there's no other force in all of Rosalia that can compare to you..."
He brings his arms inward, and the sky above explodes in fire and light. You're blinded for a few long seconds, but as your eyes adjust, you see blazing constellations in stark contrast to the dark overcast. With a turn of Azure's wrist, the constellations revolve overhead, moving to surround Castle High. He concludes, "which would mean that, once you are out of the way, this entire country will be mine! No demigods nor Bertilans nor even sealed demons shall compare to me!"
Rosemary's ring shines as a golden beacon from the western wall. She cries out, "Except you won't! These noble souls will end you right here, right now! All the pain and death you've brought is at its end. After today, no one will suffer because of you ever again!"
"Oh, you poor, poor children," Azure shakes his head, the picture of calm and control, "I must say, I would feel substantially more threatened by you..."
"...if I hadn't heard you say it all before."
"Wh... errgh, so we have fought you before!" Scarlett growls.
"Yes, and you lost before." He nods, as if scolding a petulant child. "I wiped out all your supporters, but saw enough potential in you 'Commanders' to become my slaves... and I must say, you've performed admirably." He gives a theatric bow, floating down toward Castle High himself, "now, my humble servants, you will die. And once you do, Castle High, and all the legends and stories you've created with her, shall be mine to control, and shape this world's future as I please. That was the entire reason I put you in this castle and upon this quest, after all."
"Wait..." Russel says, realization forming. "T-then, those dreams, these warriors, our whole mission--"
"Is really my mission," Azure finishes with a satisfied breath. "Correct. To give you the warriors and motivation to wipe out every other threat in this country, and along the way, create a new legend, worthy of remembering for all time. You see, stories hold power. Whenever a grand tale is formed, it creates a new constellation in the sky. And you, Castle High... have created just such a story. See for yourselves:"
With a wave of his hands, a hole parts away in the darkened sky... showing the faintest twinkles of distant starlight! The twinkles almost appear to form a shape... but then fly apart into chaos once more, before slowly moving together again, their formation unsure and unstable.
"A new constellation, its meaning not yet defined! The tale of a mighty castle, flown through the skies to keep the future safe..." suddenly, the darkness invades the hole, obscuring the starlight once more. "That is, until its tragic defeat, the defenders but poor victims of fate. Under my sign of The First, I will use the blooming power of this constellation to ascend into a being you cannot even comprehend!
Bolts of crackling, spring green electricity shoot through the air as a barricade extends over the east wall of Castle High. Giada throws her own voice over the howling wind, "which means that when we win, that constellation will watch over Rosalia for all time!"
"Perhaps," Azure answers nonchalantly. "I find no point in imagining impossibilities. But this talk of my eventual power has made me exceedingly... impatient. I think it high time I introduce you to the army of your destruction."
Suddenly, the dozens of burning constellations up above glow brighter, beginning to descend toward Castle High!
"You truly don't grasp the depths of my destiny: I won this battle half a year ago, when I placed you in that castle! Do you see these constellations?" He says, motioning to the uncountable flaming patterns of dots and lines, falling like judgement from the sky. "They do not represent stories of the past, but rather, the future. My future, where I've already won, as I'm destined to! The creation of Castle High's constellation has opened this world to the very fabric of reality, and with my power, has allowed me to gaze far into the future, where my kingdom already stands! I have summoned the power of legends from that future, and given them form through The First! So you see, your fighting is pointless: how can you change what has already been destined?"
The constellations begin to touch down all over Castle High, from the highest towers to the center of the courtyard. Where each lands, a dark silhouette begins to form, crackling with pale blue energy...
"While you may be the strongest army in this time, the future holds uncountable warriors subject to my will, their strength far eclipsing yours. I've turned the legends and stories of those warriors into my own, invincible army! With it, I shall conquer this castle, and then all I desire!"
You hear an explosive burst from behind you, and turn to see the battle has already begun--a massive, flaming tornado is tearing through the medical ward, turning stone and fabric to ash! Then, you flinch as a lightning bolt strikes the top of the castle, creating ear-splitting thunder! That cold, crawling feeling returns as you notice the target of that bolt: the Emerald Lens. A massive crack now runs down its center, it now unable to focus upon Azure himself! Castle High's other forces scramble into action, soaring swordsmen targeting unseen enemies as mages work to control the damage--!
"Ah, but you, Regiment 1-31," Azure's voice continues, as condescending and confident as ever, "we all know that in truth, yours is the fate of this castle. I've extensively studied your capabilities, and have chosen the perfect foes to put you in your place. Veterans of a resistance not yet fought, their stories bound to my will--!"
The first constellation strikes right inside Castle High's gate. Cloaked in crackles of pale blue, a male figure begins to rise as Azure continues, "such as you, Arthur. I'm sure you think yourself and your blade unbeatable, your defense impenetrable. Thus, I've brought a swordsman of fabled speed, able to defeat any foe with the slashing of his dual blades."
The figure rises, wielding two swords: one of darkness, the other of light. Though barely more than a black silhouette, the Wandering Swordsman's pale blue eyes stare keenly upon Arthur, his idle movements as fast as light.
Another constellation falls, striking the ground and creating a cloud of pale blue mist. "Next, a counterpart to your divine warrior, Severa. One just as adept at cheating death, her nurturing soul put to good use in warding off your pointless attacks.
The Nurturing Healer rises, her visage hidden behind a sapphire-visor helmet. Ribbons of pale blue healing magic form from circles of magic around her hands, extending toward her allies. She casts Severa a sideways glance, a single, poised foot aimed her way in challenge.
"But fighting off blades and divinity would not be sufficient to deal with Bran," Azure says as another constellation meets its mark. "For him, I require a magus of superior skill, able to turn the elements of nature into his defenses and weapons."
From the pale blue haze, the Knowledgeable Wizard rises, glyphs and runes of ice and fire glowing with menace off his enchanted blade. He sizes up Bran with intrigue, the sword shimmering as it zeroes in upon weaknesses.
"Then, there's the unique case of Erika," Azure waves her off as the next stars fall. "Though a peerless musician in this time, the future holds one who makes sound, energy, and minds his instruments to command."
A baton-wielding figure casts aside the haze of his entrance, his eyes containing a dangerous power you try your best to avoid meeting. Bearing a striking resemblance to the musicians of Nightdeaf, The Tranquil Conductor points his baton to Erika, humming a threatening melody.
"My fortress would not last long, of course--" before he can even finish his statement, a man springs from his constellation, somersaulting through the air before landing with a fiery fist. Azure's nefarious grin widens, "--without someone to answer Vince's fiery destruction. Thus, I've summoned another warrior of flame, to meet his offenses and keep them in check."
The man pulls up the brim of his hat, revealing pale blue eyes hidden behind a mask. His shoulder pointed toward his allies, the Extrospective Bodyguard watches Vince, flaming fists raised for battle.
"Nathalia was a snag in my plan I hadn't expected, but not particularly difficult to account for." A hard, metallic thud reverberates across the courtyard as the next constellation finds its mark. "She will find no purchase against a knight stronger than she, able to withstand any of her offenses."
A horned knight in massive armor rises from the pale blue mist, a glowing red shield upon his arm. The Guardian Paladin glares down Nathalia, already poised to intercept her assaults within a suit of unbreakable steel.
"And then there's 'Doctor Morgan', as he's chosen to call himself," Azure scoffs. "His destiny was sealed long ago, but I brought along a very particular warrior just in case he finds some unknown modicum of resistance."
You look around for another constellation, but see none--until there's a snap, and a figure drops from the sky, landing on his feet. Clad in a leather coat and sunglasses, you see the beaming smile of the Shrewd Technician as he spins his beam revolver, gives Doc Morgan a knowing wink.
"If you would like, 'Morgan,'" Azure offers, "I am willing to honor the deal you've already made with my future, victorious self. The energy necessary to return to your time can be easily donated, so long as you help me in my conquest. And as you're well aware, I make good on my promises."
"As for you 'Commanders'," he regards Scarlett and Corbin with disinterest, "I've brought a tactician to both keep you pinned and oversee the success of all my fighters."
The last constellation lands with a rush of air, a burning cross the first sign from within. The figure of the Flaming Tactician emerges with a flourish of his cape, eyes already tracing through the enemy ranks and noting their powers and weaknesses. He offers Corbin a passing glance, spending a few seconds longer noting Scarlett.
With a satisfied sigh, Azure floats over his dark army. "They are the perfect puppets: powerful beings born from legends, without any unnecessary memories nor conscious to get in their way. True legends, far more powerful than your fanciful flight through the skies."
He raises a hand, summoning a burst of deadly arcane magic, "now, my minions, attack! Destroy Castle High's defenders, and make me a Grandmaster!"
The Swordsman, the Healer, the Wizard, the Conductor, the Bodyguard, the Paladin, the Technician, and the Tactician, all move as a single unit, as though they've fought together for untold years. They gaze up at the image of Castle High, their crusader's resolve hardening, before engaging Regiment 1-31!
"Stay strong!" Corbin offers simply, backing up and raising his weapon.
"Castle High!" Scarlett roars, falling into a battle stance, "this is it! Bring them down! It's time we end this war!"
Azure, Architect of Fate's Ability Inevitable Absolution activates! All enemies get one free turn of actions that don't target or damage enemies! The mage smirks maliciously, "I think we will take the initiative, this time!"
Azure, Architect of Fate places himself behind Phantom of the Guardian Paladin and conjures stars in the shape of a stalwart shield: he gains Protected (Guardian Paladin)! Any enemy actions targeting him will be redirected to the paladin instead!
Phantom of the Wandering Swordsman uses Atoning Swordsman, burning 300 HP to gain Charged Magic Circuits! He then uses that stored mana, coating his body in a luminous, glowing light! His actions somehow grow even faster, his bounding steps leaving after-images of light as he activates Lightspeed Sprint! His Agility and Power are boosted, and he can now act during the enemy turn!
Phantom of the Guardian Paladin raises a hand, creating a stream of emerald wind that wraps itself around Phantom of the Wandering Swordsman, granting him Auto-Regen (2)! He will regain 20% of his HP at the end of every turn!
Phantom of the Nurturing Healer draws in mana this turn, a magical circle appearing beneath her feet as shimmering crystal hexagons form around her! Her Mana Accelerator ability activates, causing her to gain Overloading Magic Circuits!
Phantom of the Shrewd Electrician activates some sort of box at his waist, a number of nanomachines forming into power lines and metal poles! With a smirk, he tosses out a half-dozen poles which embed themselves in the courtyard ground and launch steel wires to connect them. A moment later, the lines crackle with electricity! An Electric Fence now surrounds the enemy forces--the first melee attack attempted against them will inflict Electric damage and Paralyze the attacker!
Phantom of the Extrospective Bodyguard slams his fists into the ground as a hard, metallic sheen begins to cover his entire body. He gains Ironskin, substantially increasing his Physical Resistance while doubling his vulnerability to Electric damage!
Phantom of the Flaming Tactician activates Mana Magnet, targeting Phantom of the Tranquil Conductor! Spinning his cross boomerang, the latent mana in the dark purple skies is absorbed and distributed to each, granting them both Charged Magic Circuits!
Phantom of the Tranquil Conductor swings his baton, spending the charged mana as he conducts an invisible orchestra to fill the air with notes of red and crimson! The music and sound collects into a barrier around Phantom of the Nurturing Healer, granting her a barrier with 500 HP which protects her from debuffs as long as it's active!
Phantom of the Knowledgeable Wizard carves a symbol in the air with Symbol Creation, targeting Phantom of the Flaming Tactician! The symbol settles directly over his head, granting him a Power boost and turning the blazing flames of his cross boomerang into shimmering waves of water! All damage he deals will be Water element!
Re: Battle 9: vs The Flying Fortress Lv. 21
Mon Jul 13, 2020 6:51 pm
- Castle High Forces:
- Castle High - CASTLE - HP 19000 / 19000
Adv: -
Personal Adv: -
Power: -- 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 --
COMMANDERS
Scarlett - HP 1300 / 1200
Adv: +1
Personal Adv: +8 (Insight/Agility)
Power: 80
Conquering Champion: Gain +1 Advantage every even turn and all healing effects targeting you gain +10 Power.
Protection of the Soaring Skies: Heal 150 HP at the end of every turn.- Character Information:
Equipment Effects
Crimson Vials: All successful attacks cause minor debuffs.
Abilities
Infiltrator: All examination actions gain 50% extra Power.
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: +10%
StatsPhysical Magical Support Strength +4 Spirit +2 Charisma +5 Agility +8 Faith +0 Insight +8
Corbin - HP 1700 / 1600
Adv: +1
Personal Adv: +8 (Insight/Agility)
Power: 50
Conquering Champion: Gain +1 Advantage every even turn and all healing effects targeting you gain +10 Power.
Protection of the Soaring Skies: Heal 150 HP at the end of every turn.- 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 Controller: Every turn, gain one Castle Charge. At 10 Castle Charge, spend all charges tp 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 +4 Spirit +2 Charisma +5 Agility +8 Faith +0 Insight +8
HEROES
Arthur (Impromptu) - HP 1800 / 1800
Adv: +2
Personal Adv: +8 (Strength/Faith)
Power: 85
Float: Hover over some obstacles.
Conquering Champion: Gain +1 Advantage every even turn and all healing effects targeting you gain +10 Power.
Protection of the Soaring Skies: Heal 150 HP at the end of every turn.- 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.
Heliad, One Last 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.
Abilities
Self-Sufficient: Actions that target a character no other player is targetting have double Advantage.
Warrior and Watcher: At the beginning of each turn, you may choose to act as a Warrior or a Watcher. As a Warrior, increase your Power by 10% for each Effective Advantage when you attack. As a Watcher, grant the first ally you target this turn half of your Effective Advantage. Whenever you choose a modifier different from your choice the previous turn, gain +1 EA, stacking over time (currently +0).
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.
Ultimare: Spend an action and an Advantage to subtract your Power from the Power of any attack that hits you this turn, to a minimum of 0. You may not use this two turns in a row.
Syzygy: Redirect the first attack aimed at a target ally to another target ally (including yourself).
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 - Heliad, One Last Hope- Heliad, One Last Hope:
- Heliad, One Last Hope
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 +3)
+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.
Blessed, imposing armor consisting of plates, scales and wings. Though its form is remniscient of an imposing drake, battling 'til it falls, the soft glow of its metal invokes images of a faint star, either on the brink of death or rebirth.
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: +0
Personal Adv: +6 (Spirit)
Power: 118 ((85+10)*1.25)
Float: Hover over some obstacles
Conquering Champion: Gain +1 Advantage every even turn and all healing effects targeting you gain +10 Power.
Protection of the Soaring Skies: Heal 150 HP at the end of every turn.
Charged Mana Circuits: Increased Power to your next magical action.- 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.
True Sight Spectacles: 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.
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
Arcana: Cast any magic that was cast previously by an ally this battle. Limit 1 use per turn.
Vision of the Historian: At the beginning of every turn, name any target. You will learn a detail about the target which will assist your current goal at the end of the turn. You may specify a detail to investigate, such as a weakness or upcoming attack. Any actions you undertake with this information gain an extra +1 Effective Advantage and +10 Power.
Techniques
Arcane Storm: Flurry of arcane magic that hits all enemies. When charged, deals additional damage and may inflict a status effect based on the type of magic charged.
Elemental Conduit: Once per battle, charge up with a type of elemental magic as a free action. Element must be in nearby environment.
Arcane Negation: Negate target Spirit-based magical effect, either weakening or dispelling it. Can be prepared to counter an enemy spell as it is cast.
Aegis of Magic: Create a barrier around target without fail. When this barrier is destroyed, grant the target Arcane Armor for the remainder of the turn, reducing all damage recieved by 25%.
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: 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 - True Vision Spectacles- True Vision Spectacles:
True Vision Spectacles
+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.
A pair of antique glasses enhanced to see the truth, no matter how far or obscrubed. They protect their wearer from all deception of the eyes and mind, and allow them to see and grasp the most critical information.
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
Personal Adv: +8 (Faith)
Power: 88 (80*1.1)
Heroic Rush: +0%
Conquering Champion: Gain +1 Advantage every even turn and all healing effects targeting you gain +10 Power.
Protection of the Soaring Skies: Heal 150 HP at the end of every turn.- Character Information:
Equipment Effects
Beth (Holy Muzzle Attachment): +5% HP regeneration per turn. Once per battle, activate this item to gain 50% of damage dealt as HP. +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.
Overclocked Tech Box: Whenever you cause a regenerative buff, 75% of the total healing is granted on the first turn. You are immune to certain status effects.
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.
Defenses and Resistances
Resistance to All Damage: +5%
Resistance to Magical Damage: +15%
Resistance to Electric Damage: +30%
StatsPhysical Magical Support Strength +0 Spirit +3 Charisma +2 Agility +4 Faith +8 Insight +7 - Inventory:
- Weapon - Beth (Holy Muzzle Attachment)
- Beth (Holy Muzzle Attachment):
- Beth (Holy Muzzle Attachment)
Power: 80
+3 Insight
+4 Faith
+2 Charisma
+5% HP regeneration per turn
+Once per battle, activate this item to gain 50% of damage dealt as HP
+5 Power for every ally targetted, up to your Faith stat
A worn yet polished revolver that looks somewhat out of place. The golden halo mounted to its barrel creates shimmering golden bullet paths, empowering healing. The name "Beth" is engraved in its handle, still clearly visible despite the wear of time.
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 - Overclocked Tech Box- Overclocked Tech Box:
- Overclocked Tech Box
(Refined)
+3 Faith
+2 Insight
+30% Electrical Resistance
+Whenever you cause a regenerative buff, 75% of the total healing is granted on the first turn.
