Post by Cao Lixue on Oct 17, 2022 1:58:42 GMT
Matchup Type: Perfect Wishmakers vs Glass Cannon
Player Count: 2
Character Builds: Damage vs Damage, but with less ways to live
Loadouts: In the thread
Special Inclusions: none that I can think of
Expectations: Wishmaker to win though they don't have their reflect spell
Intentions: I don't know test out the gauge and wishmaker's I spells
COMBAT TRACKER
Initiative
64IA0CJG1d100
Resistance
1d10+35
1d10+35
1d10+35
1d10+35
1d10+35
SUMMARY:
At-Will
Defense
Attack
ATTRIBUTES:
HP and Armour:70
Mana or EP:135
Gauge: 0 Gauge
Defence:
50 + 5B + 15KC=70
DR:
CHARACTER DATA:
Class: Elite
Body: 5
Mind: 50
Soul: 35
Class Trait
Standby Ready
For every five (5) Mana spent, gain one (+1) additional Gauge point. Stacks with other Gauge point bonuses.
+2 Damage Modifier to Basic Attacks when using an Intelligent or Storage Device
Skills:
Elite Beat Agent
Action: None (Passive)
Effect: All spells using Mind as their main stat gain +10 to their Success and Accuracy Rolls
Uses: Indefinite
Requirement: None
Mana Conversion Affinity
Action: Passive/At-Will.
Effect: Upon taking this skill, select one Standard Status Effect except Curse and Doom. All of your attack spells now gain 1 stack of Mana Conversion (MC) by default. Each stack gives your attack a +1 damage modifier and a 5% chance to inflict your selected status effect. As an At-Will Action, you may spend 2 Mana to generate 1 reserved stack of MC per turn, up to a maximum of 5 stacks. Reserved stacks may be applied to your attack of choice at any given count of Reserved stacks, up to a maximum of six (6). You may not reserve and apply stacks on the same turn. You may not learn or use any spell, skill, or item that allows your attacks to inflict a different Standard Status Effect from your Mana Conversion Affinity choice.
Uses: Indefinite/Once per Turn
Requirement: None
Zanber Collector
Action: None (Passive)
Effect: Regain 20 Gauge Points after using a Breaker spell.
Uses: Indefinite
Requirement: Requires at least one (1) Level 5 Skill in use. Mutually exclusive with Starlight Chaser.
Spells:
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
Transporter
You cast a targeted dimensional warp on either yourself or an ally, which can be used to avoid damage or escape the battle.
Type: Defensive - Tier 4
Action: Reaction
Cost: 20 Mana
Effect: As a Reaction, you or one (1) ally of your choice avoid all non-critical attacks that would have hit you this turn. Alternatively, as a Reaction, you or one (1) ally of your choice escape the battle while avoiding Pursuit. The escape attempt must be written in your post.
Limit: Once per Thread.
Requirement: 35 Soul
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.
Heavy Barrier
You envelop yourself in a reinforced barrier to defend against incoming attacks from all directions.
Type: Defensive - Shield - Tier 2
Action: Reaction
Cost: 15 Mana
Effect: As a Reaction, you gain 25 DR. If you learn Barrier, 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: Once per Thread.
Requirement: 15 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
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
Inventory:
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 Defense
+5 DR
+1 Damage Tier
Uses: Once per Turn
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 Defense.
Uses: Indefinite
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
Noodle Canister
An emergency storage pack containing an oversized pre-cooked serving of noodles. Be it spaghetti, ramen, chow mein, japchae, or mac n’ cheese, these fast-digesting carbs rapidly convert into Mana. Also, you’re in Japan. Slurp it up all you want!
Cost: ₡10,000
Action: Reaction
Effect: As a Reaction, gain 25 Mana for yourself or an ally.
Uses: Once per Thread
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
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
Gauge Spells/Abilities or Doppel:
BREAKER: Rolls five (5) damage dice (Mind) against one (1) target. Costs 30 Mana. Gauge Threshold: Usable at 100% Gauge.
Major Effect: SNIPE: Single and Diverse only. Add an additional +20 Accuracy to your attack. Target's use of Evasion only adds 25% of the Body stat to their Defense.
