Post by Cao Lixue on Oct 15, 2022 0:26:04 GMT
COMBAT TRACKER
SUMMARY:
ACTIONS:
At-Will:
Reaction:
Action:
Accuracy: [Accuracy Stat]
<roll=1d100+Accuracy Stat>
Damage: [Damage Tier]
<roll=Damage Tier>
Status Effect: (XX%)
<roll=1d100>
ATTRIBUTES:
HP and Armour:
100+15KC=115HP/0 ARMR
Mana or EP:
125 Mana
Defence:
50 + 50B+10KC=110
Resistance:
DR:
Current Effects:
N/A
Damage Received:
N/A
CHARACTER DATA:
Class: Knight
Body: 50
Mind: 45
Soul: 25
Skills:
Zeughaus
Action: None (Passive)
Effect: You gain a special inventory slot containing the item “Belkan Cartridges”. This item does not take up any of the regular inventory slots.
Uses: Indefinite
Requirement: None
Kaiserhammer
Action: At-Will
Effect: As an At-Will Action, spend three (3) Mana to add one (+1) Damage Die to your next Body attack.
Uses: Indefinite
Requirement: Requires at least one (1) Level 1 Skill in use.
Counter Arts
Action: Reaction
Effect: As a Reaction, choose an incoming attack. Inflict its damage roll on your attacker.
Uses: Thrice per thread.
Requirement: Requires at least one (1) Level 5 Skill in use.
Full Drive
Action: At-Will
Effect: As an At-Will Action, sacrifice ten (-10) HP to gain one (1) of the following effects:
+2 Damage Die for your next attack
+15 DR for your next DR-increasing spell
+2 Damage Tier to your next attack
Your Device will not function for that turn.
Uses: Thrice per thread
Requirement: None
Kaiserschwert
Action: At-Will
Effect: Add one (+1) Damage Die to your next Strike in exchange for reducing your Damage Tier by one (-1). Your Gauge determines how many Dice you can add:
20% = +1 Die, -1 DT
40% = +2 Die, -2 DT
60% = +3 Die, -3 DT
80% = +4 Die, -4 DT
100% = +5 Die, -5 DT
You cannot go below DT 1 using this skill. If using the skill will take you below DT 1, it will instead default to the nearest bonus tier that keeps you at DT1 and give you +1 Damage for each die you would have gained going under DT 1. (For example, using the skill at 100% while you are at DT5 will give you +4 Die, and +1 Damage. If you use it at 80% while you are at DT3, you will get +2 Die and +2 Damage.)
Overgauge: Each 25% Overgauge results in an additional Tier 2 Damage Die.
Uses: Once per turn.
Requirement: Requires at least one (1) Level 10 Skill in use. Mutually exclusive with Wächterritter and Kaiserfaust
Spells:
Shield
You cast a mana shield to block an incoming attack from one direction.
Type: Defensive - Shield - Tier 1
Action: Reaction
Cost: 10 Mana
Effect: As a Reaction, you block all damage from a single non-critical attack that would have hit you this turn. Critical hit damage is reduced to 3/4 (75%) If you learn Hard Shield, they will occupy the same Spell Slot and cannot be used in the same Thread. Declare which of the two you will use on the first turn of Combat.
Limit: Twice per Thread.
Guarder
You envelop yourself or an ally in a barrier that protects from attacks while providing healing.
Type: Defensive - Shield - Tier 2
Action: Reaction
Cost: 20 Mana
Effect: As a Reaction, you or an ally gain 20 Guarder Armour. This is separate from regular Armour and will always be the first to take damage. So long as Guarder Armour remains, regenerate 10 HP per turn, up to a maximum of 25 HP.
Limit: Once per Thread.
Requirement: 20 Soul
Bind
A Techmage classic. Ensnare your enemy’s torso and limbs with magical constructs. If you catch them, be ready to blow them up with a Bombardment spell to the face.
Type: Utility - Tier 1
Action: At-Will
Cost: 10 Mana
Effect: As an At-Will Action, roll for a 35% chance to inflict Bind on your target of choice. Characters afflicted with Bind lose their Reaction for that turn.
Limit: Thrice per Thread.
Requirement: None
Adult Mode
You transform into a fully grown adult version of yourself, enhancing your body's physical parameters and capacity to channel Mana. Now you no longer need an adult, because you are an adult.
