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Post by Cao Lixue on Oct 19, 2022 12:02:47 GMT
COMBAT TRACKER] SUMMARY Of Hero:Added to real rolls1DT & 15Acc from Outsider's spells
At-Will Origami Box/3Dam/10CR (1 uses remain) Self-Augmentation - Accuracy/15Acc/6EP&8G Self-Augmentation - Damage/1DT/2EP&5G Can of Soda -20EP (0 uses remain)
Reaction Single Defense Action/10Arm/2EP&5G
Action Direct Single Attack to the Freelancer
Defense
Attack
Accuracy:
42
1-100 + 65 = 107
Damage:
2
1-6
2
1-6
2
1-6
6
1-6 + 3 = 15
Accuracy:
13
1-100 + 65 = 78
Damage:
4
1-6
1
1-6
1
1-6
2
1-6 + 3 = 11
Accuracy:
49
1-100 + 65 = 114
Damage:
4
1-6
1
1-6
3
1-6
4
1-6 + 3 = 15
Status Effect
ATTRIBUTES:
HP:85
Armor: 20
Mana or EP: 0
Grief: 36
Defense: 50 + 35B = 85
DR:
CHARACTER DATA: Class: Hero Body: 25 + 10 = 35 Mind: 0 Soul: 0
Class Trait
I Need a Hero Attacks and Defensive Reactions raise EP by only half as much (50%). Start with +10 Body
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
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 Defense Action (B) 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: Basic Defensive Action: Reaction Cost: +5 EP/Grief Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally: Gain 10 DR Gain 10 Armour Reduce the incoming Damage by half (-50%) Calculate for Evasion: Defence+50% of Body+10. If the result is higher than your enemy's accuracy rolls, avoid those attacks if they are non-Critical.. Enhanced: By doubling your EP toll and increasing your Grief toll to 6, you may make an Enhanced Single Defence Action, which does one of the following for yourself or an ally: Gain 20 DR Gain 20 Armour Reduce the incoming Damage by two thirds (-66%) Avoid a single non-critical attack without having to calculate for Evasion and raise Defence by 5 In exchange, however, you incur a -10 Accuracy penalty to any other actions taken by you this turn.
Self-Augmentation - Damage (B) An action taken to increase your effectiveness in battle. Powering up your weapon, donning armour, releasing your limiters. Type: Basic Utility Action: At-Will Cost: +5 EP/Grief Effect: As an At-Will Action, increase the Damage Tier of each attack in your next Action by 1. Can stack with identical buffs from an ally using Ally Augmentation - Damage for even more damage. Enhanced: By doubling your EP toll and raising your Grief toll to 6, you may make an Enhanced Self-Augmentation - Damage: Gain a +3 Damage Mod in addition to the normal effect.
Self-Augmentation - Accuracy (B) An action taken to increase your effectiveness in battle. Powering up your weapon, channeling your focus, releasing your limiters. Type: Basic Utility Action: At-Will Cost: +5 EP/Grief Effect: As an At-Will Action, increase the Accuracy of each attack in your next Action by 10. 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 6, you may make an Enhanced Self-Augmentation - Accuracy: Gain an additional +5 Accuracy, for a total of +15.
Group Restoration Action (B) An action taken to restore the health of others. The feeding of a potion, the casting of healing magic, or the application of magical bandages to another’s wound. Type: Basic Utility Action: Action Cost: +3 EP/Grief per ally Effect: As an Action, restore 10 HP for up to three (3) of your allies. Uses: Once every three Turns Enhanced: By doubling your EP toll per ally and Grief toll to 4 per ally, you may make an Enhanced Group Restoration Action: Restore 20 HP for up to three (3) allies. However, the effects of Defensive Spells used this turn are reduced by one fifth (-20%).
Inventory:
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
Cup of Sake Japanese rice wine. Useful for driving away spirits. Like when you decide to invite one into your teddy for a game of hide and seek. Hold a mouthful of sake while you hide, then spit it all over that bad boy once you feel like ending the game. (You still have to burn the teddy though. Just in case!) Cost: ₲10,000 Action: Reaction Effect: As a Reaction, dispel all instances of Standard Status Effects inflicted on yourself or an ally. Uses: Once 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
Wishes & Aesthetics:
Tougher Than They Look Activate: At-Will Effect: As an At-Will action, roll ten (10) Stacks for your Resistance instead of five (5), and choose the five (5) highest results. This can be at the beginning of the Combat Thread, or whenever rolling mid-battle to replenish your Resistance Stacks. Uses: Once per thread1d100+65·4d6+3·1d100+65·4d6+3·1d100+65·4d6+3J8YDUvIo
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Post by Cao Lixue on Oct 19, 2022 12:11:48 GMT
COMBAT TRACKER] SUMMARY Of Narcissist:Can of Soda/-25EP ((used up))
At-Will Golf Club/3Dam/20% Fracture (1 uses remain) Self-Augmentation - Damage/1DT/5EP&G Self-Augmentation (B) Enhanced/15Accuracy/10Ep&6G All for One and One for All/Steals one heal from Elite
Reaction Single Defense Action (B)/10ARM/5EP&G
Action Group Ranged Attack B Enhanced/One attack to all enemies/12EP&9G
Defense
Attack
Knight
Accuracy: vAf_YPPS1d100+85
Damage: 3d8+3
Status Effect (20% Fracture)
1d100
Freelancer
Accuracy: 1d100+85
Damage: 3d8+3
Status Effect (20% Fracture)
1d100
Elite
Accuracy: 1d100+85
Damage: 3d8+3
Status Effect (20% Fracture)
1d100
ATTRIBUTES:
HP:50
Armor: 20
Mana or EP: 45
Grief: 64
Defense: 50 + 0B = 50
DR:
CHARACTER DATA: Class: Narcissist Body: 0 Mind: 25 Soul: 0
Class Trait
It's Gonna Be Me Attacks using Mind as their main stat gain +1 Damage Tier. If DT is at 10, add one (+1) Damage Die instead. Actions using Mind as their main stat gain +10 to their success rolls For every 5 EP gained, add one (+1) Grief point to your Grief meter.
