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Post by Cao Lixue on Oct 16, 2022 2:03:22 GMT
Matchup Type: You thought it was another Wishmaker, but it was I Dio! vs Parry King Player Count: 1 spammy buffed out to hell boy, vs No U Character Builds: One shot vs parry Loadouts: the loads are in the spoiler Special Inclusions: No holds bars Expectations: Perhaps the Knight will get lucky Intentions: Beat Dio COMBAT TRACKERInitiative H34TKyUp1d100Resistance 1d10+501d10+501d10+501d10+501d10+50SUMMARY:
At-Will
Defense
Attack
Status Effect: ()
ATTRIBUTES:
HP and Armour:100
Mana or EP:0
Gauge or Grief: 0 Gauge/Grief | 0 Permanent Grief
Defence: 50 + 50 | 100
DR:
CHARACTER DATA: Class:Hero Body: 40 + 10 from I Need a Hero Mind: 30 Soul: 50 Skills: Bone of My Sword Action: At-Will Effect: As an At-Will Action, the Hero may freely enhance their attack rolls at 0 EP toll but triple Grief toll. Uses: Once per battle Requirement: None
Combo Maker Action: At-Will Effect: As an At-Will Action, if you have made 3 or more successful attack rolls, the Hero may guarantee that their next (4th) damage type action successfully hits Uses: Once per battle Requirement: None
Even in Death I still Serve Action: At-Will Effect: As an At-Will Action, if the Hero’s health falls below 10% of its original level, the Hero may freely re-use in the same battle any of their other skills to aid an Ally or themselves. Uses: Twice per battle Requirement: None
Combo Breaker Action: At-Will Effect: As an At-Will Action, if an enemy has made 3 or more successful attack rolls, the Hero may interrupt and ensure that the next damage type action by the target enemy fails. Uses: Once per battle Requirement: Requires at least one (1) Level 1 Skill in use.
Valar Morghulis Action: At-Will Effect: As an At-Will Action, if any of the Hero’s allies' health falls below 10% of its original level, the Hero may freely restore their ally’s health to full at a toll of 25 Grief. Uses: Once per battle Requirement: None
Spells:
Direct Single Attack (B) A singular attack aimed at a specific foe. Punch, kick, thrust with weapon. It’s all the same in the end. Type: Basic Attack Action: Action Cost: 0 EP/Grief Effect: This attack can be performed up to three (3) times with a single Action against a single target. Does not take up a Spell Slot. Accuracy: Roll 1d100+Body Damage: Roll 1 Damage Die (Body) Enhanced: By increasing your EP toll to 1 and raising your Grief toll to 2, you may make an Enhanced Direct Single Attack, with a +1 Damage Tier bonus at a -10 Accuracy penalty.
Single Defence Action (A) A singular action taken to defend yourself or one other from harm. The raising of a shield, the acceleration away from impact, any magically enhanced attempt to avoid damage. Type: Advanced Defensive Action: Reaction Cost: +9 EP/Grief Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally: Gain 20 DR Gain 20 Armour Reflect two thirds (66%) of incoming damage. Sustain the remaining one third (33%) Calculate for Evasion with Defence+50% of Body+20. If it is higher than the attack's Accuracy rolls, avoid the non-critical attacks. Enhanced: By doubling your EP toll and increasing your Grief toll to 10, you may make an Enhanced Single Defence Action, which does one of the following for yourself or an ally: Gain 20 DR and 10 Armour Gain 20 Armour and 10 DR Reflect the incoming Damage by three fourths (-75%). Sustain the remaining quarter (25%) Avoid a single non-critical attack without having to calculate for Evasion. Raise Defence by +10 and raise Critical Range on your next turn by +10 In exchange, however, you incur a -10 Accuracy penalty to any other actions taken by you this turn.
Self-Augmentation - Status (A) An action taken to increase your effectiveness in battle. Powering up your weapon, channeling your focus, releasing your limiters. Type: Advanced Utility Action: At-Will Cost: +9 EP/Grief Effect: As an At-Will Action, increase the success chance of inflicting status effects for each attack in your next Action by 20%. Can stack with identical buffs from an ally using Ally Augmentation - Status for an even higher success chance. Enhanced: By doubling your EP toll and raising your Grief toll to 10, you may make an Enhanced Self-Augmentation - Status: In addition to the main effect, roll twice for your Status Effects, and take the lower roll of the two.
Self-Augmentation - Damage (A) An action taken to increase your effectiveness in battle. Powering up your weapon, donning armour, releasing your limiters. Type: Advanced Utility Action: At-Will Cost: +9 EP/Grief Effect: As an At-Will Action, for each Attack in your next Action, increase its Damage Tier by 1 and the Major Effect Pierce. Each 1 point of damage dealt by a Pierce attack requires 2 DR to reduce. Can stack with identical buffs from an ally using Ally Augmentation - Damage for even more Damage Tiers. Enhanced: By doubling your EP toll and raising your Grief toll to 10, you may make an Enhanced Self-Augmentation - Damage: Gain one (+1) Damage Die in addition to the normal effect.
Self-Augmentation - Accuracy (A) An action taken to increase your effectiveness in battle. Powering up your weapon, channeling your focus, releasing your limiters. Type: Advanced Utility Action: At-Will Cost: +9 EP/Grief Effect: As an At-Will Action, increase the Accuracy of each attack in your next Action by 20. Can stack with identical buffs from an ally using Ally Augmentation - Accuracy for even more accuracy. Enhanced: By doubling your EP toll and raising your Grief toll to 10, you may make an Enhanced Self-Augmentation - Accuracy: In addition to the main effect, Increase Critical Range by 5. Can stack with identical buffs from an ally using Enhanced Ally Augmentation - Accuracy for even more accuracy and Critical Range.