Type: Utility - Tier 3
Action: Reaction
Cost: 15 Mana on casting, 3 Mana per turn while active
Effect: As Reaction, gain 25 Armour. While in Adult Mode, you gain 20 Defence. In addition, your Body Attacks gain +1 Damage Tier while your Mind Attacks gain +20 Accuracy. Lose three (-3) Mana per turn as maintenance for Adult Mode. Once you become Exhausted, Adult Mode deactivates.
Limit: Once per Thread
Requirement: 20 Mind and 20 Body. Character must be no older than 15 years
Heal
Exactly what it says on the tin. Use a healing spell on someone, either yourself or a friend.
Type: Utility - Tier 1
Action: Reaction
Cost: 10 Mana
Effect: As an Reaction, Heal yourself or an ally for 20 HP.
Limit: Twice per Thread
Requirement: 10 Soul
Shield Break
Pierce through your enemy’s shields with magical claws, a highly penetrating beam, or a good old fashioned giant drill. Useful in a society where everyone and their grandma knows how to use shield spells.
Type: Utility - Tier 3
Action: At-Will
Cost: 15 Mana
Effect: Your next attack gains the Pierce effect. Each 1 point of damage dealt by a Piercing attack requires 2 DR to reduce. Shield-type spells used against your next attack will only be half (50%) as effective. This includes shield-type spells that normally negate all non-critical damage.
Limit: Twice per Thread.
Requirement: 25 Soul
Intermiddle Summon
The average performance of spells to Summon an entity to fight by your side. Be it a pit of vipers, a stone golem, or a robot soldier with an elemental sword.
Type: Utility - Tier 2
Action: Action
Cost: 15 Mana
Effect: As an Action, summon a Sidekick: A Summon Creature becomes available for your use as a Sidekick. It can perform one (1) of the following At-Will actions per turn, up to four (4) times per thread. The Summon Creature can be attacked by the enemy. They have 30 HP and 35 Defence. Once their HP reaches 0, they will retreat whether or not you have used all their actions.
Roll an attack for 1d100+20 Accuracy and 2d4 damage against a target of your choice.
Roll once for an AOE attack of 1d100+15 Accuracy and 3d2 damage against up to three targets.
Use a Consumable in your Inventory that would normally require an Action or Reaction.
Assist with the Gauge Spell of yourself or an ally with their own Mana, increasing the Damage Tier by 1.
Boost Gauge Level for yourself or an ally by 5%.
Occupies the same spell slot as other Summon spells. Only one may be chosen per thread.
Limit: Once per Thread. Only one Sidekick may be active at any given time.
Requirement: 20 Soul, Rookie Summon
Howl
Unleash a powerful wave of disruptive energy to jam enemy sensors and impede their senses. Great for a quick escape or creating an opportunity for attack.
Type: Utility - Tier 3
Action: At-Will
Cost: 15 Mana
Effect: As an At-Will action, roll for a 60% to inflict Blind on all enemies in play.
Limit: Once per Thread.
Requirement: 25 Soul
Auto Counter
Use the control subroutines of Summoning magic on your own body, programming it to move on its own accord like a puppet or golem for defensive or offensive purposes. Can turn a poor close range fighter into a decent one, and help clunky prosthetics move like natural limbs.
Type: Utility - Tier 1
Action: Reaction/At-Will
Cost: 15 Mana
Effect: As a Reaction, you gain five (5) stacks of Auto Counter. As an At-Will Action, you may spend one (1) stack of Auto Counter to substitute Soul for Body for any type of Action requiring the use of the Body stat.
Limit: Once per Thread.
Requirement: 10 Soul
Inventory:
Belkan Cartridges (From Zeughaus)
High-performance Mana capacitors used mainly by Armed Devices to temporarily boost spell effectiveness. Standard issue equipment for Belkan Knights, these are 100% safe to use.
Cost: ₡20,000
Action: At-Will
Effect: As an At-Will action at the start of your turn, choose one of the following bonuses:
Add one (1) damage die to your next attack and increase its damage tier by one (1). If DT is already at 10, add +3 dmg instead.
Add 10 DR or Armour to your next Defensive spell that uses the appropriate one of those points.
Add 10% success chance to your next Status-inflicting spell.
Uses: Thrice per Thread
Intelligent Device
A Device with a sophisticated AI capable of smart casting a flexible number of spells to support its master. It even works when you’ve been knocked out. Also smart enough to be your new best friend!