Skills:
All for One and One for All Action: At-Will Effect: As an At-Will Action, a Narcissist may take an Enemy or Ally’s healing spell and use it to heal themselves as well. 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.
Group Ranged Attack (B) Multiple basic attacks directed at multiple foes from a distance. Hits more targets, reduced damage. Shooting a gun on full-auto, firing many arrows, casting a lot of beams.. Type: Basic Attack Action: Action Cost: +2 EP/Grief per enemy Effect: This attack can be performed once (1) with a single Action against all enemies that can be attacked. Accuracy: Roll 1d100+10+Main Attack Stat Damage: Roll 1 Damage Die (Main Attack Stat)-2 Enhanced: By doubling your EP toll per enemy and raising your Grief toll to 3 per enemy, you may make an Enhanced Group Ranged Attack: Accuracy is increased by +10 while Damage penalty is increased to -1 Damage Die.
Self-Augmentation - Accuracy (B) An action taken to increase your effectiveness in battle. Powering up your weapon, channeling your focus, releasing your limiters. Type: Basic Utility Action: At-Will Cost: +5 EP/Grief Effect: As an At-Will Action, increase the Accuracy of each attack in your next Action by 10. 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 6, you may make an Enhanced Self-Augmentation - Accuracy: Gain an additional +5 Accuracy, for a total of +15.
Single Defence Action (B) 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: Basic Defensive Action: Reaction Cost: +5 EP/Grief Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally: Gain 10 DR Gain 10 Armour Reduce the incoming Damage by half (-50%) Calculate for Evasion: Defence+50% of Body+10. If the result is higher than your enemy's accuracy rolls, avoid those attacks if they are non-Critical.. Enhanced: By doubling your EP toll and increasing your Grief toll to 6, you may make an Enhanced Single Defence Action, which does one of the following for yourself or an ally: Gain 20 DR Gain 20 Armour Reduce the incoming Damage by two thirds (-66%) Avoid a single non-critical attack without having to calculate for Evasion and raise Defence by 5 In exchange, however, you incur a -10 Accuracy penalty to any other actions taken by you this turn.
Self-Augmentation - Damage (B) An action taken to increase your effectiveness in battle. Powering up your weapon, donning armour, releasing your limiters. Type: Basic Utility Action: At-Will Cost: +5 EP/Grief Effect: As an At-Will Action, increase the Damage Tier of each attack in your next Action by 1. Can stack with identical buffs from an ally using Ally Augmentation - Damage for even more damage. Enhanced: By doubling your EP toll and raising your Grief toll to 6, you may make an Enhanced Self-Augmentation - Damage: Gain a +3 Damage Mod in addition to the normal effect.
Inventory:
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
Cup of Sake Japanese rice wine. Useful for driving away spirits. Like when you decide to invite one into your teddy for a game of hide and seek. Hold a mouthful of sake while you hide, then spit it all over that bad boy once you feel like ending the game. (You still have to burn the teddy though. Just in case!) Cost: ₲10,000 Action: Reaction Effect: As a Reaction, dispel all instances of Standard Status Effects inflicted on yourself or an ally. Uses: Once 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
Bag of Potato Chips Consomme flavour. 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
Wishes & Aesthetics:
Dazzling Glamour Activate: At-Will Effect: As an At-Will action, roll two (2) dice for the success roll of any single Status Effect on an enemy, and take the lower result. Increase the success chance by +15% if the Status Effect is either Blind, Charm, Stun, Curse, or Doom. Uses: Once per thread
Gauge Spells/Abilities or Doppel:
Servant of Despair Effect: Increase Accuracy by +25% for yourself and your allies while this Doppel is active Aura: Inflict Curse on all enemies for each turn this Doppel is active. Can be cured Duration: 3 turns Cost: Inflict Curse and Poison on yourself on yourself for the remainder of the thread unless cured.
1d100+85·3d8+3·1d100·1d100+85·3d8+3·1d100·1d100+85·3d8+3·1d100
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Post by Cao Lixue on Oct 19, 2022 12:19:28 GMT
COMBAT TRACKERHealed for 20Hp Noodle Canister all used up SUMMARY Of Eilte:
At-Will Strike Cannon/1DD/3mana Area Search/10Acc/5mana
Reaction Guard/50% damage reduction/5mana
Action Shot at Outsider/3mana
Defense Guard reduces 8 to 4 and 18 to 9 for 13
Attack
Accuracy:MKSKj1kf1d100+45
Damage:4d6+2
Status Effect
ATTRIBUTES:
HP:20
Armor: 0
Mana or EP:81
Gauge: 50%
Defense: 50 + 0B = 50
DR:
CHARACTER DATA: Class: Eilte Body: 0 Mind: 25 Soul: 0
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
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.