Direct Single Effect (A) A singular effect aimed at a specific foe. Cursing them with a straw doll, writing their name in a shinigami's diary, stealing their emotional stability, throwing a love potion in their face. Type: Advanced Utility Action: At-Will Cost: +4 EP/Grief Effect: On learning this spell, choose between Curse, Doom, Drain, and Charm, for its effect. As an At-Will action, roll for a 15% chance to inflict your effect of choice on a single target. Can be performed twice (2x) in a single Action. Enhanced: By doubling your EP toll and raising your Grief toll to 5, you may make an Enhanced Direct Single Effect: Success rate is increased to 25%, but duration is reduced by 1 turn, or effect is halved for effects where the previous penalty cannot apply (i.e. effect only lasts 1 turn or is indefinite).
Self Restoration Action (A) A powerful action taken to restore your health. The drinking of a sterling elixir, the casting of a regenerative aura, or the execution of a magical surgery to remove dangerous foreign objects and close up the wound. Type: Advanced Utility Action: Action Cost: +9 EP/Grief Effect: As an Action, restore 20 HP to yourself. Uses: Once every two Turns Enhanced: By doubling your EP toll and increasing your Grief toll to 10, you may make an Enhanced Self Restoration Action: Restore 20 HP for yourself, purge all Standard Status Effect instances afflicting you, and regenerate 3 HP per turn for three (3) turns. However, the effects of Defensive Spells used this turn are reduced by one fifth (-20%).
Inventory:
Memoria of Heroism The crystallised memories of a Wishmaker who died in battle by overclocking their Soul Gem. Using it on your Soul Gem imparts its owner’s last memories to you in vivid imagery. “A climactic battle with a dastardly Hex. A team of comrades, badly beaten. A heated debate for your friends to flee to safety. You win the argument. Make your glorious last stand and defeat the foe at the cost of your own life!” Cost: ₲20,000 Action: None (Passive) Effect: Choose one (1) of these two (2) effects at the start of the Combat Phase: Increase damage by +2 for each of your attacks Gain an additional five (5) Defence when calculating for Evasion Uses: Indefinite
Daemon Seed A Daemon’s Egg and a byproduct of a Warlock’s Soul Gem burning out from overuse. It rapidly assimilates negative emotions from the surrounding area, and once it has reached maximum capacity, will hatch into a Daemon. Wishmakers can instead use it to assimilate some taint that corrupts their Soul Gems, and give themselves a short burst of intense power. Or you can deposit it into the KMU Seed Bank for a lot of Griefbucks. WARNING: HIGHLY ADDICTIVE. Cost: ₲50,000. Yields full Cost when sold to an NPC. Can only be bought from an NPC by expending a Daemon Seed Receipt. Action: Reaction Effect: As a Reaction, Reduce Grief by 50%. If Grief is below your current Grief Reduction effect (20% to 50%, see below), reduce Permanent Grief by 1 as well. Choose 2 of the following bonuses: Gain +25 to success and accuracy rolls for all three stats Gain +2 Damage Dice to all Attacks Gain +10 Armour per turn Reduce EP by ten (-10) per turn Regain +10 HP per turn All actions EP-increasing actions raise it by only half as much (-50%) +1 Duration Turn for your next Doppel Activation Grief Gauge fills up 50% Slower The Effects of your next Doppel Activation are enhanced by 25% Each use of a Daemon Seed lowers its Grief Reduction effect by 10% to a minimum of 20% Grief Reduction, but increases the number of bonuses you can use by 1 up to a maximum of 5 bonuses. Duration: 3 Turns Uses: Once. The item is consumed on use.
Bag of Potato Chips Consume flavor. Don't ask how something like junk food high in salt and fat could logically heal your wounds. Just take a potato chip... and eat it. Cost: ₲10,000 Action: Reaction Effect: As a Reaction, restore HP by 25 for yourself or an ally. Uses: Once per thread
Golf Club If you had a golf ball to go with this club, you could probably make a hole in one with your magically-enhanced body. You could probably snipe someone's face out. Since you don't have a golf ball, though, clubbing them until they collapse from broken bones will have to do. Or you could just use little pebbles on the road too. Cost: ₲20,000 Action: At-Will Effect: As an At-Will action, add +3 damage and a 20% chance to inflict Fracture to each attack in your next Action. Characters afflicted with Fracture lose ten (-10) Max HP unless the status effect is purged. Stacking Fracture instances increases Max HP lost to a limit of -30. Alternatively, as an At-Will Action, add 20 Accuracy to your next Direct Ranged Attack. Uses: Thrice per Thread
Origami Box A cardboard box filled with origami depictions of various mythical creatures, all of which are alive. They might be animated by honest to goodness shikigami. Or this might be the result of another Rumour on the loose. Either way, these little guys make for a great army of paper cuts. Cost: ₲20,000 Action: At-Will/Action Effect: As an At-Will Action, add +3 damage to each attack in your next Action, and increase your Critical Range by ten (10). (For example, if you normally trigger a Critical Hit at a natural roll of 95, it will now trigger at 85.) Stacks with all other sources of increased Critical Range. Alternatively, as an Action, roll 1d100+MIND for an attack that deals 3d4+2 damage and has a 35% chance to inflict Paper Cut. Characters afflicted with Paper cut lose 5 HP and 10 Accuracy for two (2) turns. Uses: Thrice per thread
Can of Soda High in sugar and calories. Gives you an extra rush of energy, at the expense of making you fatter and less healthy. If it’s a choice between getting fat and dying in battle, a couple of extra pounds shouldn’t hurt. Cost: ₲10,000 Action: Reaction Effect: As a Reaction, reduce EP by 20 for yourself or an ally. Uses: Once per thread
Slice of Cheesecake While all the senior magical girls will tell you to be careful about what wish you make, not everyone gets the privilege of hearing that advice. Sometimes, when your emotions are out of control, you end up wishing for something trivial like cheesecake because that’s what your terminal mother told you to get for her. Dumb wish, but it’s a most delicious cake! Cost: ₲15,000 Action: Reaction Effect: As a Reaction, restore 15 HP and reduce Grief by 10 for yourself or an ally. Uses: Once per thread
Gauge Spells/Abilities or Doppel: Servant of Envy Effect: Select an enemy or ally as your target. Swap the value of your lowest main stat with that of highest main stat of your target while this Doppel is active Aura: Reduce Accuracy by a quarter (-25%) for all enemies while this Doppel is active Duration: 4 turns Cost: Reduce your Accuracy by half (-50%) for the remainder of thread. Cannot be cured.