+You are immune to certain status effects
A piece of complicated technology that, while still damaged, has been upgraded and empowered to maximize its remaining functionality. The nanomachines it produces heal others at a rapid pace initially, slowing to worse speeds after overheating.
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
- Training Missions:
Perform your signature technique! (0/1)
Erika (Jan) - HP 1400 / 1400
Tempo: 0/5
Personal Adv: +10 (Charisma)
Power: 85
Conquering Champion: Gain +1 Advantage every even turn and all healing effects targeting you gain +10 Power.
Protection of the Soaring Skies: Heal 150 HP at the end of every turn.- 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 Bertilan Metal: +15% Max HP regen per turn. All actions may instead hit two targets with a 20% Power reduction. 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.
Abilities
Rockstar: +10 power to actions that target anyone who targeted you last turn.
Keepin' Up The Tempo... Now Drop It!: Gain 1 Tempo Counter at the beginning of every turn (5 max). If you start a turn with at least three Tempo Counters, your first action that turn automatically targets all enemies or (if a supporting action) all allies. Gain 1 additional Tempo Counter whenever an enemy is defeated that you attacked this turn.
Techniques
Rock Fusion: You may perform a supporting effect and an offensive effect in the same action, but both effects have -50% power.
Sonorous Duet: Usable once per battle. When applying a positive effect to one ally (including yourself), you can also apply that effect to another ally (without consuming an action).
Metal Headache: Whenever you land an exceptional attack, inflict Metal Headache for the turn's remainder, reducing Power by 10.
Dragon's Lament: Consume 1 Advantage to inflict Draconic Binding on a non-Boss enemy. This enemy is unable to avoid any attacks and cannot use any Spirit or Faith-based magic.
Song of Peace:Consume 1 Advantage to inflict Peaceful on yourself and a non-Boss enemy for this turn. Peaceful characters may not perform offensive actions.
Defenses and Resistances
Resistance to All Damage: +30%
Fire Resistance: Reflect at attacker
StatsPhysical Magical Support Strength +3 Spirit +6 Charisma +10 Agility +0 Faith +4 Insight +0 - Inventory:
- Weapon - Twin Screaming Bolts of Bertilan Metal
- Twin Screaming Bolts of Bertilan Metal:
- Twin Screaming Bolts of Bertilan Metal
STAR ARM
(Fused)
Power: 85
+5 Charisma
+4 Spirit
+4 Faith
+3 Strength
+15% Max HP regen per turn
+All actions may instead hit two targets with a 20% Power reduction.
+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.
- Training Missions:
- Damage 3 enemies who damaged you! (2/3)
Signature Mission: Develop your own technique! (0/1)
Nathalia (Mirkwood) - HP 1850 / 1850
Personal Adv: +6 (Strength)
Power: 85
DM: +0
Conquering Champion: Gain +1 Advantage every even turn and all healing effects targeting you gain +10 Power.
Protection of the Soaring Skies: Heal 150 HP at the end of every turn.- 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.
Serpent's Terror Helm: Whenever you decrease an enemy below 50% of their Max HP, inflict Fearful.
Abilities
Draconic Momentum: Whenever you attack an enemy, if they are the same as the last enemy you've attacked, gain 1 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.
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 Incapacitated.
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 - Serpent's Terror Helm- Serpent's Terror Helm:
- Serpent's Terror Helm
+3 Insight
+2 Spirit
-2 Charisma
+100 Max HP
+Whenever you decrease an enemy below 50% of their Max HP, inflict Terrified.
An imposing helmet that strikes enemies with a looming dread of their coming demise. Combined with demonic ichor, the piercing gaze of its jeweled eyes fill foes with sheer terror.
Permanent Stats - +1 Agility, +1 Strength, +1 Insight
- Training Missions:
- Training Mission: Reduce the damage of an enemy attack 4 times! (3/4)
Signature Mission: Develop your own technique! (0/1)
Severa (LadyRena) - HP 1850 / 1850
Adv: +0
Personal Adv: +5 (Strength)
Power: 60+
Peaceful(1): Cannot perform attacks.
Conquering Champion: Gain +1 Advantage every even turn and all healing effects targeting you gain +10 Power.
Protection of the Soaring Skies: Heal 150 HP at the end of every turn.- Character Information:
Equipment Effects
Holy-Core Repeater Cannon: Whenever you expend Charged Magic Circuits, gain an additional +20 Power; ignore up to 10% of enemy damage resistance; 50% of all damage dealt is Light element; every subsequent attack with this weapon on the same turn gains an additional +10 Power.
Light Up The Night: 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. Unequipped if the user's Faith is 0 or less. Unequipped if the user is Sleeping, Charmed, or Incapacitated.
Radiant Banner of Castle High: 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. Every odd turn, grant yourself and a random enemy one of the following debuffs at random: Silenced, Peaceful, or Raging.
Abilities
Guidance: Negates the first instance of damage another ally would take this turn. Limit 1 use per turn.
Note of Empowerment: Choose whether to empower an ally or an action from last turn. If an ally, equalize all of target ally's stats to their highest stat for two turns. If an action, retroactively increase the Effective Advantage of that action by +1 and its Power by +15. This can cause a failed action to succeed, but cannot lead to a finishing blow.
Techniques
Crystalline Barrier: Create a barrier around one ally, giving +1 magical defense and blocking damage. If destroyed by a melee attack, deals damage to the attacker.
Healing Glow: Whenever a barrier or construct is created around an ally (or allies), they will be healed a small amount, scaling with the barrier's HP.
Echoing Notes: Spend Charged Magic Circuits to cause your next sound-based action to suffer no Power reduction from targetting multiple characters. Can be used once per battle.
Magus of Change: The first action you perform each turn also grants a minor status effect to the target. You may specify the type of effect, but it must be related to the action.
Voice Alter: Consume Charged Magic Circuit to change the effect text of an Equipment or Technique, or change the reality of the world with increased Power. Can accomplish many things actions normally cannot. Can only be used when below 50% HP.
Defenses and Resistances
Resistance to All Damage: +45%
Physical Resistance: +10%
StatsPhysical Magical Support Strength +5 Spirit -1 Charisma +3 Agility +2 Faith +4 Insight +3 - Inventory:
- Weapon - Holy-Core Repeater Cannon
- Holy-Core Repeater Cannon:
- Holy-Core Repeater Cannon
(Fused)
Power: 60
+3 Faith
+3 Agility
+2 Insight
-1 Spirit
+Whenever you expend Charged Magic Circuits, gain an additional +20 Power.
+Ignore up to 10% of enemy damage resistance
+50% of all damage dealt is Light element
+Every subsequent attack with this weapon on the same turn gains an additional +10 Power
A powerful arm-mounted laser cannon, crafted with equal parts advanced technology and holy artifacts. It excels at firing both charged mana blasts and rapid-fire laser volleys.
Armor - Light Up The Night- Light Up The Night:
Light Up The Night
STAR ARM
(Fused)
+500 Max HP
+2 Strength
+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
-Unequipped if the user's Faith is 0 or less
-Unequipped if the user is Sleeping, Charmed, or Incapacitated
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 Banner of Castle High- Radiant Banner of Castle High:
Radiant Banner of Castle High
+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.
-Every odd turn, grant yourself and a random enemy one of the following debuffs at random:
--Silenced: Cannot perform magic
--Peaceful: Cannot perform attacks
--Raging: Cannot perform non-attacking actions
A magical banner bearing the insignias of Castle High and the people of Nightdeaf. While its holder stands, the castle's allies are given a powerful surge of morale and energy. While its holder bears some chaotic energy in return, they may at least pass this chaos onto their enemies as well.
Permanent Stats - +2 Strength
- Training Missions:
- Strike an enemy with magic-empowered attacks 4 times! (3/4)
Vince (Atmos) - HP 1300 / 1300
Personal Adv: +5 (Spirit)
Power: 90++
Hellfire: Lose 150 HP at the end of every turn.
Conquering Champion: Gain +1 Advantage every even turn and all healing effects targeting you gain +10 Power.
Protection of the Soaring Skies: Heal 150 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 New Life: +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.
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 Flame: Remove the Hellfire or Burning status from a target to heal 100 HP. If targetting an enemy, this does not cost an action.
Techniques
Fiery Conflux: Target a Hellfire entity and cause them to explode. Deals a large amount of damage, but removes their Burning status.
Aerial Evasion:Become immune to melee damage and recieve -25% damage from all other sources this turn. Only usable when airborne. May be used once for no cost, and any time after as an action.
Shrapnel Blast: A flaming explosion that focuses on dealing structural damage while also hitting enemy combatants. Castle damage modifier reduced to x1.5, but also deals damage to enemy characters. Can be focused on a single target or spread out to many.
Efficient Offensive: Whenever you perform 3 or more attacks in the same turn, reduce your Advantage consumed by 1.
White Hot Fire: Consume an action to cause all 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
Physical Defense: +1
Immune to Ice 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 New Life- Chartreuse Bandanna of New Life:
- Chartreuse Bandanna of New Life
+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.
A bandanna embewed with the power of unlife, turned into something wholly kind. Its dark power purified by the glyph of care and hope, this bandanna carries Rosemary's heartfelt wish that Vince find peace in both himself and the world.
Permanent Stats - +1 Agility, +1 Spirit, +1 Charisma
Milestone: Deal, heal, or block 1000 damage!
21000 / 21000 HP
Lv. 21 CASTLE HIGH
VS
Re: Battle 9: vs The Flying Fortress Lv. 21
Mon Jul 13, 2020 6:52 pm
21000 / 21000 HP
Lv. 21 THE FLYING FORTRESS
Lv. 21 THE FLYING FORTRESS
- The Flying Fortress:
- The Flying Fortress - CASTLE - HP 21000 / 21000
Adv: -
Personal Adv: -
Power: -
Electric Fence: The first attack aimed at an ally this turn will damage the attacker and inflict Paralyzed. Once this occurs, remove this effect.- Character Information:
Equipment Effects
None
Abilities
Astral Barrier: The castle is surrounded by a shimmering barrier you cannot comprehend. Cannot be damaged or targeted.
Frayed in Constellations: Whenever you defeat a "Phantom" enemy, weaken this castle and its Astral Barrier and grant a corresponding enemy a boost.
Techniques
None
Defenses and Resistances
None
StatsPhysical Magical Support Strength -- Spirit -- Charisma -- Agility -- Faith -- Insight --
Azure, Architect of Fate - BOSS - HP 2500 / 2500
Adv: +2
Personal Adv: +12 (Spirit)
Power: 130
Protected (Guardian Paladin): All attacks aimed at you are redirected to Phantom of the Guardian Paladin.- Character Information:
Equipment Effects
Gears of The First: ________________________orld, and un________ if _____________ astral power. Able to draw astral power from ________________ to record legends and _________. Whenever an enemy is Incapacitated, gain ____ Power permanently.
Abilities
Destined For Greatness: Gain an additional Advantage ______ turn.
Astromancer of the First: Once per battle, grant a target Fate Bound. The next ________________ will be immensely effective and successful, no matter ____________.
Inevitable Absolution: Starting on the 1st turn and on every subsequent _____ turn, all allies get one free turn of actions. These actions may not target or ______ enemies.
Techniques
Reversal of Tales: Target enemy's stats, Techniques, and Abilities are changed to ____________________.
Slaves of Fate: Can only be cast _________________________________________________ mana. ____ the _____ of all enemies and _____________ as long as you are not Incapacitated.
Starborn Defenses: At the end of every turn, you may ________________ so long as none exceeds 40%.
Arcane Annihilation: Double your Power and attack the enemy castle. Double this attack's Power again for each _____________ enemy.
Death Defiant: The first time you would be Incapacitated, instead __________________________________________.
Creations of Starlight: Can __________________ charged for ___________________________________________. Summon numerous phantoms ______________________ behalf.
Defenses and Resistances
All Damage Resistance: ____
Magic Resistance: +40%
StatsPhysical Magical Support Strength __ Spirit +12 Charisma __ Agility +8 Faith ___ Insight +12
Phantom of the Wandering Swordsman - ELITE - HP 1600/1600
Adv: +1
Personal Adv: +13 (Agility)
Power: 125 (110 + 15)
Determined (2): Ignore the first instance of lethal damage.
Lightspeed Sprint (2): Gain +15 Power, +3 Agility, and may act during the enemy turn.
Auto-Regen (2): Heal 20% of HP at the end of every turn.- Character Information:
Equipment Effects
Usuakari: 50% of damage dealt is Physical Light and 50% of damage dealt is Physical Dark. Whenever you deal damage to an enemy, gain +5 Power permanently. Begin each battle with 2 stacks of Determined.
Abilities
Atoning Swordsman: At any point, you may expend 300 HP to gain Charged Magic Circuits.
Acrobatics: You may avoid one attack per turn with Agility instead of any other stat.
Techniques
Displaced Slash: Deal Ranged damage and ignore all Physical damage resistance. This attack cannot miss.
Lightspeed Sprint: Expend Charged Magic Circuits to attack during the enemy turn, gain +3 Agility, and +15 Power.
Ultimatum: The ultimate offensive Technique. Attack a target one hundred times consecutively. The first attack has 1% of the user's normal Power, with each additional attack gaining an additional 1%. The specifics of this Technique may change when executed. May only be used after falling below 25% Max HP. Automatically activates if Incapacitated before being used once.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +6 Spirit +5 Charisma +7 Agility +13 Faith +2 Insight +8
Phantom of the Guardian Paladin - ELITE - HP 2300/2300
Adv: +1
Personal Adv: +9 (Faith)
Power: 95
Peaceful(1): Cannot perform attacks.- Character Information:
Equipment Effects
Old Glory Red Repulser: Whenever you successfully attack an enemy, inflict Distant.
Adamantium Plate Armor: All debuffs last half as long.
Abilities
Negation: Reduce all damage taken by 100% for one turn (ignore all other damage reduction effects). Next turn, you may not take more than 1 action.
Mass Provoke: At the beginning of every turn, a random enemy is Provoked. They may not attack any other ally for the turn.
Techniques
Healing Beacon: Choose an item, object, or Equipment. Any ally that comes into contact with the target receives a heal.
Regeneration Spell: Increase your Power by 50% and grant an ally Auto-Regen.
Sanctuary: Requires Charged Magic Circuits. All enemy magic attacks automatically fail next turn.
Defenses and Resistances
Physical Defense: +4
Physical Resistance: +80%
Magical Resistance: +60%
StatsPhysical Magical Support Strength +9 Spirit +6 Charisma +3 Agility -2 Faith +9 Insight +3
Phantom of the Nurturing Healer - ELITE - HP 1900/1900
Adv: +1
Personal Adv: +11 (Faith)
Power: 100
Overloading Magic Circuits: Double the Power of your next magic action.
Crimson Barrier (500/500 HP): Blocks attacks aimed at you. You cannot be debuffed while this status is in effect.- Character Information:
Equipment Effects
Red Hair Bow: Once per battle, the first time you suffer a negative status effect, remove it.
Abilities
Stella Nutrix: All healing effects also grant an Auto Regen status with same Power.
Mana Accelerator: Whenever you would gain Charged Magic Circuits, instead gain Overloading Magic Circuits.
Techniques
Archangel: Target is immune to negative status effects for two turns and gains a defensive barrier. If they already had negative status effects, remove them.
Mana Transfer: Can only be used while having Charged or Overloading Magic Circuits. Transfer this status to an ally. May be performed without consuming an action.
Shining Grace: Requires Overloading Magic Circuits. Restore target Incapacitated ally to 75% HP and grant them 1 Advantage. This Technique may only be used once per battle.
Defenses and Resistances
Physical Resistance: +30%
Magical Resistance: +50%
StatsPhysical Magical Support Strength +6 Spirit +8 Charisma +4 Agility +7 Faith +11 Insight +6
Phantom of the Shrewd Electrician - ELITE - HP 1900/1900
Adv: +1
Personal Adv: +9 (Insight/Charisma)
Power: 95- Character Information:
Equipment Effects
Twin Time Gears: Immune to temporal debuffs. May act in-between Enemy actions instead of acting during Ally actions.
Beam Revolver: Attacks from this weapon are defended by either Spirit or Agility, whichever is lower for the target.
Abilities
Electrical Technician: Any traps or constructs you create using the environment that deal Electric damage have an additional 1.4x Power.
Sharpshooter: Your first Ranged attack each turn will always hit its intended target.
Techniques
Electromancy: Target up to three enemies with an Electric element attack without splitting Power. If an enemy uses an Electric attack, negate it.
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.
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.
Defenses and Resistances
Physical Resistance: +20%
Magical Resistance: +35%
StatsPhysical Magical Support Strength +2 Spirit +6 Charisma +9 Agility +8 Faith +2 Insight +9
Phantom of the Extrospective Bodyguard - ELITE - HP 1900/1900
Adv: +1
Personal Adv: +10 (Strength)
Power: 95
Iron Skin (2): Increase Physical Resistance by 30%, but take double damage from Electric attacks.- Character Information:
Equipment Effects
Magma Gauntlets: All attacks inflict Burning and deal 75% Fire Damage.
Abilities
Fisticuffs: Whenever you are attacked, counter-attack with half Power.
Unyielding: Your actions cannot be prevented by any means. Your attacks ignore any Resistance provided by Equipment.
Techniques
Acrobatic Duo: Choose target ally. Perform a combined, acrobatic action with them this turn, increasing both your Power by 40%.
Iron Skin: Increase your Physical Resistance by 30%, but take double damage from Electric attacks.
Eruption Uppercut: Slam a foe with volcanic force. Inflict three stacks of Burning and inflict Falling unless the target has Float or Flying. You may not perform any other actions the turn you use this Technique.