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
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:
Strike Cannon A hybrid Electromagnetic Armament designed to use Mana as a power source in lieu of batteries. Fires concentrated blasts of Electromagnetic Force at the cost of increased Mana expense. Cost: ₡30,000 Action: At-Will Effect: As an At-Will action at the start of your turn, Spend three (-3) Mana to add one (+1) Damage Die to your next Mind attack. Can be used in conjunction with Cartridges. Uses: Once per Turn
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
Gauge Spells/Abilities or Doppel:
AREA: Rolls two (2) damage dice (Mind) against one (1) to three (3) targets. Costs 5 Mana. Additional targets past the first cost 2 Mana each. Gauge Threshold: Usable at 50% Gauge.
Major Effect: PIERCE: Each 1 point of damage from this attack takes 2 points of DR to reduce. 3 DR points are required instead when used by Melee type.
Minor Effect: 10% chance to Curse target. 1d100+45·4d6+2
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Post by Cao Lixue on Oct 19, 2022 12:31:10 GMT
COMBAT TRACKERSUMMARY Of Techmage's Medic:Auto Counter in affect Noodle Canister gain 25mana (0 uses remain) At-Will Area search/def/5mana Intelligent Device/1DT used auto counter on both an attack and dodge for 10 mana
Reaction Guard for 5 mana
Action Gauge the outsider
Defense dodge one attack and reduce 10 - 5, 15/7 and 15/7 for 19 damage taken
Attack
Accuracy:O54mDjG71d100+35
Damage:6d8
Status Effect (35% Curse & Drain)
1d100
ATTRIBUTES:
HP:10
Armor: 0
Mana or EP:100
Gauge: 5%
Defense: 50 + 0B = 0
DR:
CHARACTER DATA: Class: Freelancer Body: 0 Mind: 0 Soul: 25
Class Trait
Mage of Many Talents All spells using Soul as their main stat gain +10 to their Success Roll. Boost and Combat Devices reduce Defensive/Utility Mana cost by two (-2) more than normal (i.e. -5 for Boost, -2 for Combat), to a minimum of 1 Mana.
Skills:
Magical Flexibility Action: None (Passive) Effect: At the start of each battle, choose one (1) non-basic Utility or Defensive Spell from your sheet. That spell now has one additional (+1) use. Uses: Indefinite. Requirement: Mutually exclusive with other Level 1 Freelancer Skills
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: 0 Mana Effect: As a Reaction, you gain the ability to substitute Soul for Body for any type of Action requiring the use of the Body stat for 5 mana per use for the remainder of the battle. Limit: Once per Thread. Requirement: 10 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.
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 (Thrice/Magical Flexibility) 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
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
Gauge Spells/Abilities or Doppel:
DIVERSE: Rolls two (2) damage dice (Soul) against one (1) target and has a higher chance to inflict a minor effect. Costs 5 Mana. Gauge Threshold:
Major Effect: ALTER: You can change the minor effect on this Gauge Spell at-will to whichever one you want. For Diverse type, add a second minor effect in addition to the initial minor effect. This second minor effect is what changes.
Minor Effect: 35% chance to Drain target.
Minor Effect: 35% chance to Curse target. 1d100+35·6d8·1d100
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Post by Cao Lixue on Oct 19, 2022 12:39:23 GMT
COMBAT TRACKERSUMMARY Of Outsider:Can of Soda/-20EP (0 uses remain) Bag of Potato Chips/+25Hp (0 uses remain) Five-Inch Nails/50% Curse at Knight (0 uses remaining) Rule of Three (0 uses remaining)
At-Will Ally Augmentation - Damage/1DT to Hero and Nar/6EPG6 Ally Augmentation - Accuracy B, E/15Acc to Hero and Nar/12EP&G8
Reaction Single Defense Action B/10Arm/5EP&G
Action Direct Single Attack at Knight
Defense Gain 5 armor
Attack
Accuracy:Z_w21nKC1d100+25
Damage:2d6
Accuracy:1d100+25
Damage:2d6
Accuracy:1d100+25
Damage:2d6
Status Effect
ATTRIBUTES:
HP:71
Armor: 5
Mana or EP:89
Grief: 48
Defense: 50 + 25B = 75
Resistance: 10 6 9 3 1
DR:
CHARACTER DATA: Class: Outsider Body: 25 Mind: 0 Soul: 0
Class Trait
Fly Me to the Moon For every four EP gained (+4), reduce Grief meter by one (-1) point, for a net Grief toll of +3. When activating your Doppel, roll 1d100. If your result is 25 or lower, gain one extra (+1) turn of Doppel activity. Each level of Permanent Grief accumulated reduces all success rolls by ten (-10)
Skills:
Rule of Three Action: At-Will Effect: As an At-Will Action, the Outsider may make two (2) success rolls for any Status Effect Infliction and take the better of the two (2) rolls. Uses: Three times per battle Requirement: None
Spells:
Group Restoration Action (B) An action taken to restore the health of others. The feeding of a potion, the casting of healing magic, or the application of magical bandages to another’s wound. Type: Basic Utility Action: Action Cost: +3 EP/Grief per ally Effect: As an Action, restore 10 HP for up to three (3) of your allies. Uses: Once every three Turns Enhanced: By doubling your EP toll per ally and Grief toll to 4 per ally, you may make an Enhanced Group Restoration Action: Restore 20 HP for up to three (3) allies. However, the effects of Defensive Spells used this turn are reduced by one fifth (-20%).