Faction and Assets:
Aesthetic and Perk: Feral Strength Activate: At-Will Effect: As an At-Will action, select a single attack on your current turn that counts as a hit on your target. Add bonus damage equivalent to the highest resulting die of that attack's damage roll. For example, if from rolling 3d6, you get 2, 4, and 5, add +5 damage. Uses: Once per thread 1d100·1d10+50·1d10+50·1d10+50·1d10+50·1d10+50
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Post by Cao Lixue on Oct 16, 2022 2:20:19 GMT
COMBAT TRACKERSUMMARY:InitiativeorbBlR6A1d100+10Resistance1d10+251d10+251d10+251d10+251d10+25
ACTIONS:
At-Will:
Reaction:
Action: Accuracy
Damage:
Status Effect: (XX%)
ATTRIBUTES: HP and Armour: 100+15KC=115HP/0 ARMR
Mana or EP: 125 Mana
Defence: 50 + 50B + 20SJ= 120
Resistance:
DR:
Current Effects: N/A
Damage Received: N/A
CHARACTER DATA: Class: Knight Body: 50 Mind: 45 Soul: 25
Class Trait
Ritter des Belka At the start of the battle, choose one non-Basic Defensive Spell. Gain an extra use of that spell. (Guarder plus 1) -3 Mana cost to Defensive spells when equipped with an Armed Device.
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
Rock Your Body Right Action: None (Passive) Effect: All spells using Body as their main stat gain +15 to their Success Roll. 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.
Strike Arts Action: Reaction Effect: As a Reaction, choose an attack that missed against you. Inflict its damage roll on your attacker. Uses: Thrice per thread. Requirement: Requires at least one (1) Level 1 Skill in use.
Kaiserfaust Action: At-Will Effect: As an At-Will Action, choose an incoming attack. Inflict a portion of its damage roll on the attacker. Gauge determines how much. 25% = 25% 50% = 50% 75% = 75% 100% = 100% Overgauge: Every 3 Overgauge points is converted into a +1 Damage Mod Uses: Once per Turn. Requirement: Requires at least one (1) Level 10 Skill in use. Mutually exclusive with Kaiserschwert and Wächterritter
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
Illusion Be it holograms, or directly messing with your enemy’s eyesight, you can now misdirect them with illusions. Type: Utility - Tier 3 Action: Action Cost: 15 Mana Effect: As an Action, select one target and interfere with their Action Economy: On their turn immediately following yours, any spells, skills, or items your target uses that are At-Will or use a Reaction will instead require an Action. Limit: Twice per Thread. Requirement: 25 Soul
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 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
Sonic Jacket A special issue Barrier Jacket used by the Air Armaments Service. Sacrifices protective capability for increased flight and reaction speed. Based on a Jacket used by one of the Three Aces. Cost: ₡30,000 Action: None (Passive) Effect: As a passive effect, gain +20 Defence and +10 to your Initiative Roll. Reduces Max HP by 10. 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:1d100+10·1d10+25·1d10+25·1d10+25·1d10+25·1d10+25
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Post by Cao Lixue on Oct 16, 2022 2:47:14 GMT
COMBAT TRACKERAdd back in Midchildan Cartridges as I forgot I still had Zeughaus And I set my hp to the correct value as I switch out knight's clothing to sonic jacketAt-Will:Area Search for 10Def for 5mana Reaction:Adult Mode, you gain 20 Defense. In addition, your Body Attacks gain +1 Damage Tier while your Mind Attacks gain +20 Accuracy for a cost of 18mana Action:Howl 60% blind at a cost of 18mana (zero uses remaining) AccuracyDamage:Status Effect: (60%) hlaKeVj31d100ATTRIBUTES: HP and Armour: 100-10SJ=90HP/0 ARMR
Mana: 87 Mana
Defence: 50 + 50B + 20SJ + 20AM= 140
Resistance:
DR:
Current Effects: N/A
Damage Received: N/A
CHARACTER DATA: Class: Knight Body: 50 Mind: 45 Soul: 25
Class Trait
Ritter des Belka At the start of the battle, choose one non-Basic Defensive Spell. Gain an extra use of that spell. (Guarder plus 1) -3 Mana cost to Defensive spells when equipped with an Armed Device.
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
Rock Your Body Right Action: None (Passive) Effect: All spells using Body as their main stat gain +15 to their Success Roll. 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.
Strike Arts Action: Reaction Effect: As a Reaction, choose an attack that missed against you. Inflict its damage roll on your attacker. Uses: Thrice per thread. Requirement: Requires at least one (1) Level 1 Skill in use.