Defenses and Resistances
Physical Resistance: +60% (30% + 30%)
Magical Resistance: +20%
Fire Resistance: +50%
Electric Resistance: -100%
StatsPhysical Magical Support Strength +10 Spirit +6 Charisma +5 Agility +6 Faith +5 Insight +2
Phantom of the Flaming Tactician - ELITE - HP 1800/1800
Adv: +1
Personal Adv: +8 (Spirit/Agility/Insight)
Power: 95
Charged Magic Circuits: Increased Power to next magic action.
Symbol Creation - Water: Increase Power by 20%, all attacks deal Water element damage.- Character Information:
Equipment Effects
Flaming Cross Boomerang: All attacks strike an additional enemy. All successful attacks inflict Burning.
Abilities
Adaptive Tactician: Once per turn, when you perform an action of a different type to an action performed last turn (Healing, AoE, Siege, etc.), gain 1 Advantage.
Pattern Recognition: At the beginning of every turn, choose two enemy Techniques. The effectiveness of that Technique is halved for the battle's remainder. This may not target Signature Techniques.
Techniques
Mana Magnet: Grant yourself and an ally Charged Magic Circuits.
Rapid Slashes: Perform a quick series of attacks, doubling your Power but increasing the effect of enemy Resistance by 50%.
Waving Flame: Choose any number of enemies with Burning. Inflict Burning on as many other enemies. If all enemies are Burning, attack all enemies with a double Power attack and remove that status.
Defenses and Resistances
Physical Resistance: +30%
Magical Resistance: +30%
StatsPhysical Magical Support Strength +7 Spirit +8 Charisma +6 Agility +8 Faith +7 Insight +8
Phantom of the Tranquil Conductor - ELITE - HP 1600/1600
Adv: +1
Personal Adv: +10 (Charisma)
Power: 105- Character Information:
Equipment Effects
Mirror Baton: At the beginning of every turn, choose a damage type (Physical or Magical) and a target. This turn, redirect all attacks of that type from yourself to the target.
Abilities
Emotion Manipulation: You are immune to mental debuffs. Whenever you apply a debuff to a target, increase its severity by one stage.
Sforzando: Choose target ally. Double the power of their next action. You may do so without consuming an action once per battle.
Techniques
Dies Irae: Your attacks this turn inflict Terrified.
Healing Hands: Heal up to two allies without splitting your Power.
Crimson Glare: Inflict target with Crimson Despair, doubling the damage they take from all attacks and causing all attacks aimed at them to hit for one turn.
Defenses and Resistances
Physical Damage Resistance: 20%
Magical Damage Resistance: 35%
StatsPhysical Magical Support Strength +3 Spirit +8 Charisma +10 Agility +6 Faith +4 Insight +7
Phantom of the Knowledgeable Wizard - ELITE - HP 1300/1300
Adv: +1
Personal Adv: +10 (Spirit)
Power: 95- Character Information:
Equipment Effects
Sunset Divider: Your attacks are always defended by a target's lowest stat and is of the element that would deal the most damage.
Abilities
Glyph Creation: At the beginning of every turn, create a Glyph of a chosen element. Gain 50% resistance to that element and gain 25% Power when using spells of that element for the rest of the battle.
Concentrated Energy: Gain Charged Magic Circuits at the end of every even turn.
Techniques
Rune Creation: Create a magical rune around an enemy of a particular element. That enemy takes 30% more damage from that element for two turns.
Symbol Creation: Choose an ally and an element. The chosen ally' gains a 20% Power boost and their attacks are entirely of the chosen element for two turns.
Rune Storm: Requires at least Charged Magic Circuits. Strike all enemies with a number of elemental runes, consisting of up to three separate elements, for increased Power.
Defenses and Resistances
Magical Resistance: +40%
Physical Resistance: +20%
StatsPhysical Magical Support Strength +6 Spirit +10 Charisma +2 Agility +3 Faith +5 Insight +8
TURN 1 START!
Action Deadline: To Be Decided
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 9: vs The Flying Fortress Lv. 21
Mon Jul 13, 2020 11:33 pm
- The rant:
- ...For the first time in his life, Bran felt truly, genuinely mad.
...The phantoms he conjured... They're not just mirages. They're heroes. Heroes he transformed into his little puppets, like marionettes on a stage... and he genuinely thinks that miniature stage is the grand stage called fate.
...It's sickening.
It's not that Bran didn't believe in fate. Quite the opposite. He seemed to be bound by it. He could never quite control the forces that he toyed with. In almost every battle he ever fought in, he saw fate unfold... the wonders of the world destroyed and countless heroes dying by their own hand...
He had always known that he was being manipulated. Only now did he realize that the force that was doing so wasn't fate. It was a man with a god complex and self-importance beyond what even possibly the second most powerful mage in the world right now could ever aspire to. The fact that a man even stronger than him saw his power not as an unlikely curse but rather a tool to control something beyond that of any mortal seriously angered him. This was the first time he could really say he shared the wrath of his closest allies. Scarlett, Arthur, Vince... He had never shared their desire to fight, to see justice served. But now, Bran looked at the man that thought he was a god, the same worry that he seemed to be facing just moments ago, and realized that he could never be like him. His pride and desire for destruction horrified him.
What disgusted Bran most of all is that he thought these people were his tools. He would disavow him of that notion. He swore it.
"...You seriously think that people like us and them are your toys?" Bran suddenly shouts. "You seriously think you just twisted us around your little finger, like we were just flies on a web?" As Bran says this, he seems to glow as he pulses with magical energy.
"We are not your pawns. You gave us the tools to wage war and bloodshed. We used them to do good wherever possible. Do you seriously think it was part of your game that we spared as many lives as we could, sought to avoid destroying bastions of light wherever possible, and defied probability at every opportunity?"
"...No. Of course not. You seem to think that you're more than a tyrant. But even a tyrant is just one player in that grand colony called fate!" Bran starts to raise his wand as it gives off sparks. "Each man is an ant. Some ants might be king, while others are workers, but none rule! Only fools see themselves as ruling the colony, for if the workers did not work to construct the colony and help it grow, it would never become as tall and strong as it was! This colony is called history, and while it may end in disaster, the survivors will only prop the colony back up again! All it takes is a small number of ants, worker or king, and the king is the least powerful of them all, for he does nothing for himself. He stands back as the workers and warriors do everything! You may be powerful, but you are not God! You are no more than a king!" At this point, Bran put his wand down, as if he finished a grand crescendo.
"We'll show you we're not worthless peasants."
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 9: vs The Flying Fortress Lv. 21
Sat Jul 18, 2020 7:35 pm
- he rested at one knee by the gates, a hand already rested on his sword:
This feeling... the agitated flickering of his flame, a pounding in his chest sending breath at full speed past his fingertips.. it was almost exactly the same as when Castle High advanced upon the Cathedral. However, even as lightning cracked the sky in two and fire whirled at their flank, Arthur felt steady.
He was alone, an island in the void. Irrelevant sensations at the edges of his awareness were dulled and muted, leaving only the sight and sound where his eyes were fixed.
Alone... yet not alone. Warm flames glowed on the other side of the dark curtain of his focus: people he'd come to deeply respect. Castle High itself seemed to glow in his mind's eye as well--a soft, radiant white.
There was that--and admittedly, at least for a moment, he let himself get a smidge distracted by the starry sky overhead... just long enough to commit it to memory. He'd never seen anything anything like it... maybe it was because they were so high up?- what do they remind you of?:
"Home," Landon replied. His back flat against the grassy hill, an air of complete tranquility had settled over him like a blanket. "My mom loved telling us about the stars. She said... no matter how far you go from here, you'll always be able to find at least a few of the same ones... or... something like that."
Arthur chuckled, folding his arms around his knees at the man's side. "Is that so?"
"I mean, I haven't... verified it..."
"Tut. I've taken you from the eastern coast of Rosalia all the way to the west, and you're still unsure?"
"I'd have to go way farther than that, I'd think. And, um... if I had to be honest... the sky looks different from the time she told me that. We're not even that far from the coast right now, uh, geographically. Maybe I'm just out of practice... y-yeah."
"Well... that is rather odd. We've got all the time in the world to look into it now, though, wouldn't you say?"
"...mnn." Landon frowned, pausing for a long moment before he started again with a mumble: "Hey..."
"...yes?"
Arthur felt a small touch at the back of his hand: looking down, he found his companion's fingers curling around his own--a silent request to open it for him. Though it was only weeks ago they'd made their affections known to each other, they still didn't touch with the frequency or completeness expected of lovers: hesitation and timidness ruled moments even as simple as these, where one hand reached for another.
Arthur turned his hand outward and let Landon's explore, watching it idly trace the lines crossing his palm, rub his calluses, brush gently against his scars. For him, at least, these small touches were more than satisfactory: if that was all they ever did for the duration of their time together, he would have no complaints.
"Heheh," his companion chuckled, pensive frown quickly dissolving. "You're really gentle."
"Hhmm? That's a first. I'm not well-known for that--both on and off the battlefield..."
"Gh! I--I didn't mean that... l-like, you know...! I mean, yeah, you're right. That's why it's surprising... but... I like that... about you..."
After successfully forcing Landon to turn his flushed face away with his bawdy remark, Arthur let out a low cackle and locked their fingers together.
"Well, I'd very much like to not scare you off after all this time, that's for sure. I don't think I'd be able to forgive myself for such a blunder."
"Ah... I don't think you can scare me anymore. Arthur, let's stay like this for a while, yeah?"
The swordsman let out a quiet sigh--this was it. While he'd swallowed his pride to augment his equipment with the holy metals procured from the Cathedral and came out much better prepared for it, it still didn't make up for his deficiency of spirit. No matter what he tried in the weeks approaching this day, there was nothing he could do to get it back. Nothing so fast, anyway. He still struck an imposing silhouette (the fusion had pushed the metal's tint from silver to white, and added what appeared to be a combination of a high collar and a halo behind his head--metal rays rising from behind his shoulders like the break of dawn), but his sadness remained plain to the eye.
To still be so weak when it mattered most... he had to wonder whether the Arthur Cheng Long swept onto Castle High all those months before was more useful than the poor sap standing with Regiment 1-31 now. He supposed it couldn't be helped...
...regardless, it was no excuse to slack off. Turning his head to the heavens, Arthur closed his eyes in fervent prayer.
"I wonder if you can see us..." he muttered. "We're at a place that feels like the very boundary of heaven. I don't think it gets much closer than this, my dear."
"I've never prayed before... though I've also never felt the want or need to until now. I suppose I've never believed in anything this strongly until now, either. There's Castle High, yes... and now that I've had the time to overcome my foolishness... there's you, too. There's no-one I believe in more than you."
He rested his right hand atop his left, squeezing them both.
"One more time... I'd like to see, hear, and feel as sharply as I did when I was by your side." A gentle smile softened his pensive expression: "In my eyes, there is no-one kinder, braver, smarter, and more headstrong than you. Each time I raise my sword as a shield, I think of you. In truth... I believe I've come to aspire to no greater height than you."
"I am weak; as a man divided in two, I will always wind up ten paces short of my dreams. Just for now, stay with me--until this is through, let me have the other half of my heart again. And no matter what..."
"...I love you."
"Good Gods, you've pissed off Bran." Arthur sighed, kicking out his foot as he walked forward. As he passed by, the bespectacled mage might have caught a glimpse of a quick wink and a reassuring smile. "Now you're in for it... hmph."
He slowed for only a moment; while pressing his foot into the ground, he let his voice fall low to the ground.
"They're fast--if we're going to get a foothold in this, we're going to have to strike decisively before they have the time to prepare any more tricks. Granted, they're likely aiming for the same thing... so I imagine we'll have to upset this stalemate from underneath if we're not interested in that man's game. Play with their expectations, so to say... let that simmer for a bit, hm? That said, I have my own business to attend to..."
His gaze shifted to the boy standing across the battlefield from him--the one carrying a blade in each hand, one light, and one dark. Though most certainly a construct of magic (Arthur saw in his mind's eye not a hint of a flame) it was like looking at a work of art: in every contour and subtle movement, Arthur could sense not just formidable strength, but kind resolve.
Though he was only a fake, the legend of that boy could be none other than that of a true hero...
...yet he, too, carried a contradiction in his hands. Arthur couldn't say he expected to find such an opponent so close to the end.
The swordsman cracked a wicked grin and readied his blade at his side: "How kind of our host to send me such an interesting opponent! Mhahahahah... very well, I'll play just a bit. It's been a while since I've had any fun out here."
>Arthur: As Warrior, pray fervently, calling on the spirit of a kind friend to watch over himself and Regiment 1-31. In the face of anger, doubt, and fear, let the voice of that person--someone who will passionately believe in them regardless of how uncertain their past, present, or future may be--encourage them to focus on the outcome they wish for.
Prepare Focused Defender (Ranged) to defend Bran, and use Syzygy to redirect attacks aimed at Doc Morgan to Arthur.
Re: Battle 9: vs The Flying Fortress Lv. 21
Sun Jul 19, 2020 8:30 am
"Oh?" Azure smiled maliciously once more as Bran began his outburst. He tilted himself forward, still hovering in the air, his arms crossed, "Did I strike a nerve, boy?"
The mage seemed only further amused as Bran' continued. "Actually, I think that's exactly the sort of thing a pawn would say. Eyes glued to the mud and dirt, so concerned with saving lives or property that they are blind to the machinations of the heavens."
But as Bran's speech continued, Azure's toying expression began to fade and contort. He seemed particularly repulsed each time the younger mage compared him to an 'ant', and annoyed by his fixation with history. After the mage's final crescendo, Azure spat, "enough! Cease your meaningless drivel, you unwashed miscreant!"
He raised a hand, and a massive tendril of blue mana shattered through the clouds, directly from the constellations above, into his open palm. "History is meaningless! You carry the same tired, ignorant ideals as the rotting corpses of the De-Zum-Ri! History is not but a tool--no, a foothold, for the ascension of the worthy!" He turns his gaze skyward, "the weak turn to history for hope and comfort, while the worthy tear through it for power. The knowledge of a thousand lifetimes is hidden in the invisible lines of the stars, and you would care more for preserving it than using it!"
His eyes level themselves back upon Bran, containing a hatred as vast and cold as the infinity of space, "but you carry one truth, boy. So long as there remain those who remember, resistance will rise again. Such inevitability is plain in the machinations of my future self." He raised his other hand, and the tendril of pure magic twisted toward it, coalescing around his body! " I am only not a god yet, boy. And once I ascend to become Grandmaster, a controller of all that reality holds, I shall wipe every datum of you, Castle Low, and Rosalia itself from history. Not a living soul will know your names, and not a single stone shall have inscribed your works."
He raised himself on high, arcing arcana backlighting his ghostly form! "Before the day dawns, I shall achieve my destiny! And upon my ascension, I shall see that the stars no longer hold a constellation of your story, or of any story except my own! The entirety of the heavens, every star in the sky, shall be made a tapestry of my splendor, a symbol of my omnipotent domination! When those few I spare gaze skyward, they shall realize their own insignificance and grovel. Grovel... before their true master."
The mage seemed only further amused as Bran' continued. "Actually, I think that's exactly the sort of thing a pawn would say. Eyes glued to the mud and dirt, so concerned with saving lives or property that they are blind to the machinations of the heavens."
But as Bran's speech continued, Azure's toying expression began to fade and contort. He seemed particularly repulsed each time the younger mage compared him to an 'ant', and annoyed by his fixation with history. After the mage's final crescendo, Azure spat, "enough! Cease your meaningless drivel, you unwashed miscreant!"
He raised a hand, and a massive tendril of blue mana shattered through the clouds, directly from the constellations above, into his open palm. "History is meaningless! You carry the same tired, ignorant ideals as the rotting corpses of the De-Zum-Ri! History is not but a tool--no, a foothold, for the ascension of the worthy!" He turns his gaze skyward, "the weak turn to history for hope and comfort, while the worthy tear through it for power. The knowledge of a thousand lifetimes is hidden in the invisible lines of the stars, and you would care more for preserving it than using it!"
His eyes level themselves back upon Bran, containing a hatred as vast and cold as the infinity of space, "but you carry one truth, boy. So long as there remain those who remember, resistance will rise again. Such inevitability is plain in the machinations of my future self." He raised his other hand, and the tendril of pure magic twisted toward it, coalescing around his body! " I am only not a god yet, boy. And once I ascend to become Grandmaster, a controller of all that reality holds, I shall wipe every datum of you, Castle Low, and Rosalia itself from history. Not a living soul will know your names, and not a single stone shall have inscribed your works."
He raised himself on high, arcing arcana backlighting his ghostly form! "Before the day dawns, I shall achieve my destiny! And upon my ascension, I shall see that the stars no longer hold a constellation of your story, or of any story except my own! The entirety of the heavens, every star in the sky, shall be made a tapestry of my splendor, a symbol of my omnipotent domination! When those few I spare gaze skyward, they shall realize their own insignificance and grovel. Grovel... before their true master."
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 9: vs The Flying Fortress Lv. 21
Sun Jul 19, 2020 9:52 am
Bran scoffed. This was exactly the response he expected.
A man who thinks his place in the cosmos is greater than that of any other... Bran thought. Someone needs to put him in his place. At that one last thought, he shifted gears.
Bran took a moment to calm down as he sized up the rival Azure conjured, much as Arthur did.
Certainly a very skilled mage. Looking at his abilities, it wouldn't be an exaggeration to call him my rival, although the magic he uses us very different. The thing that sticks out to me is that he seems to be a scholar much as I am... I wonder how much he knows. Bran thought.