Cost: ₡30,000
Action: At-Will
Effect: As an at-will action at the start of your turn, choose one (1) of four (4) bonuses:
+10 Accuracy
+10 Defence
+5 DR
+1 Damage Tier
Uses: Once per Turn
Tactical HUD
This frilly headband projects a holographic HUD over your eyes, raising your situational awareness and allowing you to determine whether or not your opponent’s power level is over 9000.
Cost: ₡15,000
Action: At-Will
Effect: As an At-Will action at the start of your turn, choose one of the following boons: +15 Accuracy, or +20 Defence
Uses: Thrice per Thread
Midchildan Cartridges
High-performance Mana capacitors used by Devices to temporarily boost spell effectiveness. An optional upgrade for Midchildan Devices, these Cartridges have more output than Belkan Cartridges but risk damaging Devices if used too much.
Cost: ₡20,000
Action: At-Will
Effect: As an At-Will action at the start of your turn, choose one of the following bonuses:
Add one (1) damage die to your next attack and increase its damage tier by two (2). If DT is already at 10, add +5 dmg instead.
Add 15 DR or Armour to your next Defensive spell that uses the appropriate one of those points.
Add 15% success chance to your next Status-inflicting spell.
Uses: Twice per Thread
Knight Clothing
Belkan-style Knight Clothing. For when you want to fight for the Sanktkaiser but feel like you want to move a bit faster.
Cost: ₡20,000
Action: None (Passive)
Effect: As a passive effect, increase Max HP by 15 and gain +10 Defence.
Uses: Indefinite
Medkit
A compact kit containing a smart healing spell to close up the most serious wounds you have sustained. Glows green when used.
Cost: ₡10,000
Action: Reaction
Effect: As a Reaction, heal 25 HP for yourself or an ally.
Uses: Once per Thread
Purge Kit
A compact kit containing a smart counter-spell to dispel any malicious code afflicting your body.
Cost: ₡10,000
Action: Reaction
Effect: As a Reaction, remove any negative status effects afflicting yourself or an ally.
Uses: Once per Thread
Gauge Spells/Abilities or Doppel:
Faction and Assets:
Aesthetic and Perk:
SUMMARY:
ACTIONS:
At-Will:
Reaction:
Action:
Accuracy: [Accuracy Stat]
<roll=1d100+Accuracy Stat>
Damage: [Damage Tier]
<roll=Damage Tier>
Status Effect: (XX%)
<roll=1d100>
ATTRIBUTES:
HP and Armour:
100+15KC=115HP/0 ARMR
Mana or EP:
125 Mana
Defence:
50 + 50B+10KC=110
Resistance:
DR:
Current Effects:
N/A
Damage Received:
N/A
CHARACTER DATA:
Class: Knight
Body: 50
Mind: 45
Soul: 25
Skills:
Zeughaus
Action: None (Passive)
Effect: You gain a special inventory slot containing the item “Belkan Cartridges”. This item does not take up any of the regular inventory slots.
Uses: Indefinite
Requirement: None
Kaiserhammer
Action: At-Will
Effect: As an At-Will Action, spend three (3) Mana to add one (+1) Damage Die to your next Body attack.
Uses: Indefinite
Requirement: Requires at least one (1) Level 1 Skill in use.
Counter Arts
Action: Reaction
Effect: As a Reaction, choose an incoming attack. Inflict its damage roll on your attacker.
Uses: Thrice per thread.
Requirement: Requires at least one (1) Level 5 Skill in use.
Full Drive
Action: At-Will
Effect: As an At-Will Action, sacrifice ten (-10) HP to gain one (1) of the following effects:
+2 Damage Die for your next attack
+15 DR for your next DR-increasing spell
+2 Damage Tier to your next attack
Your Device will not function for that turn.
Uses: Thrice per thread
Requirement: None
Kaiserschwert
Action: At-Will
Effect: Add one (+1) Damage Die to your next Strike in exchange for reducing your Damage Tier by one (-1). Your Gauge determines how many Dice you can add:
20% = +1 Die, -1 DT
40% = +2 Die, -2 DT
60% = +3 Die, -3 DT
80% = +4 Die, -4 DT
100% = +5 Die, -5 DT
You cannot go below DT 1 using this skill. If using the skill will take you below DT 1, it will instead default to the nearest bonus tier that keeps you at DT1 and give you +1 Damage for each die you would have gained going under DT 1. (For example, using the skill at 100% while you are at DT5 will give you +4 Die, and +1 Damage. If you use it at 80% while you are at DT3, you will get +2 Die and +2 Damage.)