Kaiserfaust Action: At-Will Effect: As an At-Will Action, choose an incoming attack. Inflict a portion of its damage roll on the attacker. Gauge determines how much. 25% = 25% 50% = 50% 75% = 75% 100% = 100% Overgauge: Every 3 Overgauge points is converted into a +1 Damage Mod Uses: Once per Turn. Requirement: Requires at least one (1) Level 10 Skill in use. Mutually exclusive with Kaiserschwert and Wächterritter
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
Illusion Be it holograms, or directly messing with your enemy’s eyesight, you can now misdirect them with illusions. Type: Utility - Tier 3 Action: Action Cost: 15 Mana Effect: As an Action, select one target and interfere with their Action Economy: On their turn immediately following yours, any spells, skills, or items your target uses that are At-Will or use a Reaction will instead require an Action. Limit: Twice per Thread. Requirement: 25 Soul
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:
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
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
Sonic Jacket A special issue Barrier Jacket used by the Air Armaments Service. Sacrifices protective capability for increased flight and reaction speed. Based on a Jacket used by one of the Three Aces. Cost: ₡30,000 Action: None (Passive) Effect: As a passive effect, gain +20 Defence and +10 to your Initiative Roll. Reduces Max HP by 10. 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:1d100
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Post by Cao Lixue on Oct 16, 2022 3:19:52 GMT
COMBAT TRACKERI Fixed the spell list for Dio as I figured out how it worksBlind -20Acc&Def Memoria of Heroism +2 damage for the entire battle At-WillDaemon Seed/-50%Grief/+25 to all Body/Mind/Soul Rolls/2DD Origami Box - +3 damage to each attack in your next Action, and increase your Critical Range by ten (10) (2 uses remaining) Self-Augmentation - Damage A Enhanced/Peirce/1DD/18EP&10G Self-Augmentation - Accuracy I Enhanced/20Acc/18&10G Can of Soda/-20Ep Golf Club - add +3 damage and a 20% chance to inflict Fracture to each attack ReactionSingle Defense Action A/20Ar/9EP&G ActionDirect Single Attack B DefenseAttackqeuj4UeO1d100+7512d8+61d100+7512d8+61d100+7512d8+6Status Effect: (20% chance to inflict Fracture) 1d1001d1001d100
ATTRIBUTES:
HP:100
Armour:20
EP:25
Gauge or Grief: 29 Gauge/Grief | 0 Permanent Grief
Defence: 50 + 50 | 100
DR:
CHARACTER DATA: Class:Hero Body: 40 + 10 from I Need a Hero Mind: 30 Soul: 50 Skills: Bone of My Sword Action: At-Will Effect: As an At-Will Action, the Hero may freely enhance their attack rolls at 0 EP toll but triple Grief toll. Uses: Once per battle Requirement: None
Combo Maker Action: At-Will Effect: As an At-Will Action, if you have made 3 or more successful attack rolls, the Hero may guarantee that their next (4th) damage type action successfully hits Uses: Once per battle Requirement: None
Even in Death I still Serve Action: At-Will Effect: As an At-Will Action, if the Hero’s health falls below 10% of its original level, the Hero may freely re-use in the same battle any of their other skills to aid an Ally or themselves. Uses: Twice per battle Requirement: None
Combo Breaker Action: At-Will Effect: As an At-Will Action, if an enemy has made 3 or more successful attack rolls, the Hero may interrupt and ensure that the next damage type action by the target enemy fails. Uses: Once per battle Requirement: Requires at least one (1) Level 1 Skill in use.
Valar Morghulis Action: At-Will Effect: As an At-Will Action, if any of the Hero’s allies' health falls below 10% of its original level, the Hero may freely restore their ally’s health to full at a toll of 25 Grief. Uses: Once per battle Requirement: None
Spells:
Direct Single Attack (B) A singular attack aimed at a specific foe. Punch, kick, thrust with weapon. It’s all the same in the end. Type: Basic Attack Action: Action Cost: 0 EP/Grief Effect: This attack can be performed up to three (3) times with a single Action against a single target. Does not take up a Spell Slot. Accuracy: Roll 1d100+Body Damage: Roll 1 Damage Die (Body) Enhanced: By increasing your EP toll to 1 and raising your Grief toll to 2, you may make an Enhanced Direct Single Attack, with a +1 Damage Tier bonus at a -10 Accuracy penalty.
Single Defence Action (B,I & A) A singular action taken to defend yourself or one other from harm. The raising of a shield, the acceleration away from impact, any magically enhanced attempt to avoid damage. Type: Advanced Defensive Action: Reaction Cost: +9 EP/Grief Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally: Gain 20 DR Gain 20 Armour Reflect two thirds (66%) of incoming damage. Sustain the remaining one third (33%) Calculate for Evasion with Defence+50% of Body+20. If it is higher than the attack's Accuracy rolls, avoid the non-critical attacks. Enhanced: By doubling your EP toll and increasing your Grief toll to 10, you may make an Enhanced Single Defence Action, which does one of the following for yourself or an ally: Gain 20 DR and 10 Armour Gain 20 Armour and 10 DR Reflect the incoming Damage by three fourths (-75%). Sustain the remaining quarter (25%) Avoid a single non-critical attack without having to calculate for Evasion. Raise Defence by +10 and raise Critical Range on your next turn by +10 In exchange, however, you incur a -10 Accuracy penalty to any other actions taken by you this turn.
Self-Augmentation - Damage (B,I & A) An action taken to increase your effectiveness in battle. Powering up your weapon, donning armour, releasing your limiters. Type: Advanced Utility Action: At-Will Cost: +9 EP/Grief Effect: As an At-Will Action, for each Attack in your next Action, increase its Damage Tier by 1 and the Major Effect Pierce. Each 1 point of damage dealt by a Pierce attack requires 2 DR to reduce. Can stack with identical buffs from an ally using Ally Augmentation - Damage for even more Damage Tiers. Enhanced: By doubling your EP toll and raising your Grief toll to 10, you may make an Enhanced Self-Augmentation - Damage: Gain one (+1) Damage Die in addition to the normal effect.