Minor Effect: 10% chance to Curse target.
1d100·1d10+35·1d10+35·1d10+35·1d10+35·1d10+35
Player Count: 2
Character Builds: Damage vs Damage, but with less ways to live
Loadouts: In the thread
Special Inclusions: none that I can think of
Expectations: Wishmaker to win though they don't have their reflect spell
Intentions: I don't know test out the gauge and wishmaker's I spells
COMBAT TRACKER
Initiative
64IA0CJG1d100
Resistance
1d10+35
1d10+35
1d10+35
1d10+35
1d10+35
SUMMARY:
At-Will
Defense
Attack
ATTRIBUTES:
HP and Armour:70
Mana or EP:135
Gauge: 0 Gauge
Defence:
50 + 5B + 15KC=70
DR:
CHARACTER DATA:
Class: Elite
Body: 5
Mind: 50
Soul: 35
Class Trait
Standby Ready
For every five (5) Mana spent, gain one (+1) additional Gauge point. Stacks with other Gauge point bonuses.
+2 Damage Modifier to Basic Attacks when using an Intelligent or Storage Device
Skills:
Elite Beat Agent
Action: None (Passive)
Effect: All spells using Mind as their main stat gain +10 to their Success and Accuracy Rolls
Uses: Indefinite
Requirement: None
Mana Conversion Affinity
Action: Passive/At-Will.
Effect: Upon taking this skill, select one Standard Status Effect except Curse and Doom. All of your attack spells now gain 1 stack of Mana Conversion (MC) by default. Each stack gives your attack a +1 damage modifier and a 5% chance to inflict your selected status effect. As an At-Will Action, you may spend 2 Mana to generate 1 reserved stack of MC per turn, up to a maximum of 5 stacks. Reserved stacks may be applied to your attack of choice at any given count of Reserved stacks, up to a maximum of six (6). You may not reserve and apply stacks on the same turn. You may not learn or use any spell, skill, or item that allows your attacks to inflict a different Standard Status Effect from your Mana Conversion Affinity choice.
Uses: Indefinite/Once per Turn
Requirement: None
Zanber Collector
Action: None (Passive)
Effect: Regain 20 Gauge Points after using a Breaker spell.
Uses: Indefinite
Requirement: Requires at least one (1) Level 5 Skill in use. Mutually exclusive with Starlight Chaser.
Spells:
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
Transporter
You cast a targeted dimensional warp on either yourself or an ally, which can be used to avoid damage or escape the battle.
Type: Defensive - Tier 4
Action: Reaction
Cost: 20 Mana
Effect: As a Reaction, you or one (1) ally of your choice avoid all non-critical attacks that would have hit you this turn. Alternatively, as a Reaction, you or one (1) ally of your choice escape the battle while avoiding Pursuit. The escape attempt must be written in your post.
Limit: Once per Thread.
Requirement: 35 Soul
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.
Heavy Barrier
You envelop yourself in a reinforced barrier to defend against incoming attacks from all directions.
Type: Defensive - Shield - Tier 2
Action: Reaction
Cost: 15 Mana
Effect: As a Reaction, you gain 25 DR. If you learn Barrier, 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: Once per Thread.
Requirement: 15 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
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
Inventory:
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 Defense
+5 DR
+1 Damage Tier
Uses: Once per Turn
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 Defense.
Uses: Indefinite
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
Noodle Canister
An emergency storage pack containing an oversized pre-cooked serving of noodles. Be it spaghetti, ramen, chow mein, japchae, or mac n’ cheese, these fast-digesting carbs rapidly convert into Mana. Also, you’re in Japan. Slurp it up all you want!
Cost: ₡10,000
Action: Reaction
Effect: As a Reaction, gain 25 Mana for yourself or an ally.
Uses: Once per Thread
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
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
Gauge Spells/Abilities or Doppel:
BREAKER: Rolls five (5) damage dice (Mind) against one (1) target. Costs 30 Mana. Gauge Threshold: Usable at 100% Gauge.
Major Effect: SNIPE: Single and Diverse only. Add an additional +20 Accuracy to your attack. Target's use of Evasion only adds 25% of the Body stat to their Defense.
Minor Effect: 10% chance to Curse target.