...Back to the matter at hand. I'm going to need a lot of energy to do what I'm planning... and a lot of help.
Bran: Begin charging up magical energy, and analyze the spell Azure used to summon the phantoms using the free action granted by the True Vision Spectacles. How is Azure capable of doing this, how does the spell work, and what are its limitations?
Vision of the Historian: Target Azure, revealing his capabilities with or without the assistance of the Emerald Lens.
A man who thinks his place in the cosmos is greater than that of any other... Bran thought. Someone needs to put him in his place. At that one last thought, he shifted gears.
Bran took a moment to calm down as he sized up the rival Azure conjured, much as Arthur did.
Certainly a very skilled mage. Looking at his abilities, it wouldn't be an exaggeration to call him my rival, although the magic he uses us very different. The thing that sticks out to me is that he seems to be a scholar much as I am... I wonder how much he knows. Bran thought.
...Back to the matter at hand. I'm going to need a lot of energy to do what I'm planning... and a lot of help.
Bran: Begin charging up magical energy, and analyze the spell Azure used to summon the phantoms using the free action granted by the True Vision Spectacles. How is Azure capable of doing this, how does the spell work, and what are its limitations?
Vision of the Historian: Target Azure, revealing his capabilities with or without the assistance of the Emerald Lens.
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 9: vs The Flying Fortress Lv. 21
Sun Jul 19, 2020 11:58 am
Stepping forward, I smirk beneath my helmet.
"Hello, Azure...so nice to see you're the same as you ever will be."
Reaching up to remove it temporarily, and then holding it under my arm, I turn my gaze upwards.
"The Heavens, you say...I've been there, you know. In more than one sense. It's...cold, out there. And lonely. You walk without friends by your side, and you suffer."
My smirk turns to a slight frown.
"But I found friends. At my darkest days, we fought your forces, and I found friends who cared about me, and kept me alive. I killed a horse, too, you know - one punch, right to the flank! Its knight wasn't too happy, though."
My eyes glaze a little as I reminisce, but then I shake my head, turning back to face Azure dead on, striding forward a few paces.
"This Nurturing Healer - you think she cheats death? That is only because you are the one who set death nipping at her footsteps. You feel cheated because, across the span of time, you feel the resounding drumbeat of your failure."
I stop, and look directly in to his eyes from where I stand now.
"These legends you speak of - is it not true that, were they truly so great, then you would treat them to the same threats as us? That you would wipe them from history, as the god you say you will become."
I laugh a little, the sound resounding as I put back on my helmet.
"Azure. Whether you defeat us here or not, you are destined to lose. If not to us, here, now, then I will ensure in my past that my friends and I tear you from your false pedestal of godhood and stomp you in to the underworld, where you belong."
Raising the Radiant Banner of Castle High up in to the air, I shout-
"CASTLE HIGH! REGIMENT 1-31! WE'VE GOT THIS! STEEL YOURSELVES, BRACE FOR THE ASSAULT, AND HIT THEM WITH ALL YOU'VE GOT!"
Severa: Unleash a rallying cry empowered with magic to raise the attack or defense of all units slightly, based on actions taken.
"Hello, Azure...so nice to see you're the same as you ever will be."
Reaching up to remove it temporarily, and then holding it under my arm, I turn my gaze upwards.
"The Heavens, you say...I've been there, you know. In more than one sense. It's...cold, out there. And lonely. You walk without friends by your side, and you suffer."
My smirk turns to a slight frown.
"But I found friends. At my darkest days, we fought your forces, and I found friends who cared about me, and kept me alive. I killed a horse, too, you know - one punch, right to the flank! Its knight wasn't too happy, though."
My eyes glaze a little as I reminisce, but then I shake my head, turning back to face Azure dead on, striding forward a few paces.
"This Nurturing Healer - you think she cheats death? That is only because you are the one who set death nipping at her footsteps. You feel cheated because, across the span of time, you feel the resounding drumbeat of your failure."
I stop, and look directly in to his eyes from where I stand now.
"These legends you speak of - is it not true that, were they truly so great, then you would treat them to the same threats as us? That you would wipe them from history, as the god you say you will become."
I laugh a little, the sound resounding as I put back on my helmet.
"Azure. Whether you defeat us here or not, you are destined to lose. If not to us, here, now, then I will ensure in my past that my friends and I tear you from your false pedestal of godhood and stomp you in to the underworld, where you belong."
Raising the Radiant Banner of Castle High up in to the air, I shout-
"CASTLE HIGH! REGIMENT 1-31! WE'VE GOT THIS! STEEL YOURSELVES, BRACE FOR THE ASSAULT, AND HIT THEM WITH ALL YOU'VE GOT!"
Severa: Unleash a rallying cry empowered with magic to raise the attack or defense of all units slightly, based on actions taken.
- Mirkwood
- Posts : 31
Join date : 2020-04-27
Age : 24
Location : Sorta the mountains
Re: Battle 9: vs The Flying Fortress Lv. 21
Fri Jul 24, 2020 6:01 pm
So, this was it. The Flying Fortress, and Azure. He was incredibly powerful, for a single mage… To be able to summon so many phantom soldiers was impressive, to be sure. The phantoms themselves were impressive as well. Legends from the future, he said. It was interesting, that she could almost feel the storied history of these figures. Speaking of which… That Tactician… He looked… familiar. The green cape and shirt, and even the face was familiar. Where could she have seen him? Ah, back when she was just a guard, this man had showed up at the manor every so often! And there were times that he was inside the manor talking to Lord DeVonn without her ever noticing him enter. With Doctor Morgan, and Severa, apparently, already knowing Azure from the future, time travel was certainly a much more common possibility than she would have expected. But why would he travel to a small manor, having conversations with a noble, discussing tales and myths? Why wouldn’t he be here? If he were such a legend as well as a time traveler, who could come back to around this time, why wouldn’t he have tried to do something about this? At least Doctor Morgan and Severa are here in the battle for the fate of possibly the entire world. Well, it was no use thinking about it now, she supposed. The battle was on. Oh, right the electric fence.
Attack the electric fence, since it would interrupt the attack on an actual enemy anyway. Prepare Dragoon’s Leap targeting the Phantom of the Shrewd Technician, as he might want to take advantage of the victim of his electric trap, and might attack multiple targets.
Attack the electric fence, since it would interrupt the attack on an actual enemy anyway. Prepare Dragoon’s Leap targeting the Phantom of the Shrewd Technician, as he might want to take advantage of the victim of his electric trap, and might attack multiple targets.
- Aquinas
- Posts : 55
Join date : 2018-08-05
Age : 27
Location : Freedonia, land of the BRAVE AND FREE
Re: Battle 9: vs The Flying Fortress Lv. 21
Fri Jul 24, 2020 10:02 pm
Every word he had wanted to say to Azure was now utterly pointless. Doc couldn't form a single syllable as he stared into the eyes of the Electrician.
He's won again. Won already. We're all fated to lose.
Just like last time.
Doc was only vaguely aware of his legs moving, his hands reaching into his pack, shaking fingers applying gauze to a wound that was bleeding all over h
Why was it so difficult to move his hands, he had sewn up wounds a thousand times befor
Doc screamed at his patient to stop talking as he struggled to close the gaping hole in his own chest. No, their che
He took a swig of the medicinal alcohol, it tasted awfu
His eyes were open, why couldn't he
He's won again. Won already. We're all fated to lose.
Just like last time.
- Wave EX-2:
- "What the hell are you doing? That's him!"
The dark-haired young man dug his sword into the ground to support himself as he spit his words at me. The water droplets cascading off the blade turned the dirt to mud, and he slipped, desperately clinging to his weapon with his one good arm. More than anything in the world I wanted to help him.
But I had a duty to fulfill.
"Move! Help us! You have to help us!"
Another voice, pleading with me. A cat-eared woman, holding up what remained of a shattered star-spangled shield to protect herself from the relentless hail of blue flames. A few yards away, a huge man in armor that obscured his whole body lay face-down in the dirt. Everything in me was screaming to go and check him for vital signs, but I couldn't.
None of them understood, none of them knew what I knew! If I intervened now, it could mean the end of everything.
"He's killing us!"
The healer's voice was thick with betrayal. I suppose that was deserved. I watched as she rushed from one injured soldier to the next, cracked helmet askew, exhausting the last of her magical abilities in an effort to mitigate the damage. Helping people. I envied her.
But I was time's guardian, and I could not intervene in its flow.
"Your intelligence refreshes me," a sickly-smooth voice crooned in my ear. I didn't turn to look. "Defection was a bold choice, but a wise one. You've earned a gift."
I felt a hot pain flash through my arm. He'd fixed it... No, not exactly fixed it. It was a crude job - an overload of power through my circuits, just enough to jump. To return to my time... the goal I'd been working towards all this time. This wasn't my fight anymore. I couldn't condone this anymore.
Could it really be that simple? Could I just... leave?
Could I forgive myself if I did?
I looked back one last time. Nicholas, ever the hero, was still trying to raise his sword. Jan's shield was cracking. Impromptu was still running back and forth, a constant blur of motion. Meta was looking at me. I didn't meet his eyes.
God help me, I wasn't strong enough to stand by and watch them die.
I activated the PMFC and disappeared in a flash of mist and light.
Doc was only vaguely aware of his legs moving, his hands reaching into his pack, shaking fingers applying gauze to a wound that was bleeding all over h
- Why are you here?:
- I'm sitting under the tree with Victoria, watching with pride as my niece fiddles with her very own PMFC. She keeps looking down the coast at the harbor, which is fair - it's not every day you get to watch the launching of the Nina, the Pina, AND the Santa Maria.
I'd never admit it to her, but she's brighter than I am, savvier with electronics., and a HELL of a lot more inventive. It makes her a good sidekick, but it'll make her an even better agent someday, soon as she grows up a little.
"You sure you know what you're doing with that thing?" I ask, but I already know what her answer will be. A roll of the eyes, a glance down the rim of her glasses, and a veiled insult about my age. I snark a reply as I scratch my back with the bark of the tree and swat a fly away from my mustache.
Mustache?
It hits me all at once. This is a memory. And this is the tree. THAT tree.
No no no NO NO NO
It hurts just as much the second time to watch those precious few seconds after she realizes her mistake. She drops her screwdriver and fumbles to try and remove the watch from her wrist. Of course, the latch is caught. The PMFC roars to life, but the sound is wrong, a cacophony of grinding gears. By the time I've looked up, I'm already too late. Victoria doesn't have time to come to grips with her death before the PMFC implodes in a flash of smoke and fire.
Why was it so difficult to move his hands, he had sewn up wounds a thousand times befor
- You haven't earned your place here:
- The flap of wings has brought me back to my senses. I'm not under a tree, I'm in a cathedral. Not one devoted to the Aethon Sol, this is... some kind of cult?
I'm wearing a long white coat. My trusty Beam Revolver is in my hands.
The wings are those of an angel. I see him outside the cathedral. I'm about to meet him, but first I have to dispatch some justice.
I wave my Revolver around erratically, babbling like an idiot. My jokes aren't funny, but I don't need them to be. Talking incessantly serves the same function as hopping through time - it delays everything. Every action is consequence-free, as long as you don't give the world time to respond.
I still haven't told Victoria's parents. I will, of course. I can return to them seconds after we left them. I can do it anytime I want.
I won't.
Doc screamed at his patient to stop talking as he struggled to close the gaping hole in his own chest. No, their che
- Get out get out get out get out:
- I'm digging a tomahawk out of the dirt. I don't know exactly why I've attached myself to these freedom fighters, but I'm not much for reflection. This cause seemed just (it seemed fun) so I knew I had to do my part (it was a diversion until my PMFC was repaired) to help these people gain their freedom (I was going to save them because I'm a hero, who are they?)
I'm whooping now. I'm making a pun. Flirting with an enemy, snarking about Meta's stoicism, trying to get a rise out of Aeront. Blah de blah de blah de blah.
Have you ever seen someone so absolutely convinced that they're funny? Someone who self-identifies so strongly as the one who doesn't care, the comic relief? The one the darkness can't touch because he's just way too cool to let it?
No emotions for me. See, I'm wearing sunglasses!
Puns puns puns!
He took a swig of the medicinal alcohol, it tasted awfu
- If you don't get out now they're all going to know what you did:
- Travelling through time changes you physically. Your brain ceases to comprehend time the way most people do. You remember things you shouldn't - when the past changes, it doesn't always take for you.
Which is why when Clarence wiped out Elizabeth's existence, erased her past, I didn't stop seeing her afterimage for weeks. And I can't run from it. I can't use my PMFC, or they'll find me. They'll erase me just like they erased Eliza, and Sam, and Emmett, and Peggy. And so, for the first time I can remember, I have to stay where I am, trying to fake it as a frontier doctor, looking anywhere except at the flickering specter of my wife who never was.
This is all his fault.
His eyes were open, why couldn't he
- It's always been his fault:
- Shoot him.
We hang in the black like we're the last stars in a dying universe.
My revolver is leveled at the man who ruined my life. Who killed the people I'd grown to treat as family. The tremors are gone, pure assurance in their place. Decades of hiding like a rat have reached their conclusion.
More than anything, I just want to make him stop smiling.
I fire.
It hits him right between his eyes, shattering his sunglasses. Blood trickles down and stains the white fur of his collar. But the smile doesn't fade, even as he falls. Slowly drifting downwards, sinking into the black. And as he falls, he ages, and I finally see time catch up to him.
His beard turns gray and his hair falls out.
His skin grows leathery and patched.
His muscles atrophy and his frame withers.
At last, I'm staring at my own reflection. "Doc Morgan". A disguise just as fake as Agent Aquinas, or Eliot Fairbanks.
I blink, and now I'm staring up at myself, holding the gun, as blood rushes from my head and I sink into the welcome abyss.
- SugarJan
- Posts : 39
Join date : 2018-08-08
Age : 28
Location : North Carolina
Re: Battle 9: vs The Flying Fortress Lv. 21
Mon Jul 27, 2020 10:45 pm
Play an empowering melody to boost the power of Severa's rallying cry
Re: Battle 9: vs The Flying Fortress Lv. 21
Fri Aug 07, 2020 10:39 pm
TURN 1
As Arthur makes his silent prayer, his armor, sword and body glow a pale white light! He readies his blade, and he and the rest of Regiment 1-31 feel that something is different. The change doesn't feel magical, or even that out of the ordinary: it's simply as if they are entirely present, every sensation and part of themselves at their peak! The more distracted or distressed members of Castle High would find something a bit extra, as well: in their spiraling thoughts, they would find a foothold, some part of themselves that could manage to raise its head and fight on!
And Arthur, in particular, may feel something else. A familiar presence surrounding him, imperceptible but present.
All allies gain Landon's Grace, giving them immunity to mental and provocation statuses for 3 turns!
He then prepares Focused Defender for Bran before activating Syzygy--an imposing aura surrounds the swordsman, drawing attention away from Doc Morgan!
Arthur is fatigued from his efforts... (-1 Adv)
Phantom of the Wandering Swordsman casts a look upon Arthur for a moment, seeming to size him up... before his shoulders 'shrug.' A scoff, maybe? He points his sword of darkness directly at Arthur, raising his chin! He challenges him to an Honor Duel: if Arthur accepts, they will be unable to target any allies or enemies for two turns except each other! If he refuses, the Swordsman will gain a free Advantage and a 30% Power increase!
Not even waiting for a reply, the Swordsman leaps into action, becoming a streaming blur of light and shadow as he circles Arthur, a half-dozen afterimages making the exact position of the boy uncertain! Suddenly, three afterimages seem to strike simultaneously, in a blur of Agility too fast to react! Arthur raises his defenses to two, but the last throws himself between his legs and lands a dual slash to his back! Arthur's armor absorbs much of the blow, but the radiating attack still deals 359 damage!
The Swordsman is fatigued from his attack... (-1 Adv)
Bran, despite already possessing charged mana, continues to draw in magical energy! The scattered grass of Castle High's courtyard spirals around him as pure magic courses through his body: he gains Overloading Magic Circuits, substantially empowering his next magical action!
He then utilizes his True Sight Spectacles, allowing him a free examination! He investigates how Azure's phantom-summoning spell works, the enchantment in his glasses gleaning truth from mystery...
One detail becomes incredibly apparent: this spell is only possible due to the current state of the world... no, of the sky. The otherworldly, arcane energy that have collected around the forming constellation overhead... but what exactly is it that's happening? Bran presses into that mystery for just a moment, directing his eyes to the dark purple sky above. He's immediately assaulted by an overwhelming amount of indiscernible information: infinite, spiraling cosmos of histories and time, endlessly deep branches of an impossibly large tree of stories, a titanic castle through which all else passes--endless, shifting metaphors for a collection of worlds so great, yet all the same, all interlinked and created by one another, some stronger than others and developing non-chronologically, dots and lines likes constellations creating the very--
His body flinches and blinks as an explosion rocks the earth somewhere far behind him, returning his mind to the present. He's unsure how long he'd been staring.
Regardless, it seems the creation of Castle High's constellation has opened some sort of celestial 'rift' to... whatever all that is. Azure's celestial magic is based on weaponizing stories and memories through stars--it seems likely he developed that power set for exactly this occasion, giving him the unique ability to weaponize stories from within that 'rift', from another time. You doubt you or any other mage would be able to replicate the feat.
Still, even if with his obvious power, not even Azure can fully control and wield such abstract, powerful beings. Despite his grand words, you suspect that proper prodding or interrupting of the spell could lead to consequences he wouldn't intend. The most obvious means of disruption would be to attack the entities, but perhaps other methods exist of loosening Azure's grip...
Severa raises her voice in defiance to Azure! Her words that he is destined to lose, in particular, earn her a cold glare.