Self-Augmentation - Accuracy (B & I) An action taken to increase your effectiveness in battle. Powering up your weapon, channeling your focus, releasing your limiters. Type: Intermediate Utility Action: At-Will Cost: +7 EP/Grief Effect: As an At-Will Action, increase the Accuracy of each attack in your next Action by 15. Can stack with identical buffs from an ally using Ally Augmentation - Accuracy for even more accuracy. Enhanced: By doubling your EP toll and raising your Grief toll to 8, you may make an Enhanced Self-Augmentation - Accuracy: Gain an additional +5 Multi-Turn Accuracy that lasts for two (2) turns, for a total of +20 on the first, and +5 on the second. Multi-Turn Accuracy buff does not stack effects, but the duration can be extended with stacking.
Self Restoration Action (B & I) An improved action taken to restore your health. The drinking of a greater potion, the casting of a restorative blessing, or the application of magical sutures to a wound. Type: Intermediate Utility Action: Action Cost: +7 EP/Grief Effect: As an Action, restore 15 HP to yourself. Uses: Once every two Turns Enhanced: By doubling your EP toll and increasing your Grief toll to 8, you may make an Enhanced Self Restoration Action: Restore 15 HP for yourself and purge all Standard Status Effect instances afflicting you. However, the effects of Defensive Spells used this turn are reduced by one fifth (-20%).
Inventory:
Memoria of Heroism The crystallised memories of a Wishmaker who died in battle by overclocking their Soul Gem. Using it on your Soul Gem imparts its owner’s last memories to you in vivid imagery. “A climactic battle with a dastardly Hex. A team of comrades, badly beaten. A heated debate for your friends to flee to safety. You win the argument. Make your glorious last stand and defeat the foe at the cost of your own life!” Cost: ₲20,000 Action: None (Passive) Effect: Choose one (1) of these two (2) effects at the start of the Combat Phase: Increase damage by +2 for each of your attacks Gain an additional five (5) Defence when calculating for Evasion Uses: Indefinite
Daemon Seed A Daemon’s Egg and a byproduct of a Warlock’s Soul Gem burning out from overuse. It rapidly assimilates negative emotions from the surrounding area, and once it has reached maximum capacity, will hatch into a Daemon. Wishmakers can instead use it to assimilate some taint that corrupts their Soul Gems, and give themselves a short burst of intense power. Or you can deposit it into the KMU Seed Bank for a lot of Griefbucks. WARNING: HIGHLY ADDICTIVE. Cost: ₲50,000. Yields full Cost when sold to an NPC. Can only be bought from an NPC by expending a Daemon Seed Receipt. Action: Reaction Effect: As a Reaction, Reduce Grief by 50%. If Grief is below your current Grief Reduction effect (20% to 50%, see below), reduce Permanent Grief by 1 as well. Choose 2 of the following bonuses: Gain +25 to success and accuracy rolls for all three stats Gain +2 Damage Dice to all Attacks Gain +10 Armour per turn Reduce EP by ten (-10) per turn Regain +10 HP per turn All actions EP-increasing actions raise it by only half as much (-50%) +1 Duration Turn for your next Doppel Activation Grief Gauge fills up 50% Slower The Effects of your next Doppel Activation are enhanced by 25% Each use of a Daemon Seed lowers its Grief Reduction effect by 10% to a minimum of 20% Grief Reduction, but increases the number of bonuses you can use by 1 up to a maximum of 5 bonuses. Duration: 3 Turns Uses: Once. The item is consumed on use.
Bag of Potato Chips Consume flavor. Don't ask how something like junk food high in salt and fat could logically heal your wounds. Just take a potato chip... and eat it. Cost: ₲10,000 Action: Reaction Effect: As a Reaction, restore HP by 25 for yourself or an ally. Uses: Once per thread
Golf Club If you had a golf ball to go with this club, you could probably make a hole in one with your magically-enhanced body. You could probably snipe someone's face out. Since you don't have a golf ball, though, clubbing them until they collapse from broken bones will have to do. Or you could just use little pebbles on the road too. Cost: ₲20,000 Action: At-Will Effect: As an At-Will action, add +3 damage and a 20% chance to inflict Fracture to each attack in your next Action. Characters afflicted with Fracture lose ten (-10) Max HP unless the status effect is purged. Stacking Fracture instances increases Max HP lost to a limit of -30. Alternatively, as an At-Will Action, add 20 Accuracy to your next Direct Ranged Attack. Uses: Thrice per Thread
Origami Box A cardboard box filled with origami depictions of various mythical creatures, all of which are alive. They might be animated by honest to goodness shikigami. Or this might be the result of another Rumour on the loose. Either way, these little guys make for a great army of paper cuts. Cost: ₲20,000 Action: At-Will/Action Effect: As an At-Will Action, add +3 damage to each attack in your next Action, and increase your Critical Range by ten (10). (For example, if you normally trigger a Critical Hit at a natural roll of 95, it will now trigger at 85.) Stacks with all other sources of increased Critical Range. Alternatively, as an Action, roll 1d100+MIND for an attack that deals 3d4+2 damage and has a 35% chance to inflict Paper Cut. Characters afflicted with Paper cut lose 5 HP and 10 Accuracy for two (2) turns. Uses: Thrice per thread
Can of Soda High in sugar and calories. Gives you an extra rush of energy, at the expense of making you fatter and less healthy. If it’s a choice between getting fat and dying in battle, a couple of extra pounds shouldn’t hurt. Cost: ₲10,000 Action: Reaction Effect: As a Reaction, reduce EP by 20 for yourself or an ally. Uses: Once per thread
Slice of Cheesecake While all the senior magical girls will tell you to be careful about what wish you make, not everyone gets the privilege of hearing that advice. Sometimes, when your emotions are out of control, you end up wishing for something trivial like cheesecake because that’s what your terminal mother told you to get for her. Dumb wish, but it’s a most delicious cake! Cost: ₲15,000 Action: Reaction Effect: As a Reaction, restore 15 HP and reduce Grief by 10 for yourself or an ally. Uses: Once per thread
Gauge Spells/Abilities or Doppel: Servant of Envy Effect: Select an enemy or ally as your target. Swap the value of your lowest main stat with that of highest main stat of your target while this Doppel is active Aura: Reduce Accuracy by a quarter (-25%) for all enemies while this Doppel is active Duration: 4 turns Cost: Reduce your Accuracy by half (-50%) for the remainder of thread. Cannot be cured.