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.
Ally Augmentation - Damage (B) An action taken to increase an ally’s effectiveness in battle. Blessing them, powering up their weapons, cheering them on, giving them magical combat drugs. Type: Basic Utility Action: At-Will Cost: +3 EP/Grief per ally Effect: As an At-Will Action, for up to three (3) allies, increase the Damage Tier of each attack in their next Action by 1. Can stack with identical buffs from their use of Self-Augmentation - Damage for even more damage. Enhanced: By doubling your EP toll and per ally raising your Grief toll to 4 per ally, you may make an Enhanced Ally Augmentation - Damage: Affected allies receive a +3 Damage Mod in addition to the normal effect.
Ally Augmentation - Accuracy (B) An action taken to increase an ally’s effectiveness in battle. Blessing them, powering up their weapons, cheering them on, giving them magical combat drugs. Type: Basic Utility Action: At-Will Cost: +3 EP/Grief per ally Effect: As an At-Will Action, for up to three (3) allies, increase the Accuracy of each attack in their next Action by 10. Can stack with identical buffs from their use of Self-Augmentation - Accuracy for even more accuracy. Enhanced: By doubling your EP toll per ally and raising your Grief toll to 4 per ally, you may make an Enhanced Ally Augmentation - Accuracy: Affected allies receive an additional +5 Accuracy, for a total of +15.
Single Defence Action (B) 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: Basic Defensive Action: Reaction Cost: +5 EP/Grief Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally: Gain 10 DR Gain 10 Armour Reduce the incoming Damage by half (-50%) Calculate for Evasion: Defence+50% of Body+10. If the result is higher than your enemy's accuracy rolls, avoid those attacks if they are non-Critical.. Enhanced: By doubling your EP toll and increasing your Grief toll to 6, you may make an Enhanced Single Defence Action, which does one of the following for yourself or an ally: Gain 20 DR Gain 20 Armour Reduce the incoming Damage by two thirds (-66%) Avoid a single non-critical attack without having to calculate for Evasion and raise Defence by 5 In exchange, however, you incur a -10 Accuracy penalty to any other actions taken by you this turn.
Inventory:
Five-Inch Nails Used in an ancient Japanese cursing ritual. You can use them to nail a straw effigy of your victim to a sacred tree between 1 and 3AM in the morning while wearing a ring of candles on your head, seven nights in a row. OR you can just throw them at your victim for immediate effect. Cost: ₲20,000 Action: Action/At-Will Effect: As an Action, roll for a 50% chance to inflict Curse on a target of your choice on the next turn. Alternatively, as an At-Will Action, add +3 damage and a 20% chance of Curse to each attack in your next Action. Uses: Thrice per Thread
Cup of Sake Japanese rice wine. Useful for driving away spirits. Like when you decide to invite one into your teddy for a game of hide and seek. Hold a mouthful of sake while you hide, then spit it all over that bad boy once you feel like ending the game. (You still have to burn the teddy though. Just in case!) Cost: ₲10,000 Action: Reaction Effect: As a Reaction, dispel all instances of Standard Status Effects inflicted on yourself or an ally. Uses: Once 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
Bag of Potato Chips Consomme flavour. 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
Wishes & Aesthetics:
Umbrous Aura Activate: At-Will Effect: As an At-Will action, roll 1d100 for a 50% chance to negate the next single action with any kind of Healing effect to be used by your enemy of choice. Success is determined like a Status Effect roll. Uses: Once per thread
Gauge Spells/Abilities or Doppel:
Servant of Gluttony Effect: Reduce EP toll by -25% or restore Mana by +25% for yourself and your allies for each turn this Doppel is active Aura: Increase EP toll by +25% or reduce Mana by -25% for all enemies for each turn this Doppel is active Duration: 4 turns Cost: All of your buffs are removed and you will be unable to receive any buffs for the remainder of the thread.