"Ignorant pawn, you know nothing of fate." His words leak malice from every syllable, slow and methodical. "I alone understand destiny's fickle hand, and you should understand this: the moment you think you've defeated me is the moment my triumph is complete."
Erika adds her musical power to Severa's rallying cry, creating a melodious, uplifting sound! All allies are reminded of the cause they fight for and the strength of those around them! They gain Morale of Castle High, increasing their Resistance to all damage by 10% and their Power by 10%!
Nathalia, putting her thoughts aside, leaps at the electric fence, striking it down! As soon as her spear hits the fence, a painful current of electricity surges down her spear--but her knowledge of the fence's effects, combined with the power-absorbing abilities of her spear, allow her to avoid taking any damage! Despite this, she still feels her joints and arms lock up, causing her to fall on her knees, Paralyzed! Her Strength and Agility are halved, and she can only take one action next turn! Phantom of the Shrewd Electrician tosses finger guns at her, and obvious pantomime of 'Gotcha!' Despite this, she--
Suddenly, Phantom of the Shrewd Electrician appears just out of the left corner of Nathalia's eye! Before she can entirely comprehend him, he gives her a salute before firing a beam revolver blast straight at her temple! Despite her paralyzed state, she ducks quickly to dodge, pulling herself out of the attack's path, but the Electrician's Sharpshooter Ability causes the beam to bounce off a wall, the Paladin's shield, the broken Emerald Lens, and then finally blast her in the other temple! She takes 281 damage, catching herself from falling as the Electrician takes a slow look at Nathalia, up and down... before catching her eye and giving a flirtatious wink.
Getting her head back together, the dragoon prepares Dragoon's Leap... but it's already too late! Before she could prepare the Technique, the Electrician's Twin Time Gears allowed him to attack! Dealing with a time traveler seems complicated...
Doc Morgan appears to be in a daze, his fingers twitching nervously, seemingly independent of his frazzled mind...
The flames around Vince ignite a hair brighter as he burns 100 HP, a dark, terrifying energy beginning to surround him! He gains +1 EA as he unfurls the calamitous power of Mutual Destruction, a demonic power glowering all around him! Despite his intimidating aura, Phantom of the Extrospective Bodyguard simply cracks his knuckles, bouncing on the balls of his feet as he prepares to meet the attack!
Tendrils of searing, demonic flames lash out, a dozen tongues of dark purple fire closing in and around the Bodyguard! The Bodyguard throws out a series of lightning-fast punches, leaving burning trails in their wake, as he knocks away several of the tendrils! While holding off the frontal assault, however, three more intertwined lashes knock him off his feet from the side, then toss him aside! Dark flames engulf the bodyguard as he's cratered against the wall of Castle High! His resistance to fire damage helped hold off the heat, but he still receives 313 damage and is inflicted by Hellfire!
Before the dust even settles, however, a bright energy glimmers in the Phantom of the Extrospective Bodyguard's eyes as his Ability Fisticuffs activates! With a surprising burst of speed, he closes the distance to Vince in two strides and places a gauntlet to his chest! He throws a one-inch punch, rocketing a fiery fist into Vince's ribs before hopping back, raising his gauntlets again! Vince recieves 204 damage!
Scarlett stalks her way around the battlefield, her lithe silhouette blending in with the hazy shadows of the battlefield. Avoiding detection, she zeroes her attention in on Phantom of the Guardian Paladin, examining the Paladin for weaknesses. She notes that his armor doesn't extend fully around his body, a series of half-formed, nebula-like straps and shapes lying upon his back! The Paladin's Exposed Back has been revealed! Any attacks on this location will ignore 30% of damage resistance!
Deciding to take advantage, she sneaks toward him, a dark red syringe ready... and leaps out of the way as he tries to backhand her with his shield! Smirking, she uses the shield to vault over his head, throwing the needle directly into the small of his back! Though unflinching, the Paladin takes 319 damage and is inflicted by Burning (Unremovable) thanks to her Burning Blood Poison! He will take 100 damage every turn and cannot remove the status!
Scarlett is fatigued from her efforts... (-1 Adv)
Corbin zeroes in on Phantom of the Flaming Tactician, drawing a bead...!
...And lands a direct hit, in large part due to his body being at its peak! The Tactician takes 188 damage and is Weakened, reducing his Power by 25%! Corbin gains a grand total of 3 Castle Charges!
Azure begins by dropping his head, dark, twisting shadows of mana and magic surging around him! The raw magical power condenses itself into an impossibly bright point directly in front of him, a conflux of intense arcane might! He flicks the event horizon with a finger, creating a snap audible from everywhere on the battlefield. Time seems to stand still for just a moment, every eye once more drawn to him... before being nearly blinded, as a thick beam of magical destruction collides with Castle High! You expect an explosion or tremor... but instead, all you see are the stones and bricks of the castle turned to dust in an instant by the pale blue magic! Azure's Arcane Annihilation has reduced half of the Reconnaissance Division Headquarters to rubble, dealing 2343 damage to Castle High!!
Azure then raises a hand, mana charging and coursing across his palm and around his body! He gains Charged Magic Circuits! "The sheer might of my arcane power shall soon be made apparent, vulgar things."
Phantom of the Guardian Paladin's Mass Provoke activates, randomly targeting Bran... but Landon's Grace stops the provocation from working!
Phantom of the Guardian Paladin, unable to attack due to Peaceful, instead shifts position, his massive form blocking Phantom of the Nurturing Healer! The first attack aimed at her next turn will hit the Paladin instead!
Phantom of the Nurturing Healer raises a hand high into the air, a shimmering, shifting piece of blue fabric flying skyward! She activates Mana Transfer, the fabric floating over to and encircling Phantom of the Extrospective Bodyguard! As it spirals around him and glimmers into nothing, he gains Overcharged Magic Circuits!!
Phantom of the Nurturing Healer then brings her hands together, bowing her head solemnly as she casts Archangel! An ethereal, azure light surrounds Phantom of the Shrewd Electrician, forming a shimmering, translucent barrier! He is immune to negative status effects for two turns, and gains a barrier with 400 HP!
Phantom of the Extrospective Bodyguard slams his fists together, pumped up! He punches the ground, throwing himself skyward with a plume of flame, as he rockets toward Castle High's eastern wall! He lands in a roll and begins pulling back a fist, powerful flames building up as he uses his Overcharged Magic Circuits to execute an Eruption Uppercut! With an explosion, he's sent spiraling through the castle wall!
CRITICAL HIT!! The attack leaves behind a trail of flames and destruction as his overcharged flames melt through the castle's stones, destroying training rooms and storage areas!! Castle High takes 1456 damage and is inflicted with three stacks of Burning!
Phantom of the Extrospective Bodyguard then spins around, launching another flurry of fiery blows at Doc Morgan--!
But suddenly finds Arthur in his way thanks to Syzygy! The attack is aimed at him instead! Though strong, the Phantom's fists aren't quite enough to overwhelm Arthur's own strength, only managing to deal 251 damage, but still inflicting Burning!
The Bodyguard is fatigued from his efforts... (-1 Adv)
Phantom of the Flaming Tactician's Pattern Recognition activates! He targets Erika's Song of Peace and Vince's Aerial Evasion! Both Techniques will lose 50% effectiveness for the battle's remainder!
Phantom of the Flaming Tactician then pulls back his arm and unleashes a spinning attack from his Flaming Cross Boomerang, targeting Nathalia and Severa! Nathalia manages to leap out of the way, managing to only be scraped for 112 damage, while Severa simply tanks the attack, taking 233 damage! Both, however, are now Burning, causing them to take damage every turn!
Phantom of the Tranquil Conductor selects Magical, Bran for his Mirror Baton's redirection effect! This turn, all Magical attacks that would hit him are redirected to Bran instead!
Phantom of the Tranquil Conductor then waves his baton before his eyes, the pale blue light of them becoming a menacing, crimson red. He targets Severa and Nathalia, inflicting both of them with Crimson Despair! They will take double damage from all attacks until next turn, and all attacks aimed at them will hit!!
The Conductor is fatigued from his efforts... (-1 Adv)
Phantom of the Knowledgeable Wizard's Glyph Creation activates! He chooses Light, granting him 50% Resistance to the element and an extra 25% Power when using Light-based attacks!
He immediately puts the new element to use by attacking Nathalia, Sunset Divider at the ready! She prepares to intercept the attack, but the effects of the Crimson Glare have already begun to take hold, causing her arm to seize before the blow can be stopped! The Wizard makes a deep slash from her hip to her clavicle, leaving behind painful trails of light as she takes 838 damage!
Doc Morgan seems to act subconsciously, applying first aid to Nathalia's most recent wound! His fingers deftly cut and stitch her up with bandages, healing her for 499 HP and reducing her Paralyzed status to Shocked, only resulting in a loss in Strength and Agility!
Castle High fires an arcane volley on the Flying Fortress... but its Astral Barrier completely nullifies the attack, leaving no trace!
Conquering Champion grants all allies an additional Advantage!
Vision of the Historian zeroes in on Azure, seeking to understand his capabilities: all of Azure's Abilities have been revealed!
Re: Battle 9: vs The Flying Fortress Lv. 21
Fri Aug 07, 2020 10:40 pm
- Castle and Commanders:
- Castle High - CASTLE - HP 16901 / 19000
Adv: -
Personal Adv: -
Power: -
Burning x3: Take 300 damage every turn.
All Army Effects:
Conquering Champion: Gain +1 Advantage every even turn and all healing effects targeting you gain +10 Power.
Protection of the Soaring Skies: Heal 150 HP at the end of every turn.
Landon's Grace(3): Immunity to mental debuffs and provocations.
Morale of Castle High(2): +10% to all damage resistance and Power.- 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 --
COMMANDERS
Scarlett - HP 1300 / 1200
Adv: +1
Personal Adv: +10 (Insight/Agility)
Power: 88 (80*1.1)- Character Information:
Equipment Effects
Crimson Vials: All successful attacks cause minor debuffs.
Abilities
Infiltrator: All examination actions gain 50% extra Power.
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: +19% (10% * 10%)
StatsPhysical Magical Support Strength +4 Spirit +2 Charisma +5 Agility +8 Faith +0 Insight +8
Corbin - HP 1700 / 1600
Adv: +3
Castle Charges: 3/10
Personal Adv: +10 (Insight/Agility)
Power: 55 (50*1.1)- 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 Controller: Every turn, gain one Castle Charge. At 10 Castle Charge, spend all charges tp 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: +28% (20% * 10%)
Resistance to Magic Damage: +20%
StatsPhysical Magical Support Strength +4 Spirit +2 Charisma +5 Agility +8 Faith +0 Insight +8
Re: Battle 9: vs The Flying Fortress Lv. 21
Fri Aug 07, 2020 10:41 pm
- Castle High Forces:
- HEROES
Arthur (Impromptu) - HP 1415 / 1800
Adv: +3
Personal Adv: +10 (Strength/Faith)
Power: 94 (85*1.1)
Float: Hover over some obstacles.
Honor Duel (Challenged): If accepted, may not perform any actions targetting anyone except Phantom of the Wandering Swordsman for two turns. If rejected or ignored, Phantom of the Wandering Swordsman gains an extra Advantage and a 30% Power increase.
Burning: Take 100 damage at the end of every turn.- 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.
Heliad, One Last 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.
Abilities
Self-Sufficient: Actions that target a character no other player is targetting have double Advantage.
Warrior and Watcher: At the beginning of each turn, you may choose to act as a Warrior or a Watcher. As a Warrior, increase your Power by 10% for each Effective Advantage when you attack. As a Watcher, grant the first ally you target this turn half of your Effective Advantage. Whenever you choose a modifier different from your choice the previous turn, gain +1 EA, stacking over time (currently +0).
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.
Ultimare: Spend an action and an Advantage to subtract your Power from the Power of any attack that hits you this turn, to a minimum of 0. You may not use this two turns in a row.
Syzygy: Redirect the first attack aimed at a target ally to another target ally (including yourself).
Defenses and Resistances
Physical Defense: +3
Magic Resistance: +25%
Physical Resistance: +20%
Resistance To All Damage: +46% (40% * 10%)
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 - Heliad, One Last Hope- Heliad, One Last Hope:
- Heliad, One Last Hope
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 +3)
+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.
Blessed, imposing armor consisting of plates, scales and wings. Though its form is remniscient of an imposing drake, battling 'til it falls, the soft glow of its metal invokes images of a faint star, either on the brink of death or rebirth.
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: 131 ((85+10)*1.25*1.1)
Float: Hover over some obstacles
Overloading Mana Circuits: Double the power of your next magical action. It is very likely to succeed.- 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.
True Sight Spectacles: 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.
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
Arcana: Cast any magic that was cast previously by an ally this battle. Limit 1 use per turn.
Vision of the Historian: At the beginning of every turn, name any target. You will learn a detail about the target which will assist your current goal at the end of the turn. You may specify a detail to investigate, such as a weakness or upcoming attack. Any actions you undertake with this information gain an extra +1 Effective Advantage and +10 Power.
Techniques
Arcane Storm: Flurry of arcane magic that hits all enemies. When charged, deals additional damage and may inflict a status effect based on the type of magic charged.
Elemental Conduit: Once per battle, charge up with a type of elemental magic as a free action. Element must be in nearby environment.
Arcane Negation: Negate target Spirit-based magical effect, either weakening or dispelling it. Can be prepared to counter an enemy spell as it is cast.
Aegis of Magic: Create a barrier around target without fail. When this barrier is destroyed, grant the target Arcane Armor for the remainder of the turn, reducing all damage recieved by 25%.
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 - True Vision Spectacles- True Vision Spectacles:
True Vision Spectacles
+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.
A pair of antique glasses enhanced to see the truth, no matter how far or obscrubed. They protect their wearer from all deception of the eyes and mind, and allow them to see and grasp the most critical information.
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: 102 (80*1.1*1.1*1.05)
Heroic Rush: +5%- Character Information:
Equipment Effects
Beth (Holy Muzzle Attachment): +5% HP regeneration per turn. Once per battle, activate this item to gain 50% of damage dealt as HP. +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.
Overclocked Tech Box: Whenever you cause a regenerative buff, 75% of the total healing is granted on the first turn. You are immune to certain status effects.
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.
Defenses and Resistances
Resistance to All Damage: +15% (+5% * 10%)
Resistance to Magical Damage: +15%
Resistance to Electric Damage: +30%
StatsPhysical Magical Support Strength +0 Spirit +3 Charisma +2 Agility +4 Faith +6 Insight +7 - Inventory:
- Weapon - Beth (Holy Muzzle Attachment)
- Beth (Holy Muzzle Attachment):
- Beth (Holy Muzzle Attachment)
Power: 80
+3 Insight
+4 Faith
+2 Charisma
+5% HP regeneration per turn
+Once per battle, activate this item to gain 50% of damage dealt as HP
+5 Power for every ally targetted, up to your Faith stat
A worn yet polished revolver that looks somewhat out of place. The golden halo mounted to its barrel creates shimmering golden bullet paths, empowering healing. The name "Beth" is engraved in its handle, still clearly visible despite the wear of time.
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 - Overclocked Tech Box- Overclocked Tech Box:
- Overclocked Tech Box
(Refined)
+3 Faith
+2 Insight
+30% Electrical Resistance
+Whenever you cause a regenerative buff, 75% of the total healing is granted on the first turn.
+You are immune to certain status effects
A piece of complicated technology that, while still damaged, has been upgraded and empowered to maximize its remaining functionality. The nanomachines it produces heal others at a rapid pace initially, slowing to worse speeds after overheating.
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
- Training Missions:
Perform your signature technique! (0/1)
Erika (Jan) - HP 1400 / 1400
Adv: +2
Tempo: 1/5
Personal Adv: +12 (Charisma)
Power: 99 ((85+5)*1.1)- 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 Bertilan Metal: +15% Max HP regen per turn. All actions may instead hit two targets with a 20% Power reduction. 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.
Abilities
Rockstar: +10 power to actions that target anyone who targeted you last turn.
Keepin' Up The Tempo... Now Drop It!: Gain 1 Tempo Counter at the beginning of every turn (5 max). If you start a turn with at least three Tempo Counters, your first action that turn automatically targets all enemies or (if a supporting action) all allies. Gain 1 additional Tempo Counter whenever an enemy is defeated that you attacked this turn.
Techniques
Rock Fusion: You may perform a supporting effect and an offensive effect in the same action, but both effects have -50% power.
Sonorous Duet: Usable once per battle. When applying a positive effect to one ally (including yourself), you can also apply that effect to another ally (without consuming an action).
Metal Headache: Whenever you land an exceptional attack, inflict Metal Headache for the turn's remainder, reducing Power by 10.
Dragon's Lament: Consume 1 Advantage to inflict Draconic Binding on a non-Boss enemy. This enemy is unable to avoid any attacks and cannot use any Spirit or Faith-based magic.
Song of Peace:Consume 1 Advantage to inflict Peaceful on yourself and a non-Boss enemy for this turn. Peaceful characters may not perform offensive actions.
Defenses and Resistances
Resistance to All Damage: +37% (30%+10%)
Fire Resistance: Reflect at attacker
StatsPhysical Magical Support Strength +3 Spirit +6 Charisma +10 Agility +0 Faith +4 Insight +0 - Inventory:
- Weapon - Twin Screaming Bolts of Bertilan Metal
- Twin Screaming Bolts of Bertilan Metal:
- Twin Screaming Bolts of Bertilan Metal
STAR ARM
(Fused)
Power: 85
+5 Charisma
+4 Spirit
+4 Faith
+3 Strength
+15% Max HP regen per turn
+All actions may instead hit two targets with a 20% Power reduction.