Faction and Assets:
Aesthetic and Perk: Feral Strength Activate: At-Will Effect: As an At-Will action, select a single attack on your current turn that counts as a hit on your target. Add bonus damage equivalent to the highest resulting die of that attack's damage roll. For example, if from rolling 3d6, you get 2, 4, and 5, add +5 damage. Uses: Once per thread 1d100+75·12d8+6·1d100+75·12d8+6·1d100+75·12d8+6·1d100·1d100·1d100
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Post by Cao Lixue on Oct 16, 2022 3:46:41 GMT
COMBAT TRACKERForgot to added the Gauge from Jotaro's last turn so added it here 38 is 69%At-Will:Area Search for 10Def for 5mana Sustaining Adult Mode, you gain 20 Defense/Body Attacks +1DT/Mind Attacks +20 Accuracy/3Mana Kaiserfaust on Dio's third attack for 80 Damage back to Dio Bind 35% to bind for 10 mana Reaction:Counter Arts on Dio's second attack for 64 damage back to Dio (2 uses remaining) Strike Arts on Dio's first attack for 71 damage back to Dio (2 uses Remaining) Action:Illusion: All Dio's acts Take an action for 15mana (1 use remaining) Defense:All attacks were countered and sent back Attack:Status Effect: (35% Bind) XlGiLyTx1d100ATTRIBUTES: HP and Armour: 100-10SJ=90HP/0 ARMR
Gauge 5%
Mana: 54 Mana
Defence: 50 + 50B + 20SJ + 20AM= 140
Resistance:
DR:
Current Effects: N/A
Damage Received: N/A
CHARACTER DATA: Class: Knight Body: 50 Mind: 45 Soul: 25
Class Trait
Ritter des Belka At the start of the battle, choose one non-Basic Defensive Spell. Gain an extra use of that spell. (Guarder plus 1) -3 Mana cost to Defensive spells when equipped with an Armed Device.
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
Rock Your Body Right Action: None (Passive) Effect: All spells using Body as their main stat gain +15 to their Success Roll. 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.
Strike Arts Action: Reaction Effect: As a Reaction, choose an attack that missed against you. Inflict its damage roll on your attacker. Uses: Thrice per thread. Requirement: Requires at least one (1) Level 1 Skill in use.
Kaiserfaust Action: At-Will Effect: As an At-Will Action, choose an incoming attack. Inflict a portion of its damage roll on the attacker. Gauge determines how much. 25% = 25% 50% = 50% 75% = 75% 100% = 100% Overgauge: Every 3 Overgauge points is converted into a +1 Damage Mod Uses: Once per Turn. Requirement: Requires at least one (1) Level 10 Skill in use. Mutually exclusive with Kaiserschwert and Wächterritter
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
Illusion Be it holograms, or directly messing with your enemy’s eyesight, you can now misdirect them with illusions. Type: Utility - Tier 3 Action: Action Cost: 15 Mana Effect: As an Action, select one target and interfere with their Action Economy: On their turn immediately following yours, any spells, skills, or items your target uses that are At-Will or use a Reaction will instead require an Action. Limit: Twice per Thread. Requirement: 25 Soul
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:
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
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
Sonic Jacket A special issue Barrier Jacket used by the Air Armaments Service. Sacrifices protective capability for increased flight and reaction speed. Based on a Jacket used by one of the Three Aces. Cost: ₡30,000 Action: None (Passive) Effect: As a passive effect, gain +20 Defence and +10 to your Initiative Roll. Reduces Max HP by 10. 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:1d100
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Post by Cao Lixue on Oct 16, 2022 7:06:43 GMT
COMBAT TRACKERMemoria of Heroism +2 damage for the entire battle At-WillCan of Soda/-20EP Slice of Cheesecake/restore 15hp and lower grief by 10 (zero uses remain) Bag of potato chips/restore 25hp (zero uses remain) Feral Strength/+8Damage (zero uses remain) Daemon Seed/-50%Grief/+25 to all Body/Mind/Soul Rolls/2DD/EP by ten (-10) per turn (1 turn remaining) Origami Box - +3 damage to each attack in your next Action, and increase your Critical Range by ten (10) (1 use remains) Self-Augmentation - Damage A Enhanced/Peirce/1DD/18EP&10G (60% Grief due to demon seed) Self-Augmentation - Accuracy I Enhanced/20Acc/18&10G (60% Grief due to demon seed) Can of Soda/-20Ep Golf Club - add +3 damage and a 20% chance to inflict Fracture to each attack ReactionSingle Defense Action A Enhanced Reflect the incoming Damage by three fourths (-75%). Sustain the remaining quarter (25%) for 18EP & 10 Grief (60% Grief due to demon seed) ActionDirect Single Attack B DefenseTook 54 and reflected 161 damage back to Jotaro AttackRJSsUOma1d100+7512d8+161d100+7512d8+161d100+7512d8+16Status Effect: (20% chance to inflict Fracture) 1d1001d1001d100
ATTRIBUTES:
HP:86
Armour:20
EP:59
Gauge or Grief: 41 Gauge/Grief | 0 Permanent Grief
Defence: 50 + 50 | 100
DR:
CHARACTER DATA: Class:Hero Body: 40 + 10 from I Need a Hero Mind: 30 Soul: 50 Skills: Bone of My Sword Action: At-Will Effect: As an At-Will Action, the Hero may freely enhance their attack rolls at 0 EP toll but triple Grief toll. Uses: Once per battle Requirement: None
Combo Maker Action: At-Will Effect: As an At-Will Action, if you have made 3 or more successful attack rolls, the Hero may guarantee that their next (4th) damage type action successfully hits Uses: Once per battle Requirement: None
Even in Death I still Serve Action: At-Will Effect: As an At-Will Action, if the Hero’s health falls below 10% of its original level, the Hero may freely re-use in the same battle any of their other skills to aid an Ally or themselves. Uses: Twice per battle Requirement: None
Combo Breaker Action: At-Will Effect: As an At-Will Action, if an enemy has made 3 or more successful attack rolls, the Hero may interrupt and ensure that the next damage type action by the target enemy fails. Uses: Once per battle Requirement: Requires at least one (1) Level 1 Skill in use.