Overgauge: Each 25% Overgauge results in an additional Tier 2 Damage Die.
Uses: Once per turn.
Requirement: Requires at least one (1) Level 10 Skill in use. Mutually exclusive with Wächterritter and Kaiserfaust
Spells:
Shield
You cast a mana shield to block an incoming attack from one direction.
Type: Defensive - Shield - Tier 1
Action: Reaction
Cost: 10 Mana
Effect: As a Reaction, you block all damage from a single non-critical attack that would have hit you this turn. Critical hit damage is reduced to 3/4 (75%) If you learn Hard Shield, they will occupy the same Spell Slot and cannot be used in the same Thread. Declare which of the two you will use on the first turn of Combat.
Limit: Twice per Thread.
Guarder
You envelop yourself or an ally in a barrier that protects from attacks while providing healing.
Type: Defensive - Shield - Tier 2
Action: Reaction
Cost: 20 Mana
Effect: As a Reaction, you or an ally gain 20 Guarder Armour. This is separate from regular Armour and will always be the first to take damage. So long as Guarder Armour remains, regenerate 10 HP per turn, up to a maximum of 25 HP.
Limit: Once per Thread.
Requirement: 20 Soul
Bind
A Techmage classic. Ensnare your enemy’s torso and limbs with magical constructs. If you catch them, be ready to blow them up with a Bombardment spell to the face.
Type: Utility - Tier 1
Action: At-Will
Cost: 10 Mana
Effect: As an At-Will Action, roll for a 35% chance to inflict Bind on your target of choice. Characters afflicted with Bind lose their Reaction for that turn.
Limit: Thrice per Thread.
Requirement: None
Adult Mode
You transform into a fully grown adult version of yourself, enhancing your body's physical parameters and capacity to channel Mana. Now you no longer need an adult, because you are an adult.
Type: Utility - Tier 3
Action: Reaction
Cost: 15 Mana on casting, 3 Mana per turn while active
Effect: As Reaction, gain 25 Armour. While in Adult Mode, you gain 20 Defence. In addition, your Body Attacks gain +1 Damage Tier while your Mind Attacks gain +20 Accuracy. Lose three (-3) Mana per turn as maintenance for Adult Mode. Once you become Exhausted, Adult Mode deactivates.
Limit: Once per Thread
Requirement: 20 Mind and 20 Body. Character must be no older than 15 years
Heal
Exactly what it says on the tin. Use a healing spell on someone, either yourself or a friend.
Type: Utility - Tier 1
Action: Reaction
Cost: 10 Mana
Effect: As an Reaction, Heal yourself or an ally for 20 HP.
Limit: Twice per Thread
Requirement: 10 Soul
Shield Break
Pierce through your enemy’s shields with magical claws, a highly penetrating beam, or a good old fashioned giant drill. Useful in a society where everyone and their grandma knows how to use shield spells.
Type: Utility - Tier 3
Action: At-Will
Cost: 15 Mana
Effect: Your next attack gains the Pierce effect. Each 1 point of damage dealt by a Piercing attack requires 2 DR to reduce. Shield-type spells used against your next attack will only be half (50%) as effective. This includes shield-type spells that normally negate all non-critical damage.
Limit: Twice per Thread.
Requirement: 25 Soul
Intermiddle Summon
The average performance of spells to Summon an entity to fight by your side. Be it a pit of vipers, a stone golem, or a robot soldier with an elemental sword.
Type: Utility - Tier 2
Action: Action
Cost: 15 Mana
Effect: As an Action, summon a Sidekick: A Summon Creature becomes available for your use as a Sidekick. It can perform one (1) of the following At-Will actions per turn, up to four (4) times per thread. The Summon Creature can be attacked by the enemy. They have 30 HP and 35 Defence. Once their HP reaches 0, they will retreat whether or not you have used all their actions.
Roll an attack for 1d100+20 Accuracy and 2d4 damage against a target of your choice.
Roll once for an AOE attack of 1d100+15 Accuracy and 3d2 damage against up to three targets.
Use a Consumable in your Inventory that would normally require an Action or Reaction.