+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.
- Training Missions:
- Damage 3 enemies who damaged you! (2/3)
Signature Mission: Develop your own technique! (0/1)
Nathalia (Mirkwood) - HP 1449 / 1850
Adv: +2
Personal Adv: +8 (Strength)
Power: 93 (85*1.1)
DM: +1
Burning: Take 100 damage every turn.
Shocked: Strength and Agility are reduced by 3.
Crimson Despair: You cannot avoid attacks, and all attacks against you deal double damage this turn.- 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.
Serpent's Terror Helm: Whenever you decrease an enemy below 50% of their Max HP, inflict Fearful.
Abilities
Draconic Momentum: Whenever you attack an enemy, if they are the same as the last enemy you've attacked, gain 1 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.
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 Incapacitated.
Defenses and Resistances
Resistance to All Damage: +33% (+25% * 10%)
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 - Serpent's Terror Helm- Serpent's Terror Helm:
- Serpent's Terror Helm
+3 Insight
+2 Spirit
-2 Charisma
+100 Max HP
+Whenever you decrease an enemy below 50% of their Max HP, inflict Terrified.
An imposing helmet that strikes enemies with a looming dread of their coming demise. Combined with demonic ichor, the piercing gaze of its jeweled eyes fill foes with sheer terror.
Permanent Stats - +1 Agility, +1 Strength, +1 Insight
- Training Missions:
- Training Mission: Reduce the damage of an enemy attack 4 times! (3/4)
Signature Mission: Develop your own technique! (0/1)
Severa (LadyRena) - HP 1667 / 1850
Adv: +2
Personal Adv: +7 (Strength)
Power: 66+ (60*1.1)
Burning: Take 100 damage every turn.
Crimson Despair: You cannot avoid attacks, and all attacks against you deal double damage this turn.
Charged Magic Circuits: Increased Power and EA to next magical action.- Character Information:
Equipment Effects
Holy-Core Repeater Cannon: Whenever you expend Charged Magic Circuits, gain an additional +20 Power; ignore up to 10% of enemy damage resistance; 50% of all damage dealt is Light element; every subsequent attack with this weapon on the same turn gains an additional +10 Power.
Light Up The Night: 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. Unequipped if the user's Faith is 0 or less. Unequipped if the user is Sleeping, Charmed, or Incapacitated.
Radiant Banner of Castle High: 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. Every odd turn, grant yourself and a random enemy one of the following debuffs at random: Silenced, Peaceful, or Raging.
Abilities
Guidance: Negates the first instance of damage another ally would take this turn. Limit 1 use per turn.
Note of Empowerment: Choose whether to empower an ally or an action from last turn. If an ally, equalize all of target ally's stats to their highest stat for two turns. If an action, retroactively increase the Effective Advantage of that action by +1 and its Power by +15. This can cause a failed action to succeed, but cannot lead to a finishing blow.
Techniques
Crystalline Barrier: Create a barrier around one ally, giving +1 magical defense and blocking damage. If destroyed by a melee attack, deals damage to the attacker.
Healing Glow: Whenever a barrier or construct is created around an ally (or allies), they will be healed a small amount, scaling with the barrier's HP.
Echoing Notes: Spend Charged Magic Circuits to cause your next sound-based action to suffer no Power reduction from targetting multiple characters. Can be used once per battle.
Magus of Change: The first action you perform each turn also grants a minor status effect to the target. You may specify the type of effect, but it must be related to the action.
Voice Alter: Consume Charged Magic Circuit to change the effect text of an Equipment or Technique, or change the reality of the world with increased Power. Can accomplish many things actions normally cannot. Can only be used when below 50% HP.
Defenses and Resistances
Resistance to All Damage: +51% (45% * 10%)
Physical Resistance: +10%
StatsPhysical Magical Support Strength +5 Spirit -1 Charisma +3 Agility +2 Faith +4 Insight +3 - Inventory:
- Weapon - Holy-Core Repeater Cannon
- Holy-Core Repeater Cannon:
- Holy-Core Repeater Cannon
(Fused)
Power: 60
+3 Faith
+3 Agility
+2 Insight
-1 Spirit
+Whenever you expend Charged Magic Circuits, gain an additional +20 Power.
+Ignore up to 10% of enemy damage resistance
+50% of all damage dealt is Light element
+Every subsequent attack with this weapon on the same turn gains an additional +10 Power
A powerful arm-mounted laser cannon, crafted with equal parts advanced technology and holy artifacts. It excels at firing both charged mana blasts and rapid-fire laser volleys.
Armor - Light Up The Night- Light Up The Night:
Light Up The Night
STAR ARM
(Fused)
+500 Max HP
+2 Strength
+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
-Unequipped if the user's Faith is 0 or less
-Unequipped if the user is Sleeping, Charmed, or Incapacitated
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 Banner of Castle High- Radiant Banner of Castle High:
Radiant Banner of Castle High
+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.
-Every odd turn, grant yourself and a random enemy one of the following debuffs at random:
--Silenced: Cannot perform magic
--Peaceful: Cannot perform attacks
--Raging: Cannot perform non-attacking actions
A magical banner bearing the insignias of Castle High and the people of Nightdeaf. While its holder stands, the castle's allies are given a powerful surge of morale and energy. While its holder bears some chaotic energy in return, they may at least pass this chaos onto their enemies as well.
Permanent Stats - +2 Strength
- Training Missions:
- Strike an enemy with magic-empowered attacks 4 times! (3/4)
Vince (Atmos) - HP 846 / 1300
Adv: +2
Personal Adv: +7 (Spirit)
Power: 115++ ((90+15)*1.1)
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 New Life: +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.
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 Flame: Remove the Hellfire or Burning status from a target to heal 100 HP. If targetting an enemy, this does not cost an action.
Techniques
Fiery Conflux: Target a Hellfire entity and cause them to explode. Deals a large amount of damage, but removes their Burning status.
Aerial Evasion:Become immune to melee damage and recieve -25% damage from all other sources this turn. Only usable when airborne. May be used once for no cost, and any time after as an action.
Shrapnel Blast: A flaming explosion that focuses on dealing structural damage while also hitting enemy combatants. Castle damage modifier reduced to x1.5, but also deals damage to enemy characters. Can be focused on a single target or spread out to many.
Efficient Offensive: Whenever you perform 3 or more attacks in the same turn, reduce your Advantage consumed by 1.
White Hot Fire: Consume an action to cause all 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
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 New Life- Chartreuse Bandanna of New Life:
- Chartreuse Bandanna of New Life
+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.
A bandanna embewed with the power of unlife, turned into something wholly kind. Its dark power purified by the glyph of care and hope, this bandanna carries Rosemary's heartfelt wish that Vince find peace in both himself and the world.
Permanent Stats - +1 Agility, +1 Spirit, +1 Charisma
Milestone: Deal, heal, or block 1000 damage!
16901 / 21000 HP
Lv. 21 CASTLE HIGH
VS
Re: Battle 9: vs The Flying Fortress Lv. 21
Fri Aug 07, 2020 10:41 pm
????? / ????? HP
Lv. ?? THE FLYING FORTRESS
Lv. ?? THE FLYING FORTRESS
- The Flying Fortress:
- The Flying Fortress - CASTLE - HP ????? / ?????
Adv: -
Personal Adv: -
Power: -- Character Information:
Equipment Effects
None
Abilities
Astral Barrier: The castle is surrounded by a shimmering barrier you cannot comprehend. Cannot be damaged or targetted.
Frayed in Constellations: Whenever you defeat a "Phantom" enemy, weaken this castle and its Astral Barrier and grant a corresponding enemy a boost.
Techniques
???
Defenses and Resistances
None
StatsPhysical Magical Support Strength -- Spirit -- Charisma -- Agility -- Faith -- Insight --
Azure, Architect of Fate - BOSS - HP 2500 / 2500
Adv: +2
Personal Adv: +12 (Spirit)
Power: 130
Protected (Guardian Paladin): All attacks aimed at you are redirected to Phantom of the Guardian Paladin.
Charged Magic Circuits: Increase the Power and EA of your next magic action.- Character Information:
Equipment Effects
Gears of The First: ________________________orld, and universe if _____________ astral power. Able to draw astral power from ________________ to record legends and _________. Whenever an enemy is Incapacitated, gain ____ Power permanently.
Abilities
Destined For Greatness: Gain an additional Advantage every turn.
Astromancer of the First: Once per battle, grant a target Fate Bound. The next action they perform will be immensely effective and successful, no matter what it is.
Inevitable Absolution: Starting on the 1st turn and on every subsequent odd turn, all allies get one free turn of actions. These actions may not target or affect enemies.
Techniques
Reversal of Tales: Target enemy's base stats, Techniques, and Abilities are changed to their state two battles prior, except Signature Techniques.
Slaves of Fate: Can only be cast _________________________________________________ mana. ____ the _____ of all enemies and _____________ as long as you are not Incapacitated.
Starborn Defenses: At the end of every turn, you may ________________ so long as none exceeds 40%.
Arcane Annihilation: Double your Power and attack all enemies. Double this attack's Power again for each _____________ enemy.
Death Defiant: The first time you would be Incapacitated, instead __________________________________________.
Creations of Starlight: Can __________________ charged for ___________________________________________. Summon numerous phantoms ______________________ behalf.
Defenses and Resistances
All Damage Resistance: ____
Magic Resistance: +40%
StatsPhysical Magical Support Strength __ Spirit +12 Charisma __ Agility +8 Faith ___ Insight +12
Phantom of the Wandering Swordsman - ELITE - HP 1600/1600
Adv: +0
Personal Adv: +13 (Agility)
Power: 125 (110 + 15)
Determined (2): Ignore the first instance of lethal damage.
Lightspeed Sprint (1): Gain +15 Power, +3 Agility, and may act during the enemy turn.
Auto-Regen (1): Heal 20% of HP at the end of every turn.- Character Information:
Equipment Effects
Usuakari: 50% of damage dealt is Physical Light and 50% of damage dealt is Physical Dark. Whenever you deal damage to an enemy, gain +5 Power permanently. Begin each battle with 2 stacks of Determined.
Abilities
Atoning Swordsman: At any point, you may expend 300 HP to gain Charged Magic Circuits.
Acrobatics: You may avoid one attack per turn with Agility instead of any other stat.
Techniques
Displaced Slash: Deal Ranged damage and ignore all Physical damage resistance. This attack cannot miss.
Lightspeed Sprint: Expend Charged Magic Circuits to attack during the enemy turn, gain +3 Agility, and +15 Power.
Ultimatum: The ultimate offensive Technique. Attack a target one hundred times consecutively. The first attack has 1% of the user's normal Power, with each additional attack gaining an additional 1%. The specifics of this Technique may change when executed. May only be used after falling below 25% Max HP. Automatically activates if Incapacitated before being used once.
Defenses and Resistances
None
StatsPhysical Magical Support Strength +6 Spirit +5 Charisma +7 Agility +13 Faith +2 Insight +8
Phantom of the Guardian Paladin - ELITE - HP 1980/2300
Adv: +2
Personal Adv: +9 (Faith)
Power: 90
:
Exposed Back (Weak Point): Any attacks specifically targetting this Weak Point ignore up to 30% of damage resistance.
Burning (Unremovable): Take 100 damage each turn. This status cannot be removed.- Character Information:
Equipment Effects
Old Glory Red Repulser: Whenever you successfully attack an enemy, inflict Distant.
Adamantium Plate Armor: All debuffs last half as long.
Abilities
Negation: Reduce all damage taken by 100% for one turn (ignore all other damage reduction effects). Next turn, you may not take more than 1 action.
Mass Provoke: At the beginning of every turn, a random enemy is Provoked. They may not attack any other ally for the turn.
Techniques
Healing Beacon: Choose an item, object, or Equipment. Any ally that comes into contact with the target recieves a heal.
Regeneration Spell: Increase your Power by 1.5x and grant an ally Auto-Regen.
Sanctuary: Requires Charged Magic Circuits. All enemy magic attacks automatically fail next turn.
Defenses and Resistances
Physical Defense: +4
Physical Resistance: +80%
Magical Resistance: +60%
StatsPhysical Magical Support Strength +9 Spirit +6 Charisma +3 Agility -2 Faith +9 Insight +3
Phantom of the Nurturing Healer - ELITE - HP 1900/1900
Adv: +2
Personal Adv: +11 (Faith)
Power: 100
Overloading Magic Circuits: Double the Power of your next magic action.
Crimson Barrier (500/500 HP): Blocks attacks aimed at you. You cannot be debuffed while this status is in effect.
Blocked (Paladin: The first attack that would hit you hits (Phantom of the Guardian Paladin) instead.- Character Information:
Equipment Effects
Red Hair Bow: Once per battle, the first time you suffer a negative status effect, remove it.
Abilities
Stella Nutrix: All healing effects also grant an Auto Regen status with same Power.
Mana Accelerator: Whenever you would gain Charged Magic Circuits, instead gain Overloading Magic Circuits.
Techniques
Archangel: Target is immune to negative status effects for two turns and gains a defensive barrier. If they already had negative status effects, remove them.
Mana Transfer: Can only be used while having Charged or Overloading Magic Circuits. Transfer this status to an ally. May be performed without consuming an action.
Shining Grace: Requires Overloading Magic Circuits. Restore target Incapacitated ally to 75% HP and grant them 1 Advantage. This Technique may only be used once per battle.
Defenses and Resistances
Physical Resistance: +30%
Magical Resistance: +50%
StatsPhysical Magical Support Strength +6 Spirit +8 Charisma +4 Agility +7 Faith +11 Insight +6
Phantom of the Shrewd Electrician - ELITE - HP 1900/1900
Adv: +1
Personal Adv: +9 (Insight/Charisma)
Power: 95
Barrier (400/400 HP): Blocks the first 400 damage this target would recieve (overflow damage is not blocked).
Archangel (2): Immune to negative status effects.- Character Information:
Equipment Effects
Twin Time Gears: Immune to temporal debuffs. May act in-between Enemy actions instead of acting during Ally actions.
Beam Revolver: Attacks from this weapon are defended by either Spirit or Agility, whichever is lower for the target.
Abilities
Electrical Technician: Any traps or constructs you create using the environment that deal Electric damage have an additional 1.4x Power.
Sharpshooter: Your first Ranged attack each turn will always hit its intended target.
Techniques
Electromancy: Target up to three enemies with an Electric element attack without splitting Power. If an enemy uses an Electric attack, negate it.
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.
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.
Defenses and Resistances
Physical Resistance: +20%
Magical Resistance: +35%
StatsPhysical Magical Support Strength +2 Spirit +6 Charisma +9 Agility +8 Faith +2 Insight +9
Phantom of the Extrospective Bodyguard - ELITE - HP 1437/1900
Adv: +0
Personal Adv: +10 (Strength)
Power: 95
Iron Skin (2): Increase Physical Resistance by 30%, but take double damage from Electric attacks.
Hellfire: Deal 150 damage at the end of every turn.- Character Information:
Equipment Effects
Magma Gauntlets: All attacks inflict Burning and deal 75% Fire Damage.
Abilities
Fisticuffs: Whenever you are attacked, counter-attack with half Power.
Unyielding: Your actions cannot be prevented by any means. Your attacks ignore any Resistance provided by Equipment.
Techniques
Acrobatic Duo: Choose target ally. Perform a combined, acrobatic action with them this turn, increasing both your Power by 40%.
Iron Skin: Increase your Physical Resistance by 30%, but take double damage from Electric attacks.
Eruption Uppercut: Slam a foe with volcanic force. Inflict three stacks of Burning and inflict Falling unless the target has Float or Flying. You may not perform any other actions the turn you use this Technique.
Defenses and Resistances
Physical Resistance: +60% (30% + 30%)
Magical Resistance: +20%
Fire Resistance: +50%
Electric Resistance: -100%
StatsPhysical Magical Support Strength +10 Spirit +6 Charisma +5 Agility +6 Faith +5 Insight +2
Phantom of the Flaming Tactician - ELITE - HP 1612/1800
Adv: +2
Personal Adv: +8 (Spirit/Agility/Insight)
Power: 86 (90 * (1.2 - .25))
Symbol Creation - Water: Increase Power by 20%, all attacks deal Water element damage.
Weakened (2): Reduce Power by 25%.- Character Information:
Equipment Effects
Flaming Cross Boomerang: All attacks strike an additional enemy. All successful attacks inflict Burning.
Abilities
Adaptive Tactician: Once per turn, when you perform an action of a different type to an action performed last turn (Healing, AoE, Siege, etc.), gain 1 Advantage.
Pattern Recognition: At the beginning of every turn, choose two enemy Techniques. The effectiveness of that Technique is halved for the battle's remainder. This may not target Signature Techniques.
Techniques
Mana Magnet: Grant yourself and an ally Charged Magic Circuits.
Rapid Slashes: Perform a quick series of attacks, doubling your Power but increasing the effect of enemy Resistance by 1.5x.
Waving Flame: Choose any number of enemies with Burning. Inflict Burning on as many other enemies. If all enemies are Burning, attack all enemies with a double Power attack and remove that status.
Defenses and Resistances
Physical Resistance: +30%
Magical Resistance: +30%
StatsPhysical Magical Support Strength +7 Spirit +8 Charisma +6 Agility +8 Faith +7 Insight +8
Phantom of the Tranquil Conductor - ELITE - HP 1600/1600
Adv: +1
Personal Adv: +10 (Charisma)
Power: 95- Character Information:
Equipment Effects
Mirror Baton: At the beginning of every turn, choose a damage type (Physical or Magical) and a target. This turn, redirect all attacks of that type from yourself to the target.