Valar Morghulis Action: At-Will Effect: As an At-Will Action, if any of the Hero’s allies' health falls below 10% of its original level, the Hero may freely restore their ally’s health to full at a toll of 25 Grief. Uses: Once per battle Requirement: None
Spells:
Direct Single Attack (B) A singular attack aimed at a specific foe. Punch, kick, thrust with weapon. It’s all the same in the end. Type: Basic Attack Action: Action Cost: 0 EP/Grief Effect: This attack can be performed up to three (3) times with a single Action against a single target. Does not take up a Spell Slot. Accuracy: Roll 1d100+Body Damage: Roll 1 Damage Die (Body) Enhanced: By increasing your EP toll to 1 and raising your Grief toll to 2, you may make an Enhanced Direct Single Attack, with a +1 Damage Tier bonus at a -10 Accuracy penalty.
Single Defence Action (B,I & A) A singular action taken to defend yourself or one other from harm. The raising of a shield, the acceleration away from impact, any magically enhanced attempt to avoid damage. Type: Advanced Defensive Action: Reaction Cost: +9 EP/Grief Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally: Gain 20 DR Gain 20 Armour Reflect two thirds (66%) of incoming damage. Sustain the remaining one third (33%) Calculate for Evasion with Defence+50% of Body+20. If it is higher than the attack's Accuracy rolls, avoid the non-critical attacks. Enhanced: By doubling your EP toll and increasing your Grief toll to 10, you may make an Enhanced Single Defence Action, which does one of the following for yourself or an ally: Gain 20 DR and 10 Armour Gain 20 Armour and 10 DR Reflect the incoming Damage by three fourths (-75%). Sustain the remaining quarter (25%) Avoid a single non-critical attack without having to calculate for Evasion. Raise Defence by +10 and raise Critical Range on your next turn by +10 In exchange, however, you incur a -10 Accuracy penalty to any other actions taken by you this turn.
Self-Augmentation - Damage (B,I & A) An action taken to increase your effectiveness in battle. Powering up your weapon, donning armour, releasing your limiters. Type: Advanced Utility Action: At-Will Cost: +9 EP/Grief Effect: As an At-Will Action, for each Attack in your next Action, increase its Damage Tier by 1 and the Major Effect Pierce. Each 1 point of damage dealt by a Pierce attack requires 2 DR to reduce. Can stack with identical buffs from an ally using Ally Augmentation - Damage for even more Damage Tiers. Enhanced: By doubling your EP toll and raising your Grief toll to 10, you may make an Enhanced Self-Augmentation - Damage: Gain one (+1) Damage Die in addition to the normal effect.
Self-Augmentation - Accuracy (B & I) An action taken to increase your effectiveness in battle. Powering up your weapon, channeling your focus, releasing your limiters. Type: Intermediate Utility Action: At-Will Cost: +7 EP/Grief Effect: As an At-Will Action, increase the Accuracy of each attack in your next Action by 15. Can stack with identical buffs from an ally using Ally Augmentation - Accuracy for even more accuracy. Enhanced: By doubling your EP toll and raising your Grief toll to 8, you may make an Enhanced Self-Augmentation - Accuracy: Gain an additional +5 Multi-Turn Accuracy that lasts for two (2) turns, for a total of +20 on the first, and +5 on the second. Multi-Turn Accuracy buff does not stack effects, but the duration can be extended with stacking.
Self Restoration Action (B & I) An improved action taken to restore your health. The drinking of a greater potion, the casting of a restorative blessing, or the application of magical sutures to a wound. Type: Intermediate Utility Action: Action Cost: +7 EP/Grief Effect: As an Action, restore 15 HP to yourself. Uses: Once every two Turns Enhanced: By doubling your EP toll and increasing your Grief toll to 8, you may make an Enhanced Self Restoration Action: Restore 15 HP for yourself and purge all Standard Status Effect instances afflicting you. However, the effects of Defensive Spells used this turn are reduced by one fifth (-20%).