1d100+25·2d6·1d100+25·2d6·1d100+25·2d6·1d100·1d100
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Post by Cao Lixue on Oct 19, 2022 12:46:34 GMT
COMBAT TRACKERSUMMARY Of Knight:Noodle Canister for 25mana (0 uses remaining) Heal (1 use remaining)
At-Will Area Search/10Acc/5mana Belkan Cartridges/1DD & 1DT (3 uses remaining) Purge Kit curse removed (0 uses remain)
Reaction guard for 5mana
Action Strike the outsider
Defense reduced 21/10
Attack
Accuracy:DxxCIPGK1d100+35
Damage:2d8
Status Effect
ATTRIBUTES:
HP:45
Armor: 0
Mana or EP:83
Gauge: 15%
Defense: 50 + 25B = 75
DR:
Resistance: 6 5 4 2 10
CHARACTER DATA: Class: Freelancer Body: 25 Mind: 0 Soul: 0
Class Trait
Ritter des Belka At the start of the battle, choose one non-Basic Defensive Spell. Gain an extra use of that spell. -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
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. (Thrice from Ritter des Belka[)
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
Boost Up (X6) Assist an ally by boosting one of their combat parameters. Type: Utility - Tier 1 Action: Reaction Cost: 5 Mana Effect: Upon learning this spell, select one of the following to serve as its effect: Add ten (+10) Accuracy to an ally's next attack. Add one (+1) Damage Tier to an ally's attacks on their next turn. Add ten (+10) Defence to an ally on their next turn. Add ten percent (10%) success rate to an ally's Status-infliction rate on their next turn. Increase an ally's highest Resistance stack by ten (+10) Increase an ally's Critical Range by ten (10) on their next turn. Stacks with all other sources of increased Critical Range. Apply a stack of Boosted Protection to yourself or an ally. The stack remains in reserve and can be used to enhance their choice of ability that adds DR or Armour. Up to three stacks can be held in reserve. Boosted Protection will increase that ability's output by 10 DR or Armour, depending on which attribute is used by the boosted ability. Unlocked after Level 10. Apply a stack of Mana Conversion Affinity (Effect of your Choice) to an ally. Up to three stacks can be held in reserve. Only one type of effect can be stacked per ally at any given time. Unlocked after Level 10. If you have learned this spell multiple times, before the start of each battle, select up to two of these effects to use for that thread if below Level 10. Above Level 10, choose up to four of these effects. As a Reaction, apply your effect of choice to an ally of your choice. Limit: Thrice per Thread. Increases to six times per thread after Level 10. The spell can be learned once for each effect. These multiple iterations consume the same single spell slot. Requirement: None Learn: 3 Days
Inventory:
Armed Device A type of Device created by the Belkan Empire for their multiverse conquest. It specializes in close quarters combat and uses the Cartridge system. Lock and load! Cost: ₡30,000 Action: None (Passive) Effect: As a passive effect, increase the Critical Range of your attacks 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 other Critical Range bonuses. If equipped with Belkan Cartridges, their total number of uses is increased by three (+3), for a maximum of six (6). 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
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:
MELEE: Rolls two (2) damage dice (Body) against one (1) target. Costs 5 Mana. Gauge Threshold: Usable at 25% Gauge.
Major Effect: SLASH: Has a Critical Range of 15, allowing you to score Critical Hits on a natural Accuracy roll of 85. Stacks with other sources of additional Critical Range. +5 additional Critical Range for Melee type.
Minor Effect: 10% chance to Curse target. 1d100+35·2d8
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Post by Cao Lixue on Oct 19, 2022 12:59:15 GMT
COMBAT TRACKER] SUMMARY Of Hero:Can of Soda -20EP (0 uses remain) 1DT & 15Acc from Outsider's spells
At-Will Origami Box/3Dam/10CR (0 uses remain) Self-Augmentation - Accuracy/15Acc/6EP&8G Self-Augmentation - Damage/1DT/2EP&5G
Reaction Single Defense Action/10Arm/2EP&5G
Action Direct Single Attack to the Freelancer
Defense
Attack
Accuracy: 33TetU3P1d100+65
Damage: 4d6
Accuracy: 1d100+65
Damage: 4d6
Accuracy: 1d100+65
Damage: 4d6
Status Effect
ATTRIBUTES:
HP:85
Armor: 30
Mana or EP: 10
Grief: 54
Defense: 50 + 35B = 85
DR:
CHARACTER DATA: Class: Hero Body: 25 + 10 = 35 Mind: 0 Soul: 0
Class Trait
I Need a Hero Attacks and Defensive Reactions raise EP by only half as much (50%). Start with +10 Body
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
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 Defense Action (B) 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: Basic Defensive Action: Reaction Cost: +5 EP/Grief Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally: Gain 10 DR Gain 10 Armour Reduce the incoming Damage by half (-50%) Calculate for Evasion: Defence+50% of Body+10. If the result is higher than your enemy's accuracy rolls, avoid those attacks if they are non-Critical.. Enhanced: By doubling your EP toll and increasing your Grief toll to 6, you may make an Enhanced Single Defence Action, which does one of the following for yourself or an ally: Gain 20 DR Gain 20 Armour Reduce the incoming Damage by two thirds (-66%) Avoid a single non-critical attack without having to calculate for Evasion and raise Defence by 5 In exchange, however, you incur a -10 Accuracy penalty to any other actions taken by you this turn.
Self-Augmentation - Damage (B) An action taken to increase your effectiveness in battle. Powering up your weapon, donning armour, releasing your limiters. Type: Basic Utility Action: At-Will Cost: +5 EP/Grief Effect: As an At-Will Action, increase the Damage Tier of each attack in your next Action by 1. Can stack with identical buffs from an ally using Ally Augmentation - Damage for even more damage. Enhanced: By doubling your EP toll and raising your Grief toll to 6, you may make an Enhanced Self-Augmentation - Damage: Gain a +3 Damage Mod in addition to the normal effect.
Self-Augmentation - Accuracy (B) An action taken to increase your effectiveness in battle. Powering up your weapon, channeling your focus, releasing your limiters. Type: Basic Utility Action: At-Will Cost: +5 EP/Grief Effect: As an At-Will Action, increase the Accuracy of each attack in your next Action by 10. 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 6, you may make an Enhanced Self-Augmentation - Accuracy: Gain an additional +5 Accuracy, for a total of +15.
Group Restoration Action (B) An action taken to restore the health of others. The feeding of a potion, the casting of healing magic, or the application of magical bandages to another’s wound. Type: Basic Utility Action: Action Cost: +3 EP/Grief per ally Effect: As an Action, restore 10 HP for up to three (3) of your allies. Uses: Once every three Turns Enhanced: By doubling your EP toll per ally and Grief toll to 4 per ally, you may make an Enhanced Group Restoration Action: Restore 20 HP for up to three (3) allies. However, the effects of Defensive Spells used this turn are reduced by one fifth (-20%).