Abilities
Emotion Manipulation: You are immune to mental debuffs. Whenever you apply a debuff to a target, increase its severity by one stage.
Sforzando: Choose target ally. Double the power of their next action. You may do so without consuming an action once per battle.
Techniques
Dies Irae: Your attacks this turn inflict Terrified.
Healing Hands: Heal up to two allies without splitting your Power.
Crimson Glare: Inflict target with Crimson Despair, doubling the damage they take from all attacks and causing all attacks aimed at them to hit for one turn.
Defenses and Resistances
Physical Damage Resistance: 20%
Magical Damage Resistance: 35%
StatsPhysical Magical Support Strength +3 Spirit +8 Charisma +10 Agility +6 Faith +4 Insight +7
Phantom of the Knowledgeable Wizard - ELITE - HP 1300/1300
Adv: +1
Personal Adv: +10 (Spirit)
Power: 95- Character Information:
Equipment Effects
Sunset Divider: Your attacks are always defended by a target's lowest stat and is of the element that would deal the most damage.
Abilities
Glyph Creation[b]: At the beginning of every turn, create a Glyph of a chosen element. Gain 50% resistance to that element and gain 25% Power when using spells of that element for the rest of the battle.
[b]Concentrated Energy: Gain Charged Magic Circuits at the end of every even turn.
Techniques
Rune Creation: Create a magical rune around an enemy of a particular element. That enemy takes 30% more damage from that element for two turns.
Symbol Creation: Choose an ally and an element. The chosen ally's attacks gain a 1.2x Power boost and are entirely of the chosen element for two turns.
Rune Storm: Requires at least Charged Magic Circuits. Strike all enemies with a number of elemental runes, consisting of up to three seperate elements, for increased Power.
Defenses and Resistances
Magical Resistance: +40%
Physical Resistance: +20%
StatsPhysical Magical Support Strength +6 Spirit +10 Charisma +2 Agility +3 Faith +5 Insight +8
TURN 2 START!
Action Deadline: 8/14/20
- GM_3826
- Posts : 146
Join date : 2018-08-05
Age : 24
Re: Battle 9: vs The Flying Fortress Lv. 21
Sat Aug 08, 2020 11:51 am
...So Azure's hold over these phantoms was weaker than he claimed it was.
That's good. Azure was right that the moment they thought they had it was the moment they lost, but he should really follow his own advice. It's anyone's game right now, and Bran was about to roll the dice.
Let's see how this goes.
Bran: Use Arcane Negation, negating the spell that conjured the phantoms.
Vision of the Historian: Target Azure. What Techniques does he know?
That's good. Azure was right that the moment they thought they had it was the moment they lost, but he should really follow his own advice. It's anyone's game right now, and Bran was about to roll the dice.
Let's see how this goes.
Bran: Use Arcane Negation, negating the spell that conjured the phantoms.
Vision of the Historian: Target Azure. What Techniques does he know?
- [VIOLET]
- Posts : 190
Join date : 2018-08-04
Age : 24
Re: Battle 9: vs The Flying Fortress Lv. 21
Wed Aug 12, 2020 10:23 pm
- Already...:
Arthur winced, gloved fingertips digging into his palm as he tried to divert his attention from the burns on his back and the embers that had caught onto the thinner parts of his garments... Though they were a far cry from those surrounding Vince, they crept slowly outwards and ate at the surface of his skin, making the cold wind of the battlefield sting even more than ever.
Even with all his effects, the onslaught of these first minutes had already cut down his vitality considerably. He couldn't ignore it like he used to--laugh at his bleeding wounds and scrap until he couldn't move his arms... but he wasn't in a position where such a thing was possible. Not anymore. He had to stay awake... had to keep those distant flames in his sight. He had to breathe.
As he straightened his back, however, the strength that had gradually bloomed within him in the past few minutes seemed to have completely effloresced. The difference was subtle--perhaps not easily noticed from afar, or even ten feet away. It started in his heart and cascaded outwards towards his chest, his raised chin, his sturdy shoulders, his limber arms, his strong hands, his two-sided sword, his furrowed brow. He faced the swordsman fully.
"Yes, I see you."
He frowned, the corner of his nose creasing as he gave his opponent a once-over. The boy was fast... and even if he was a fake, he had keen eyes. Power and precision alone might not be enough to cut him down... especially if Arthur was being conservative with his energy.
No... his hesitation here was a sign. He had to make a choice: was he going to cut down this enemy with all he had, or focus on surviving to the end?
Or... was this very quandary the one he had spent his entire time in Castle High preparing for? How ironic... the smallest beginning of a grin cracked through his steely expression for just a moment. Quiet serenity settled over his expression, as if he were standing not in a whirling battlefield, but a garden.
It was going to be all right. Just for tonight, Arthur stood guard as a sword and a shield uncompromisingly; that was simply the best he could do. If being divided in two would be the end of him, so be it... but he would glean for certain whether or not it was a weakness here and now.
He took a deep breath. It filled his flame, sending a warm sensation soaring through his chest... just like it used to at the very beginning.
"Very well... To the end, then. I'll follow you."
>Arthur: As Warrior, accept the Wandering Swordsman's challenge. Prepare Focused Defender (Ranged). Though you aren't as fast as him, you can still keep him in your sight--so be his mirror. Face him, and raise your sword in sync with him... Breathe as one--strike as one--to cancel him out. One attack is one defense--don't think of it conventionally, or you'll get stuck again.
In short: while keeping footwork to the bare minimum, mirror the Wandering Swordsman's movements as closely as possible to attack his weapon at the same time he begins to strike--aiming to stop it before he can complete an attack (or otherwise strike while he is physically unable to do anything else).
If this reckless plan succeeded, Arthur would lock a firm gaze with his opponent... He wondered to what extent these figures were warriors--if they had the capacity to understand moments like these, where with the kind warmth in his eyes alone, Arthur told him he was going to dispassionately crush the phantom's hopes of victory under his heel.
- Claris
- Posts : 84
Join date : 2018-08-05
Age : 30
Location : Maryland
Re: Battle 9: vs The Flying Fortress Lv. 21
Thu Aug 13, 2020 8:53 pm
Severa: cast Guidance on Vince[1]
Severa: expend Charged Magic Circuits to charge the Holy Core Repeater Cannon, pulling in as many negative status effects as possible - targeting myself first[2]
Severa: expend Charged Magic Circuits to charge the Holy Core Repeater Cannon, pulling in as many negative status effects as possible - targeting myself first[2]
- Mirkwood
- Posts : 31
Join date : 2020-04-27
Age : 24
Location : Sorta the mountains
Re: Battle 9: vs The Flying Fortress Lv. 21
Fri Aug 14, 2020 9:12 pm
- placeholder description just to make sure I get the action in, I'll edit later:
- something something whaaaat dah heck, is that electrician guy flirting with me, while also shooting me in the head???????? That's... wait it doesn't matter, gotta fight that dingus with a boomerang for the pyeorpel
Flurry of Bloodlust on Phantom of the Tactician, then go for a strike on his throwing arm.
- SugarJan
- Posts : 39
Join date : 2018-08-08
Age : 28
Location : North Carolina
Re: Battle 9: vs The Flying Fortress Lv. 21
Fri Aug 14, 2020 9:17 pm
Play a song to heal Arthur and Nathalia of their statuses. Then use Dragon's Lament on Phantom of the Flaming Tactician.
- Aquinas
- Posts : 55
Join date : 2018-08-05
Age : 27
Location : Freedonia, land of the BRAVE AND FREE
Re: Battle 9: vs The Flying Fortress Lv. 21
Sat Aug 15, 2020 1:30 am
"I'm sorry," Eliot murmured as the Extrospective Bodyguard came flying towards him, ready to wipe him off the map. He barely registered Arthur's interception.
"I'm so sorry," Eliot lamented as the Flaming Tactician let his boomerang blaze a fiery trail through the misty air.
"I failed you," Eliot admitted as the Guardian Paladin cared for his companions. Just as expected.
"I never deserved to be one of you," Eliot confessed to the Nurturing Healer, as she burned with justified fury at his betrayal.
"I miss you guys," Eliot croaked as the Tranquil Conductor turned the beat of clashing swords into a deadly, lovely concerto.
"I'm sorry!" Eliot shouted at the Knowledgeable Wizard, as he cycled through a rainbow span of elemental runes.
"I'm sorry." Eliot said softly to the Wandering Swordsman, as he watched him prepare a technique he knew well. Despite everything, he felt the cool touch of nostalgia on the tip of his spine. It disgusted him.
Eliot said nothing to the Shrewd Electrician. He couldn't bear to look at him. All he could do was force himself to move, force himself to heal. His apologies were nothing but air.
- Flint:
- "Dude, that's perfect."
Eliot admired Flint's handiwork. A banner made to his specifications, depicting the Resistance flying through the air, attacks at the ready. Flint had really outdone himself this time.
"Glad you like it," the charismatic mercenary (maybe? Eliot had never really grasped the specifics of his line of work) said with pride. "Hey folks," he shouted to the rest of the Resistance, currently licking their wounds after a particularly brutal fight with a certain zebra. "Check out this banner Aqui commissioned from me!"
"Commissioned?" Zelos Wilder asked, not looking up as he restrung his bow. "How much did he pay for it?"
Flint opened his mouth to speak, but soon closed it again thoughtfully. "Hey wait a second..." He turned to Eliot, who only scratched the back of his neck awkwardly.
"You uh, you take debit card?" Eliot asked.
"I'm so sorry," Eliot lamented as the Flaming Tactician let his boomerang blaze a fiery trail through the misty air.
- Mirk:
- Eliot picked at the keys of the organ in the grand hall. "Sing us a song, you're the piano man!" he wailed loudly.
Mirkwood approached behind him. "Are you alright, Aquinas? You sound distressed."
"Ah, no," Eliot answered. "That's uh, that's just what I sound like when I sing." Mirkwood gave him a look of pity. Eliot had to admit that was fair. "I can't really sing, I guess, but uh, heh, can you keep a secret?" Mirkwood nodded. "I sort of dabble in songwriting. I like putting together a good lyric."
Mirkwood opened his eyes wide in surprise. "Really? So do I?"
Eliot's jaw dropped. "No way. No way. Get out of town! Brother, we need to dish!"
And that was how the Crusaders of AERONT WHERE IN BLUE BLAZES DID YOU GET THAT THING gained a pair of anthem-writers for the ages.
"I failed you," Eliot admitted as the Guardian Paladin cared for his companions. Just as expected.
- Aeront:
- "You ever take off that armor? Or like, are you the armor?"
It was a quiet moment. They'd just faced down a big swirly mass of... evil, Eliot guessed. And now he was just sitting, trying to take it all in, and Aeront happened to be sitting next to him, and hey, he had been wondering this for a while.
The armored giant shrugged his massive shoulders. "Difficult to explain."
Eliot nodded sympathetically. "Cool cool, no pressure here."
They sat in silence like that for a while. Eventually, Aeront propped up the shield that he had taken from the battlefield earlier and began to slowly, meticulously scrape off the dirt that clung to it. Eliot looked at the shield with a dark expression that didn't fit well on his face. Aeront took notice.
"I couldn't help but overhear your pleas earlier," said the soft-spoken knight. "Towards the one who previously carried this shield. Was he a friend?"
Eliot weighed the benefits of trying to answer that, but settled for a shrug. "Difficult to explain. But you know what? I'm glad you've got it now. Something tells me you're going to do a whole lot of good with it, my friend."
Aeront didn't reply for a moment, and his mask made his expression impossible to ascertain. When he did speak, there was a warmth in his voice that caught Eliot off-guard. "I will do my best. Thank you for the kind words... my friend."
Eliot smiled.
"I never deserved to be one of you," Eliot confessed to the Nurturing Healer, as she burned with justified fury at his betrayal.
- Impromptu:
- The time-traveling punster watched intently as Impromptu patched up a wounded Kiwi after the battle with the multicolored knights. "How does that work, anyway?"
"Hmm?" Impromptu replied, her eyes darting behind her. "Oh, Aqui! You mean my healing magic?" She dusted off her hands and searched for words. "That's a big question. I suppose the uh, the central idea is that I take in magical energy, and then transfer that energy into different emotional states." She allowed little fireworks of mana to flicker off her fingertips. "The energy I use to heal is shaped and given form by tenderness. I can protect people with strength of will, and so on... Though of course, just changing the energy isn't enough, I have to know how to control and direct it as well. It's actually really interesting when you get into it..." Impromptu proceeded to nerd out for several minutes, diving into the mechanics of her magecraft, before catching herself. "Sorry about that, this is a passion of mine."
"You kidding?" Eliot asked. "That was dope! Emotions shaping your magic... I would love to sit down with you and really dive into exactly how that works, mechanically."
Imp gave Eliot a cocked eyebrow. "Why, are you interested in learning how to do it?"
Eliot scoffed. "Me, a healer? Nah, I don't really have the temperament. Looks like it requires a lot of spatial awareness. I'm better at temporal awareness." Bad joke, very bad joke, no one laughed but it's okay, that wasn't the point. "I admire you for it, though. You really put in the work to keep us patched up."
"She's LIT AF!" shouted Kiwi through cupped hands, before wincing. "Ah, my spleen..."
Impromptu gave a silly salute and answered cheerfully. "Well we're all in this together, right? Gotta see this through, one way or the other."
"That's right," Eliot affirmed. "I've got a great feeling about this."
"I miss you guys," Eliot croaked as the Tranquil Conductor turned the beat of clashing swords into a deadly, lovely concerto.
- Sam:
- Sometimes, these waves got weird.
Eliot wasn't sure exactly how they'd ended up fighting an alternate-universe clone of his friend Meta that was ALSO a deranged toaster. There was a complicated series of events that led up to this, that was certain. But he could not for the life of him piece together exactly what those events were. They involved Jan's time machine made out of baked goods, the most adorable duck he'd ever seen in his life, and a surprising amount of cookies.
For now though, he should probably keep his mind occupied shooting the Pop-Tart army Toaster!Meta had created. He looked over at Sam, who had a look of incredible intensity on his face. Dies Irae was the soundtrack he was creating as they skewered men made out of microwaveable pastries.
Eliot made eye contact with the maestro. Eliot blinked. Sam blinked back.
"What the fuck, right?" Eliot offered.
Sam blinked again, then nodded. "Yeah, what the fuck."
Both turned their attention back to skewering Pop-Tart soldiers.
"I'm sorry!" Eliot shouted at the Knowledgeable Wizard, as he cycled through a rainbow span of elemental runes.
- Hobbes:
- "Wait a second, wait a second..."
Everyone turned to look hopefully at Hobbes. The taciturn sorcerer was renowned and somewhat feared among the group for his dark arts. If he was proposing a battle strategy to deal with these knights, it was bound to be wise and full of import.
"Parker has a horse. What if we can convert the horse? Not the rider, just the horse.
"One of us can get a horse."
You could hear a pin drop as everyone absorbed... that.
"Come to think of it, have we eaten since we got here?" Zelos piped up. "I wanna eat the horse."
Hobbes, dark scholar of the mystic arts, artisan of incantations, expert of the eldritch, probably a necromancer honestly but no one wanted to ask him about it, generally scary guy... suddenly looked about as sad and shocked as humanly possible. In that moment, they all realized: Hobbes genuinely just really liked horses.
Eliot laughed to himself. Man, I love these dinguses.
"I'm sorry." Eliot said softly to the Wandering Swordsman, as he watched him prepare a technique he knew well. Despite everything, he felt the cool touch of nostalgia on the tip of his spine. It disgusted him.
- Meta:
- Of all the people in the Resistance, Eliot found Meta the most difficult to get into the mind of. Zelos was a little prickly but once you figured out his quirks he was a lot of fun. Aeront was stoic but kind and generous. Even with the various animals they'd recruited along the way, Eliot had eventually found the rhythm that made them open up to you. But Meta was different. Eliot could never quite understand how his mind worked, or what his aspirations were.
That's why it was so surprising to him (and others) that Meta was the closest Resistance member he had to a best friend.
As the General stalked towards them, Eliot put a hand on Meta's shoulder. "This is it, Met. You got my back?"
Meta smiled, a rare treat. "Obviously. Just lay down some suppressing fire for me, okay?"
"For sure," Eliot replied with a grin. For once, it was completely devoid of irony or snark.
"I'm with you 'till the end of the line."
Eliot said nothing to the Shrewd Electrician. He couldn't bear to look at him. All he could do was force himself to move, force himself to heal. His apologies were nothing but air.
Re: Battle 9: vs The Flying Fortress Lv. 21
Sun Aug 23, 2020 11:05 pm
TURN 2
Azure watches with fleeting interest as Bran surges with overloading mana and arcane power! "Hmph. Do you fancy yourself an archmage, boy? Do you even know who to use so much power?"
Almost in response, Bran finishes preparing his spell: the mana concentrates into a number of slowly whirling arcane spheres, which zoom out across the battlefield! Then, simultaneously, they each blink, sending out ripples of light blue, shining magic!
Despite the light show, there's no immediate effect...
"Rrgh-! What have you--!" Azure growls, form tensing as he fights some invisible resistance! All around the battlefield, the Phantoms seem to waver in form. The pale blue of their eyes flicker into different, unique shades--deep violet, verdant green, stark white, dark brown--as their shadowy forms begin to shift in color and lighting!
From the edge of the group, Phantom of the Knowledgeable Wizard flickers especially violently, a smug, mischievous smile crossing his face as he catches Bran's eyes, mustering a single, short nod of approval. With a sudden move, the phantom turns on his heel, raising Sunsetter toward Azure--
--before looking down at his chest, finding an azure constellation growing brighter, brighter! The Wizard leans toward his left, pressing a hand to the spot, before his physical form fades! Phantom of the Knowledgeable Wizard takes 1300 damage, immediately defeating him! The glowing constellation, the phantom's only remains, dissolves a moment later, mana returning to the atmosphere.