Inventory:
Memoria of Heroism The crystallised memories of a Wishmaker who died in battle by overclocking their Soul Gem. Using it on your Soul Gem imparts its owner’s last memories to you in vivid imagery. “A climactic battle with a dastardly Hex. A team of comrades, badly beaten. A heated debate for your friends to flee to safety. You win the argument. Make your glorious last stand and defeat the foe at the cost of your own life!” Cost: ₲20,000 Action: None (Passive) Effect: Choose one (1) of these two (2) effects at the start of the Combat Phase: Increase damage by +2 for each of your attacks Gain an additional five (5) Defence when calculating for Evasion Uses: Indefinite
Daemon Seed A Daemon’s Egg and a byproduct of a Warlock’s Soul Gem burning out from overuse. It rapidly assimilates negative emotions from the surrounding area, and once it has reached maximum capacity, will hatch into a Daemon. Wishmakers can instead use it to assimilate some taint that corrupts their Soul Gems, and give themselves a short burst of intense power. Or you can deposit it into the KMU Seed Bank for a lot of Griefbucks. WARNING: HIGHLY ADDICTIVE. Cost: ₲50,000. Yields full Cost when sold to an NPC. Can only be bought from an NPC by expending a Daemon Seed Receipt. Action: Reaction Effect: As a Reaction, Reduce Grief by 50%. If Grief is below your current Grief Reduction effect (20% to 50%, see below), reduce Permanent Grief by 1 as well. Choose 2 of the following bonuses: Gain +25 to success and accuracy rolls for all three stats Gain +2 Damage Dice to all Attacks Gain +10 Armour per turn Reduce EP by ten (-10) per turn Regain +10 HP per turn All actions EP-increasing actions raise it by only half as much (-50%) +1 Duration Turn for your next Doppel Activation Grief Gauge fills up 50% Slower The Effects of your next Doppel Activation are enhanced by 25% Each use of a Daemon Seed lowers its Grief Reduction effect by 10% to a minimum of 20% Grief Reduction, but increases the number of bonuses you can use by 1 up to a maximum of 5 bonuses. Duration: 3 Turns Uses: Once. The item is consumed on use.
Bag of Potato Chips Consume flavor. Don't ask how something like junk food high in salt and fat could logically heal your wounds. Just take a potato chip... and eat it. Cost: ₲10,000 Action: Reaction Effect: As a Reaction, restore HP by 25 for yourself or an ally. Uses: Once per thread
Golf Club If you had a golf ball to go with this club, you could probably make a hole in one with your magically-enhanced body. You could probably snipe someone's face out. Since you don't have a golf ball, though, clubbing them until they collapse from broken bones will have to do. Or you could just use little pebbles on the road too. Cost: ₲20,000 Action: At-Will Effect: As an At-Will action, add +3 damage and a 20% chance to inflict Fracture to each attack in your next Action. Characters afflicted with Fracture lose ten (-10) Max HP unless the status effect is purged. Stacking Fracture instances increases Max HP lost to a limit of -30. Alternatively, as an At-Will Action, add 20 Accuracy to your next Direct Ranged Attack. Uses: Thrice per Thread
Origami Box A cardboard box filled with origami depictions of various mythical creatures, all of which are alive. They might be animated by honest to goodness shikigami. Or this might be the result of another Rumour on the loose. Either way, these little guys make for a great army of paper cuts. Cost: ₲20,000 Action: At-Will/Action Effect: As an At-Will Action, add +3 damage to each attack in your next Action, and increase your Critical Range by ten (10). (For example, if you normally trigger a Critical Hit at a natural roll of 95, it will now trigger at 85.) Stacks with all other sources of increased Critical Range. Alternatively, as an Action, roll 1d100+MIND for an attack that deals 3d4+2 damage and has a 35% chance to inflict Paper Cut. Characters afflicted with Paper cut lose 5 HP and 10 Accuracy for two (2) turns. Uses: Thrice per thread
Can of Soda High in sugar and calories. Gives you an extra rush of energy, at the expense of making you fatter and less healthy. If it’s a choice between getting fat and dying in battle, a couple of extra pounds shouldn’t hurt. Cost: ₲10,000 Action: Reaction Effect: As a Reaction, reduce EP by 20 for yourself or an ally. Uses: Once per thread
Slice of Cheesecake While all the senior magical girls will tell you to be careful about what wish you make, not everyone gets the privilege of hearing that advice. Sometimes, when your emotions are out of control, you end up wishing for something trivial like cheesecake because that’s what your terminal mother told you to get for her. Dumb wish, but it’s a most delicious cake! Cost: ₲15,000 Action: Reaction Effect: As a Reaction, restore 15 HP and reduce Grief by 10 for yourself or an ally. Uses: Once per thread
Gauge Spells/Abilities or Doppel: Servant of Envy Effect: Select an enemy or ally as your target. Swap the value of your lowest main stat with that of highest main stat of your target while this Doppel is active Aura: Reduce Accuracy by a quarter (-25%) for all enemies while this Doppel is active Duration: 4 turns Cost: Reduce your Accuracy by half (-50%) for the remainder of thread. Cannot be cured.
Faction and Assets:
Aesthetic and Perk: Feral Strength Activate: At-Will Effect: As an At-Will action, select a single attack on your current turn that counts as a hit on your target. Add bonus damage equivalent to the highest resulting die of that attack's damage roll. For example, if from rolling 3d6, you get 2, 4, and 5, add +5 damage. Uses: Once per thread 1d100+75·12d8+16·1d100+75·12d8+16·1d100+75·12d8+16·1d100·1d100·1d100
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Post by Cao Lixue on Oct 16, 2022 7:08:35 GMT
Result: Dio defeats Jotaro BOOOOO!
Turn Count: 4
Potentially Overpowered Elements: The Knight has three ways to counter damage a turn for free no rolls and once again the Wishmaker Defense solos the fight
Potentially Underpowered Elements: None these builds are both OP just one is more broken than the other. While Jotaro could win if he did not attack and used only status effects, Dio could do the same Wishmakers can both heal all status inflictions and health at the same time while also placing more on a Techmage who only has his resistances and one use of the purge item and jacket spell to remove status effects.
Conclusion: Both of these builds are overpowered, being able to reflect damage without any rolls is something no one should have.
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