Inventory:
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
Cup of Sake Japanese rice wine. Useful for driving away spirits. Like when you decide to invite one into your teddy for a game of hide and seek. Hold a mouthful of sake while you hide, then spit it all over that bad boy once you feel like ending the game. (You still have to burn the teddy though. Just in case!) Cost: ₲10,000 Action: Reaction Effect: As a Reaction, dispel all instances of Standard Status Effects inflicted on yourself or an ally. Uses: Once 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
Wishes & Aesthetics:
Tougher Than They Look Activate: At-Will Effect: As an At-Will action, roll ten (10) Stacks for your Resistance instead of five (5), and choose the five (5) highest results. This can be at the beginning of the Combat Thread, or whenever rolling mid-battle to replenish your Resistance Stacks. Uses: Once per thread1d100+65·4d6·1d100+65·4d6·1d100+65·4d6
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Post by Cao Lixue on Oct 19, 2022 13:07:04 GMT
COMBAT TRACKER] SUMMARY Of Narcissist:Can of Soda/-25EP ((used up)) All for One and One for All ((Used up))
At-Will Golf Club/3Dam/20% Fracture (0 uses remain) Self-Augmentation - Damage/1DT/5EP&G Self-Augmentation (B) Enhanced/15Accuracy/10Ep&6G
Reaction
Action Group Ranged Attack B/One attack to all enemies/6EP&8G
Defense
Attack
Knight
Accuracy: rijgRKNC1d100+75
Damage: 3d8+3
Status Effect (20% Fracture)
1d100
Freelancer
Accuracy: 1d100+75
Damage: 2d8+3
Status Effect (20% Fracture)
1d100
Elite
Accuracy: 1d100+75
Damage: 2d8+3
Status Effect (20% Fracture)
1d100
ATTRIBUTES:
HP:50
Armor: 20
Mana or EP: 66
Grief: 83
Defense: 50 + 0B = 50
DR:
CHARACTER DATA: Class: Narcissist Body: 0 Mind: 25 Soul: 0
Class Trait
It's Gonna Be Me Attacks using Mind as their main stat gain +1 Damage Tier. If DT is at 10, add one (+1) Damage Die instead. Actions using Mind as their main stat gain +10 to their success rolls For every 5 EP gained, add one (+1) Grief point to your Grief meter.
Skills:
All for One and One for All Action: At-Will Effect: As an At-Will Action, a Narcissist may take an Enemy or Ally’s healing spell and use it to heal themselves as well. 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.
Group Ranged Attack (B) Multiple basic attacks directed at multiple foes from a distance. Hits more targets, reduced damage. Shooting a gun on full-auto, firing many arrows, casting a lot of beams.. Type: Basic Attack Action: Action Cost: +2 EP/Grief per enemy Effect: This attack can be performed once (1) with a single Action against all enemies that can be attacked. Accuracy: Roll 1d100+10+Main Attack Stat Damage: Roll 1 Damage Die (Main Attack Stat)-2 Enhanced: By doubling your EP toll per enemy and raising your Grief toll to 3 per enemy, you may make an Enhanced Group Ranged Attack: Accuracy is increased by +10 while Damage penalty is increased to -1 Damage Die.
Self-Augmentation - Accuracy (B) An action taken to increase your effectiveness in battle. Powering up your weapon, channeling your focus, releasing your limiters. Type: Basic Utility Action: At-Will Cost: +5 EP/Grief Effect: As an At-Will Action, increase the Accuracy of each attack in your next Action by 10. 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 6, you may make an Enhanced Self-Augmentation - Accuracy: Gain an additional +5 Accuracy, for a total of +15.
Single Defence Action (B) 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: Basic Defensive Action: Reaction Cost: +5 EP/Grief Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally: Gain 10 DR Gain 10 Armour Reduce the incoming Damage by half (-50%) Calculate for Evasion: Defence+50% of Body+10. If the result is higher than your enemy's accuracy rolls, avoid those attacks if they are non-Critical.. Enhanced: By doubling your EP toll and increasing your Grief toll to 6, you may make an Enhanced Single Defence Action, which does one of the following for yourself or an ally: Gain 20 DR Gain 20 Armour Reduce the incoming Damage by two thirds (-66%) Avoid a single non-critical attack without having to calculate for Evasion and raise Defence by 5 In exchange, however, you incur a -10 Accuracy penalty to any other actions taken by you this turn.
Self-Augmentation - Damage (B) An action taken to increase your effectiveness in battle. Powering up your weapon, donning armour, releasing your limiters. Type: Basic Utility Action: At-Will Cost: +5 EP/Grief Effect: As an At-Will Action, increase the Damage Tier of each attack in your next Action by 1. Can stack with identical buffs from an ally using Ally Augmentation - Damage for even more damage. Enhanced: By doubling your EP toll and raising your Grief toll to 6, you may make an Enhanced Self-Augmentation - Damage: Gain a +3 Damage Mod in addition to the normal effect.
Inventory:
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
Cup of Sake Japanese rice wine. Useful for driving away spirits. Like when you decide to invite one into your teddy for a game of hide and seek. Hold a mouthful of sake while you hide, then spit it all over that bad boy once you feel like ending the game. (You still have to burn the teddy though. Just in case!) Cost: ₲10,000 Action: Reaction Effect: As a Reaction, dispel all instances of Standard Status Effects inflicted on yourself or an ally. Uses: Once 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
Bag of Potato Chips Consomme flavour. 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
Wishes & Aesthetics:
Dazzling Glamour Activate: At-Will Effect: As an At-Will action, roll two (2) dice for the success roll of any single Status Effect on an enemy, and take the lower result. Increase the success chance by +15% if the Status Effect is either Blind, Charm, Stun, Curse, or Doom. Uses: Once per thread
Gauge Spells/Abilities or Doppel:
Servant of Despair Effect: Increase Accuracy by +25% for yourself and your allies while this Doppel is active Aura: Inflict Curse on all enemies for each turn this Doppel is active. Can be cured Duration: 3 turns Cost: Inflict Curse and Poison on yourself on yourself for the remainder of the thread unless cured.
1d100+75·3d8+3·1d100·1d100+75·2d8+3·1d100·1d100+75·2d8+3·1d100
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Post by Cao Lixue on Oct 19, 2022 13:20:56 GMT
COMBAT TRACKER Everything is correct I just saved over another postSUMMARY Of Outsider: Can of Soda/-20EP (0 uses remain) Bag of Potato Chips/+25Hp (0 uses remain) Five-Inch Nails/50% Curse at Knight (0 uses remaining) Rule of Three (0 uses remaining) At-Will Ally Augmentation - Damage/1DT to Hero and Nar/6EPG6 Ally Augmentation - Accuracy B, E/15Acc to Hero and Nar/12EP&G8
Reaction Single Defense Action B/10Arm/5EP&G
Action Direct Single Attack at Knight
Defense Gain 5 armor
Attack
Accuracy: 61 1-100 + 25 = 86
Damage: 1 1-6 1 1-6 = 2
Accuracy: 47 1-100 + 25 = 72
Damage: 6 1-6 3 1-6 = 9
Accuracy: 49 1-100 + 25 = 74
Damage: 6 1-6 3 1-6 = 9
Status Effect
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Post by Cao Lixue on Oct 19, 2022 13:25:14 GMT
COMBAT TRACKERSUMMARY Of Knight:Noodle Canister for 25mana (0 uses remaining) Purge Kit curse removed (0 uses remain)
At-Will Area Search/10Acc/5mana Belkan Cartridges/1DD & 1DT (2 uses remaining)
Reaction Heal (0 use remaining)
Action gauge the outsider
Defense took 2 damage
Attack
Accuracy:t30Ye4kF1d100+35
Damage:6d8
Status Effect
ATTRIBUTES:
HP:63
Armor: 0
Mana or EP:68
Gauge: 5%
Defense: 50 + 25B = 75
DR:
Resistance: 6 5 4 2 10
CHARACTER DATA: Class: Freelancer Body: 25 Mind: 0 Soul: 0
Class Trait
Ritter des Belka At the start of the battle, choose one non-Basic Defensive Spell. Gain an extra use of that spell. -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
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. (Thrice from Ritter des Belka[)
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
Boost Up (X6) Assist an ally by boosting one of their combat parameters. Type: Utility - Tier 1 Action: Reaction Cost: 5 Mana Effect: Upon learning this spell, select one of the following to serve as its effect: Add ten (+10) Accuracy to an ally's next attack. Add one (+1) Damage Tier to an ally's attacks on their next turn. Add ten (+10) Defence to an ally on their next turn. Add ten percent (10%) success rate to an ally's Status-infliction rate on their next turn. Increase an ally's highest Resistance stack by ten (+10) Increase an ally's Critical Range by ten (10) on their next turn. Stacks with all other sources of increased Critical Range. Apply a stack of Boosted Protection to yourself or an ally. The stack remains in reserve and can be used to enhance their choice of ability that adds DR or Armour. Up to three stacks can be held in reserve. Boosted Protection will increase that ability's output by 10 DR or Armour, depending on which attribute is used by the boosted ability. Unlocked after Level 10. Apply a stack of Mana Conversion Affinity (Effect of your Choice) to an ally. Up to three stacks can be held in reserve. Only one type of effect can be stacked per ally at any given time. Unlocked after Level 10. If you have learned this spell multiple times, before the start of each battle, select up to two of these effects to use for that thread if below Level 10. Above Level 10, choose up to four of these effects. As a Reaction, apply your effect of choice to an ally of your choice. Limit: Thrice per Thread. Increases to six times per thread after Level 10. The spell can be learned once for each effect. These multiple iterations consume the same single spell slot. Requirement: None Learn: 3 Days
Inventory:
Armed Device A type of Device created by the Belkan Empire for their multiverse conquest. It specializes in close quarters combat and uses the Cartridge system. Lock and load! Cost: ₡30,000 Action: None (Passive) Effect: As a passive effect, increase the Critical Range of your attacks 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 other Critical Range bonuses. If equipped with Belkan Cartridges, their total number of uses is increased by three (+3), for a maximum of six (6). 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
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:
MELEE: Rolls two (2) damage dice (Body) against one (1) target. Costs 5 Mana. Gauge Threshold: Usable at 25% Gauge.
Major Effect: SLASH: Has a Critical Range of 15, allowing you to score Critical Hits on a natural Accuracy roll of 85. Stacks with other sources of additional Critical Range. +5 additional Critical Range for Melee type.
Minor Effect: 10% chance to Curse target. 1d100+35·6d8
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Post by Cao Lixue on Oct 19, 2022 13:28:25 GMT
COMBAT TRACKER] SUMMARY Of Hero:Can of Soda -20EP (0 uses remain) 1DT & 15Acc from Outsider's spells Origami Box/3Dam/10CR (0 uses remain)
At-Will
Self-Augmentation - Accuracy/15Acc/6EP&8G Self-Augmentation - Damage/1DT/2EP&5G
Reaction Single Defense Action/10Arm/2EP&5G
Action Direct Single Attack to the Freelancer
Defense
Attack
Accuracy: nOjzOBw|1d100+65
Damage: 4d6
Accuracy: 1d100+65
Damage: 4d6
Accuracy: 1d100+65
Damage: 4d6
Status Effect
ATTRIBUTES:
HP:85
Armor: 40
Mana or EP: 20
Grief: 72
Defense: 50 + 35B = 85
DR:
CHARACTER DATA: Class: Hero Body: 25 + 10 = 35 Mind: 0 Soul: 0
Class Trait
I Need a Hero Attacks and Defensive Reactions raise EP by only half as much (50%). Start with +10 Body
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
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 Defense Action (B) 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: Basic Defensive Action: Reaction Cost: +5 EP/Grief Effect: As a Reaction, apply one of the following defensive effects to yourself or an ally: Gain 10 DR Gain 10 Armour Reduce the incoming Damage by half (-50%) Calculate for Evasion: Defence+50% of Body+10. If the result is higher than your enemy's accuracy rolls, avoid those attacks if they are non-Critical.. Enhanced: By doubling your EP toll and increasing your Grief toll to 6, you may make an Enhanced Single Defence Action, which does one of the following for yourself or an ally: Gain 20 DR Gain 20 Armour Reduce the incoming Damage by two thirds (-66%) Avoid a single non-critical attack without having to calculate for Evasion and raise Defence by 5 In exchange, however, you incur a -10 Accuracy penalty to any other actions taken by you this turn.
Self-Augmentation - Damage (B) An action taken to increase your effectiveness in battle. Powering up your weapon, donning armour, releasing your limiters. Type: Basic Utility Action: At-Will Cost: +5 EP/Grief Effect: As an At-Will Action, increase the Damage Tier of each attack in your next Action by 1. Can stack with identical buffs from an ally using Ally Augmentation - Damage for even more damage. Enhanced: By doubling your EP toll and raising your Grief toll to 6, you may make an Enhanced Self-Augmentation - Damage: Gain a +3 Damage Mod in addition to the normal effect.
Self-Augmentation - Accuracy (B) An action taken to increase your effectiveness in battle. Powering up your weapon, channeling your focus, releasing your limiters. Type: Basic Utility Action: At-Will Cost: +5 EP/Grief Effect: As an At-Will Action, increase the Accuracy of each attack in your next Action by 10. 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 6, you may make an Enhanced Self-Augmentation - Accuracy: Gain an additional +5 Accuracy, for a total of +15.
Group Restoration Action (B) An action taken to restore the health of others. The feeding of a potion, the casting of healing magic, or the application of magical bandages to another’s wound. Type: Basic Utility Action: Action Cost: +3 EP/Grief per ally Effect: As an Action, restore 10 HP for up to three (3) of your allies. Uses: Once every three Turns Enhanced: By doubling your EP toll per ally and Grief toll to 4 per ally, you may make an Enhanced Group Restoration Action: Restore 20 HP for up to three (3) allies. However, the effects of Defensive Spells used this turn are reduced by one fifth (-20%).
Inventory:
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
Cup of Sake Japanese rice wine. Useful for driving away spirits. Like when you decide to invite one into your teddy for a game of hide and seek. Hold a mouthful of sake while you hide, then spit it all over that bad boy once you feel like ending the game. (You still have to burn the teddy though. Just in case!) Cost: ₲10,000 Action: Reaction Effect: As a Reaction, dispel all instances of Standard Status Effects inflicted on yourself or an ally. Uses: Once 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
Wishes & Aesthetics:
Tougher Than They Look Activate: At-Will Effect: As an At-Will action, roll ten (10) Stacks for your Resistance instead of five (5), and choose the five (5) highest results. This can be at the beginning of the Combat Thread, or whenever rolling mid-battle to replenish your Resistance Stacks. Uses: Once per thread1d100+65·4d6·1d100+65·4d6·1d100+65·4d6
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Post by Cao Lixue on Oct 19, 2022 13:37:52 GMT
I am calling the fight now
Result:Wishermakers won handily
Turn Count:4 Rounds
Potentially Overpowered Elements:Once again the multiple attacks grinded the Techmages down, further more the fact that the group range attack increases accuracy is ridiculous it should be the opposite. The fact that the outsider was able to not only defend themselves and attack, but also buff their party is crazy.
The 50% ep reduction and the 10 body is just to strong, I doubt heroes would ever get to their ep limit,
Wishmaker spell costs are far to low, I was able to spam every spell for the entire fight and barely reach 100 grief
Potentially Underpowered ElementsTechmage's heal only steams the tide, shield is worthless against multiple attacks
Conclusion: Wishmaker spells need a lot of work along with the grief and ep system.
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