In other parts of the battlefield, you see something similar occurring, other phantoms disappearing! It seems Bran's Arcane Negation weakened Azure's grip on the legendary heroes! Besides forcing the mage to dismiss some of his phantoms, all remaining phantoms lose 1 in all stats!
The Astral Barrier around the Flying Fortress weakens! Instead of being immune to damage, it will now redirect all damage it would take to a Phantom instead!
Bran feels something odd... although the Wizard is gone, something about the future-hero remains in his thoughts. His mind feels sharper, the weaving transfers of mana between different elements and forms of energy seeming all too clear. Bran gains The Wizard's Insight: at the beginning of every turn, he may choose an element, and all attacks of that element will gain a 20% Power boost!
Erika draws her fingers close to her double-guitar as she nails out an electric riff! As her foot taps and them stomps the beat, pulsing purple electricity collects at the end of her instrument, before flaring out toward Arthur and Nathalia! Arthur is cured of his Burning status by the melodious magic, while Nathalia is cured of Burning and Shocked! Her Crimson Despair status is harder to remove, but Erika's magic at least reduces the multiplier for damage against her from 2x to 1.5x!
Erika then plays in long, sweeping motions, a draconic lament filling the air! Phantom of the Flaming Tactician buckles as metal chains reach up from the ground, winding around his legs! He's now Draconic Bound, unable to avoid attacks or use Faith/Spirit based actions!
Erika is fatigued from her efforts... (-1 Adv)
Arthur accepts the Honor Duel! As the two swordsman approach each other, a tessellating barrier appears, sectioning them off from the rest of the battlefield! For long seconds, they watch each other, neither taking the first move...
Nathalia charges Phantom of the Flaming Tactician, who cannot avoid the attack thanks to Draconic Binding! With surging ferocity, she uses a Flurry of Bloodlust, unleashing a torrent of strikes, dealing 414 damage, reducing his Resistance by 5%, and inflicting Focused (Nathalia), forcing the tactician's focus toward herself! She regains 104 HP thanks to the life-sucking effects of her spear!
Nathalia follows up by swinging the end of her spear around for the Tactician's arm--he tries to maneuver his cross boomerang to intercept, but finds his grip halted once more by the draconic chains! Nathalia slams her weapon into his elbow, nearly forcing the Tactician to drop his weapon! Though he manages to retain it, he takes 306 damage, loses another 5% Resistance, and gains Damaged Arm, removing his ability to attack multiple targets per attack!
Nathalia is fatigued from her efforts... (-1 Adv)
Disappearing into the growing hellstorm around him, Vince sacrifices 500 HP, granting him +50 Power! The twisting amethyst-and-green flames leave long gouges and black burns across his form as he explodes with fiery, demonic power! The grass and stones around Vince turn to ash, leaving a literal trail of destruction in his wake! Phantom of the Extrospective Bodyguard simply cracks his knuckles, bouncing on his feet as he prepares to intercept the attack!
With a snap, Mutual Destruction springs to life, the hateful fire whirling around it and to the ends of its barbed lashes! The Bodyguard throws out an uppercut to knock one aside, but can't do much about the other six which smash into him! The lashes wind and wrap themselves around, lift him skyward, and slam him into the grassy field of Castle High's courtyard, sending out a shockwave of darkness and flame! They then pick him back up and slam again, again, and again, the impacts hard enough to cause tremors! Finally, the flail hurls him into the smoldering crater it's created, having dealt a painful 980 damage and inflicting another stack of Hellfire!
The Bodyguard is barely hanging on, holding an arm limply, yet still he stands back up! Phantom of the Extrospective Bodyguard's Fisticuffs activates, allowing him a counter-attack! He kicks off the side of the crater, twisting through the air and slamming Vince with his good arm, knocking the burning man over and dealing 213 damage!
Pulling himself back to his feet, Vince then activates Aerial Evasion, using Mutual Destruction's lashes as legs to suspend himself in the air! He's ready to avoid any attacks aimed at him this turn!
Severa bows her head and asks her ally be bestowed with divine Guidance! As she finishes her prayer, Vince feels a stirring in his mind, as if he's able to see what comes just before it truly does! The first instance of damage he would be dealt will be ignored!
Severa then further focuses her charged magical power, pulling in energy through her Holy-Core Repeater Cannon! She imbues it with healing, nurturing intention, and the weapon begins to suck in not mana, but negative effects! Her Burning status is quickly whisked away, and like Nathalia, the multiplier for damage against her is lowered to x1.5! The energy continues to draw in all it can, managing to remove the last of the Crimson Despair status from Nathalia--she's no longer afflicted! Severa loses Charged Magic Circuits and gains Charged Negative Arcana! Her holy cannon is filled to the brim with painful, festering magic, waiting to be unloaded on someone!
Severa is fatigued from her efforts... (-1 Adv)
Doc Morgan, though still mentally absent, turns his attention toward Vince, once more retrieving his first-aid supplies! With an expert's precision, he applies ointment and gauze to Vince's growing, fiery injuries, healing him for 587 HP!
Scarlett seizes the opportunity Vince has created, zeroing in on Phantom of the Extrospective Bodyguard! She closely examines him and notices that his hat and mask leave him with an exposed blindspot and gap in his armor: the side of his neck! She notes his Weak Spot: Exposed Neck, allowing her to avoid 35% of the warrior's damage resistance and guaranteeing her attack lands!
Not sparing a moment, she takes a fistful of syringes and closes the distance! Moving in from his blindspot, the Bodyguard doesn't realize Scarlett's presence until she's already deposited four vials into his neck! After a moment, they burst, shards of glass and red solution embedding themselves in the warrior for 475 damage!
Phantom of the Extrospective Bodyguard's eyes blink out, his body going limp from the damage it's sustained. Smirking, Scarlett dusts off a shoulder, turning back toward the battle--
--And barely manages to duck in time to avoid the Bodyguard's Fisticuffs counterattack, thanks to her Agile Warrior Ability! She whirls back on the warrior, retrieving another two vials... but then, sees him fall to his knees, defeated!
"Talk about fighting to the last..." she breathes in surprise, rubbing her wrist.
Frowning slightly deeper, Azure makes a gesture toward the downed warrior, and just like before, the constellation in his chest glows brighter, brighter, his form disappearing, before itself blinking away, leaving no trace.
Phantom of the Extrospective Bodyguard is defeated! Scarlett gains +1 Advantage for his defeat! She pumps a fist, "hell yeah! Nice tag team, Vince! These assholes bleed after all!"
Vince still feels some part of the Bodyguard, even though he's gone. Perhaps some sort of kinship... or maybe, regret for having not seen him in his true form. That regret and kinship stirs up the heat in his body, granting him The Bodyguard's Moxie! Whenever attacked, he'll counter-attack at half Power!
The Astral Barrier around the Flying Fortress weakens once again! Finally, the shimmering veil is raised enough to see the castle... which... looks incredibly familiar. Somehow, it seems to be an exact match to Castle High! With the barrier down, the castle can be attacked, though without the usual Power boost castle attacks normally have. However, it doesn't seem all that structurally sound, with only 6000 HP!
Scarlett is fatigued from her efforts... (-1 Adv)
Corbin seems to be biding his time as he gains Charged Magic Circuits. "Just you wait and see what this marksman does when the perfect shot is lined up..."
Then, something rather unexpected happens: Giada charges through the courtyard in battle-damaged armor! You particularly note several burn marks and arrow shafts sticking out of her mechanical suit, though she doesn't seem too much worse for wear.
"Wh... Giada?" Scarlett blinks, dumbfounded. "How the... what're you doing here!? You're supposed to be guarding the eastern flank!"
"East flank's secure," the engineer quickly responds, scanning the remaining combatants. "We were starting to grab an advantage when a good third of the enemies just blinked out of existence. I left some good soldiers and solid defenses there and came here for support. There's still some--" she starts, before raising a shielded arm to the sky, blocking a storm of arrows! She sighs, "--still, some bare-chested archer pinning me down, but I'll try to help out as I can."
Regiment 1-31 gains Assist (Giada)! Though she can't quite participate as a full combatant, at some helpful point in the battle, she'll step in to assist!
Azure utilizes his Charged Magic Circuits, mana forming into a massive number of arcane projectiles, near enough to blot out the sky. Then, all at once, each and every projectile hurls itself at you, the Regiment, the rest of the Castle's army, and all of Castle High as Azure casts Arcane Annihilation!
Bran manages to raise a magical barrier just before the attack strikes, managing to only take 114 damage, while Vince weaves his way around the assault, leaping aside to avoid any damage! The rest of Regiment 1-31 is unable to mount a defense in time: Doc Morgan takes 325, Erika takes 283[b], [b]Nathalia takes 301, Severa takes 330, Scarlett takes 365, Corbin takes 295, and Castle High's walls and towers are blasted apart for 950 damage!
Phantom of the Wandering Swordsman continues circling Arthur, azure eyes meeting red.
- Battle of Bladesmen-1:
- The creased line of the Swordsman's mouth curves into the faintest impression of a grin as he seems to realize something, scanning Arthur's posture and position. With a single movement, he sheathes his white glowing sword, taking his remaining blade of darkness into two hands, as he matches Arthur's weapon style and finally approaches.
The Swordsman's first strike has nowhere near the speed he exhibited before, clearly telegraphed with a wind-up from his lower left that Arthur perfectly matches, their blades colliding in a shower of dark particles and holy aura. The slow speed further highlights the precision and efficiency of The Swordsman's technique, as he moves without an ounce of wasted energy. Even as his first blow is intercepted, the young swordsman reorients his blade and makes another solid attack, and again collides with Pale Moon... though was it a touch faster? Another strike, then another, a sudden thrust, a low sweep, each attack perfectly feeding into the next, as if the swordsman already knows his next three attacks, and each a breath faster. Yet still, Arthur matches him, breath for breath and blade for blade, filling the air of their arena with light and shadow.
Despite the stalemate, the Swordsman's ownership of the conflict is clear as he continues to increase his tempo, black blade singing as air is cleaved and broken. As the frequency of his strikes grow, so does the Swordsman's own movement, circling Arthur as the mercenary remains resolute in stance. Arthur continues to match him blow for blow, but the point at which their blades meet is growing increasingly closer to him, the Swordsman's Agility starting to slowly outpace him!
Time outside the battle seems stagnant as the two master swordsman continue their melee, a spiraling dance of dark, light, and breath! Multiple clashes now fill the air every second, the Swordsman battling to overwhelm Arthur's defensive style, and Arthur ferociously pushing himself to match the faster warrior! The Phantom of the Wandering Swordsman makes a rapid series of slashes that Arthur just barely manages to connect with, before then drawing back his blade, swinging with his entire body for a powerful strike! Without a moment's hesitation, Arthur does the same--
--And cleaves his blade straight into the Swordsman's side!? At the very last moment before their blades would meet, too quickly for Arthur to react, the Wandering Swordsman retracted his dark edge, allowing Arthur to unintentionally land a powerful strike on him for 477 damage! Yet without even flinching at the blow, the Wandering Swordsman's left hand is already swinging up, wielding his sword of light! Arthur pulls away from the attack, but with his blade embedded in his enemy, he can't escape too far, receiving 301 damage!
Both fighters pull back after the exchange, catching their breath... yet still, that light grin remains on the Phantom of the Wandering Swordsman's face as he now wields both blades. He takes a sharp breath, in, then out, as he expends 300 HP to gain Charged Magic Circuits once again! He shrugs off his Auto-Regen status as well, removing his healing!
Once again, Phantom of the Guardian Paladin's Mass Provoke has no effect!
He charges Scarlett, who takes two quick steps back to try and escape the range of his shield. Yet while she's well outside of his reach, the Paladin throws a hard shield bash--and sends out a red shield projection! Caught off-guard, Scarlett can only brace herself as the projection bashes into her, sending her whirling backward and inflicting 316 damage! She lands in a painful roll several dozen yards away, groaning, as she's been made Distant! She won't be able to make any non-ranged actions unless she spends an action returning to the battlefield!
The Paladin then seems to bide his time, waiting for something...
Phantom of the Nurturing Healer gently raises one of her hands toward the spot where Phantom of the Extrospective Bodyguard disappeared, her ribbons of mana flowing--
Before she flinches, slowly turning toward Azure instead! Closing her eyes, a torrent of mana flows from her form toward the magus, surrounding him and coalescing into sparks and motes of arcana as she uses Mana Transfer! Azure has been given Overloading Magic Circuits!
Phantom of the Nurturing Healer then focuses on Phantom of the Flaming Tactician, sending out a ribbon of healing magic which he absorbs, healing him for 435 HP and granting him Auto-Regen (2), healing him for 100 HP each turn!
The Healer is fatigued from her efforts... (-1 Adv)
Phantom of the Shrewd Electrician yawns, hands behind his head as he walks up to Severa and Doc Morgan. He activates Charismatic Speech... though without the ability to speak, it seems more like, charismatic gesturing? He makes wide gestures with his hands, communicating a nonchalant-ness and levity despite the danger of the current battle. He shrugs, pointing toward his fellow phantoms and giving a thumbs-up and a wink. He then motions toward the two, raising his shoulders in question: an offer. Wouldn't they like to join them? Their side is pretty great. He then gives a quick glance both ways before pointing over at Nathalia, giving a wink and a shake of the shoulders--perhaps communicating "maybe you could bring your cute friend, too?"
The strange performance has a shockingly potent effect on the two, inflicted them both with Charisma'd! Their Power is reduced by 25% for two turns!
Phantom of the Flaming Tactician[b]'s [b]Pattern Recognition activates, reducing the effectiveness of Bran's Arcane Negation and Doc Morgan's Apply First Aid by half!
Phantom of the Flaming Tactician begins by using Mana Magnet, targeting himself and Phantom of the Guardian Paladin, giving them both Charged Magic Circuits!
His Adaptive Tactician Ability activates, granting him an additional Advantage!
The Tactician then spins up his boomerang, hurling it at Vince, his tactical eye spotting the most vulnerable foe despite his Focus being drawn toward Nathalia! Vince's Aerial Evasion helps protect him, but the Tactician's Pattern Recognition reduces the effectiveness of the Technique! He ultimately manages to weave his way around the first throw of the weapon, but fails to maneuver around its return arc, receiving 200 damage!
The Tactician is fatigued from his efforts... (-1 Adv)
Phantom of the Guardian Paladin now moves into action, raising his shield high overhead! A beam of glowing azure light shoots into the sky over the battlefield, becoming a shimmering mist that falls down upon all of Regiment 1-31 as he casts Sanctuary! All magic-based attacks will fail next turn!!
The Paladin is fatigued from his efforts... (-1 Adv)
Phantom of the Tranquil Conductor chooses Physical, Bran for his Mirror Baton! Next turn, all Physical attacks he would receive will be reflected to Bran instead!
The Conductor then calmly steps forward, placing himself between Regiment 1-31 and the enemy forces! He plans to intercept any physical attack made this turn!
Vision of the Historian zeroes in on Azure, seeking to uncover his Techniques... but as Bran's focus turns to him, Azure seems to suddenly react, shoulders raising in tension! He quickly casts some spell, somehow disrupting the Ability partially! Azure spends an action (and an Advantage) ensuring that some parts of his Techniques remain hidden!
Severa's Radiant Banner of Castle High afflicts herself and Phantom of the Shrewd Electrician with Silenced! Neither will be able to use magic next turn! The Electrician seems to be gesturing that this doesn't seem particularly fair, given what his paladin buddy did!
Castle High's Arcane Artillery opens fire on The Flying Fortress--this time, it manages to deal some damage, knocking a hole in a sidewall for 488 damage!
Re: Battle 9: vs The Flying Fortress Lv. 21
Sun Aug 23, 2020 11:06 pm
- Castle and Commanders:
- Castle High - CASTLE - HP 15651 / 19000
Adv: -
Personal Adv: -
Power: -
Burning x3: Take 300 damage every turn.
All Army Effects:
Conquering Champion: Gain +1 Advantage every even turn and all healing effects targeting you gain +10 Power.
Protection of the Soaring Skies: Heal 150 HP at the end of every turn.
Landon's Grace(2): Immunity to mental debuffs and provocations.
Morale of Castle High(1): +10% to all damage resistance and Power.
Assist (Giada): At some point during the battle, Gaida will assist.
Sanctuary Spell (1): All magic attacks fail this turn.- 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 --
COMMANDERS
Scarlett - HP 769 / 1200
Adv: +1
Personal Adv: +10 (Insight/Agility)
Power: 88 (80*1.1)
Distant: Cannot perform non-ranged actions until an action is spent returning to the battlefield.- Character Information:
Equipment Effects
Crimson Vials: All successful attacks cause minor debuffs.
Abilities
Infiltrator: All examination actions gain 50% extra Power.
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: +19% (10% * 10%)
StatsPhysical Magical Support Strength +4 Spirit +2 Charisma +5 Agility +8 Faith +0 Insight +8
Corbin - HP 1555 / 1600
Adv: +4
Castle Charges: 4/10
Personal Adv: +10 (Insight/Agility)
Power: 55 (50*1.1)- 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 Controller: Every turn, gain one Castle Charge. At 10 Castle Charge, spend all charges tp 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: +28% (20% * 10%)
Resistance to Magic Damage: +20%
StatsPhysical Magical Support Strength +4 Spirit +2 Charisma +5 Agility +8 Faith +0 Insight +8
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