Assist with the Gauge Spell of yourself or an ally with their own Mana, increasing the Damage Tier by 1.
Boost Gauge Level for yourself or an ally by 5%.
Occupies the same spell slot as other Summon spells. Only one may be chosen per thread.
Limit: Once per Thread. Only one Sidekick may be active at any given time.
Requirement: 20 Soul, Rookie Summon
Howl
Unleash a powerful wave of disruptive energy to jam enemy sensors and impede their senses. Great for a quick escape or creating an opportunity for attack.
Type: Utility - Tier 3
Action: At-Will
Cost: 15 Mana
Effect: As an At-Will action, roll for a 60% to inflict Blind on all enemies in play.
Limit: Once per Thread.
Requirement: 25 Soul
Auto Counter
Use the control subroutines of Summoning magic on your own body, programming it to move on its own accord like a puppet or golem for defensive or offensive purposes. Can turn a poor close range fighter into a decent one, and help clunky prosthetics move like natural limbs.
Type: Utility - Tier 1
Action: Reaction/At-Will
Cost: 15 Mana
Effect: As a Reaction, you gain five (5) stacks of Auto Counter. As an At-Will Action, you may spend one (1) stack of Auto Counter to substitute Soul for Body for any type of Action requiring the use of the Body stat.
Limit: Once per Thread.
Requirement: 10 Soul
Inventory:
Belkan Cartridges (From Zeughaus)
High-performance Mana capacitors used mainly by Armed Devices to temporarily boost spell effectiveness. Standard issue equipment for Belkan Knights, these are 100% safe to use.
Cost: ₡20,000
Action: At-Will
Effect: As an At-Will action at the start of your turn, choose one of the following bonuses:
Add one (1) damage die to your next attack and increase its damage tier by one (1). If DT is already at 10, add +3 dmg instead.
Add 10 DR or Armour to your next Defensive spell that uses the appropriate one of those points.
Add 10% success chance to your next Status-inflicting spell.
Uses: Thrice per Thread
Intelligent Device
A Device with a sophisticated AI capable of smart casting a flexible number of spells to support its master. It even works when you’ve been knocked out. Also smart enough to be your new best friend!
Cost: ₡30,000
Action: At-Will
Effect: As an at-will action at the start of your turn, choose one (1) of four (4) bonuses:
+10 Accuracy
+10 Defence
+5 DR
+1 Damage Tier
Uses: Once per Turn
Tactical HUD
This frilly headband projects a holographic HUD over your eyes, raising your situational awareness and allowing you to determine whether or not your opponent’s power level is over 9000.
Cost: ₡15,000
Action: At-Will
Effect: As an At-Will action at the start of your turn, choose one of the following boons: +15 Accuracy, or +20 Defence
Uses: Thrice per Thread
Midchildan Cartridges
High-performance Mana capacitors used by Devices to temporarily boost spell effectiveness. An optional upgrade for Midchildan Devices, these Cartridges have more output than Belkan Cartridges but risk damaging Devices if used too much.
Cost: ₡20,000
Action: At-Will
Effect: As an At-Will action at the start of your turn, choose one of the following bonuses:
Add one (1) damage die to your next attack and increase its damage tier by two (2). If DT is already at 10, add +5 dmg instead.
Add 15 DR or Armour to your next Defensive spell that uses the appropriate one of those points.
Add 15% success chance to your next Status-inflicting spell.
Uses: Twice per Thread
Knight Clothing
Belkan-style Knight Clothing. For when you want to fight for the Sanktkaiser but feel like you want to move a bit faster.
Cost: ₡20,000
Action: None (Passive)
Effect: As a passive effect, increase Max HP by 15 and gain +10 Defence.
Uses: Indefinite
Medkit
A compact kit containing a smart healing spell to close up the most serious wounds you have sustained. Glows green when used.
Cost: ₡10,000
Action: Reaction
Effect: As a Reaction, heal 25 HP for yourself or an ally.
Uses: Once per Thread
Purge Kit
A compact kit containing a smart counter-spell to dispel any malicious code afflicting your body.
Cost: ₡10,000
Action: Reaction
Effect: As a Reaction, remove any negative status effects afflicting yourself or an ally.
Uses: Once per Thread
Gauge Spells/Abilities or Doppel:
Faction and Assets:
Aesthetic and Perk: