A Magical Anomaly

AND WE ARE DONE!

The new CS has been made~

Please ignore the notification spam while I RePost the three pieces one after the other~ I want them all in one place so you guys don't have to jump around to find them!

Tomorrow! We play around with your new toys~ And I introduce some new systems for you guys to play around with~
 
Fillia Character Sheet: Basic Overview
  • Name: Fillia Solthoth

    Gender: Female

    Hair Colour: Brown with Purple Highlights

    Eye Colour: Illuminated Purple

    Height: 5'2

    Traits:
    - Mute (Cannot Speak)
    - Trauma (Past) (Something in your past has Traumatized you in some way) (Has various effects)
    - Regressor (x ???) (You've come back to the past ??? times)
    - True Sight (Minor) (Your eyes have Minor True Sight properties) (Objects within 5ft are seen as they are, Not effected by Illusions of any sort)
    - Foreboding Presence. (Your nature as a Null is Alien and off-putting, makes those without reasonable magical protection or potential see you negatively… though something seems to be amplifying it…)
  • Magical Girl Class: Null

    Fae Assigned : Elly (Unknown Species)

    Level : N/A

    Stat Distribution: Null Restricted

    Health: N/A

    Mana: N/A
  • Mana Credits: N/A

    Prismatic Shards: 212 (+71 Consumed (Last Update 78.5))
  • Merciful Reputation: 35

    Reputation Bonuses:
    - Merciful I (10 Merciful Rep) = Gain a +1 To all Merciful Actions for every 10 Merciful Rep

    - Merciful II (20 Merciful Rep) = Doubled Merciful Rep gain.

    - Merciful III (30 Merciful Rep) = Those in lawful circles are more likely to assist you if asked in magical form


    Lethal Reputation: 28

    Reputation Bonuses:
    - Lethal I (10 Lethal rep) = Gain + 1 to All Lethal Actions for every 10 Lethal Reputation

    - Lethal II (20 Lethal Rep) = Doubled Lethal Rep gain


    Current Reputation: Somewhat Merciful

    Total Reputation: 63

    Reputation Bonuses:
    - Reputation I ( 50 Total Reputation) = The Public is aware of your existence now. You may be able to use that in some way.


Last Update: 78.5
 
Last edited:
Fillia Character Sheet: Weapons and Equipment
    • Current Form: Beam Cannon

      Current Charges: 8/8

      Possible Forms:

      Beam Cannon

      Rail Cannon

      Katana

      Beam Cannon Abilities and Info:
      Action Cost: 1 Action to Fire, Action Refunded on Kill

      1 Charge Consumed per Shot

      Extreme Range (No hit penalty at longer ranges due to being a beam weapon)

      Long Rifle (Shots are at Disadvantage when in Melee against most Enemies)

      Can Pierce Medium Armor (+ 10 to Rolls against Foes with an Armor Rating of Medium or Lower)

      Finisher: Spear of Carnage I

      Cauterizing (Due to its Extreme Heat, any wounds it inflicts do not inflict Bleeding)

      Abilities:
      N/A


      BCA

      Rail Cannon Abilities and Info:
      Action Cost: 1 Action to Fire, Action Refunded on Kill

      2 Charges Consumed per Shot

      5 Shards Consumed per Shot

      Variable Ammunition (Standard Ammunition Unlocked) (Consult a Lime for additional Options)

      Long Range (Enemies at Ranges longer then Long Range incur a -5 Success chance to Hit)

      Long Rifle (Shots are at Disadvantage when in Melee range of an Enemy

      Can Pierce Heavy Armor (+ 10 to Rolls against Foes with Armor rated Heavy or Lower)

      Can bypass most forms of Barrier ( +10 To Rolls against Barriers, Inflicts Major Wounds on Magical Girls type entities at Minimum)

      Too Heavy to Dodge while wielding (+ 20 To Injury Chance)

      Abilities:
      N/A


      RCA

      Katana Abilities and Info:
      A Bone White Katana with a gleaming red edge filled with swirling, water like patterns of viscous, scarlet flames.

      (Each swing has variable chance to hit, but on hit, deals 2d4 Fire Damage (Varies with Resistance))

      (Additional Charges may be spent to turn a swing into a Blade Wave, Adding 1d4 Fire Damage)

      (Additional Charges may be spent to Parry, rolling a 1d20 and Parrying a hit on 15 up. Refunded if Parry does not occur)

      (Each Successful Swing inflicts 1 Minor Wound on you)

      Katana Abilities
      • Spend 1 Charge to Convert a normal swing into a blazing crescent of energy.

        (Adds 1d4 Fire Damage to a swing)

        (On a 4, Restores 1 Charge)

        (If using ACS, Extends the Range of Blade attacks from Melee to Short)
      • You can Parry Melee attacks with this weapon. (Can Be Stacked during Planning)

        (Additional Charges may be spent to Parry, rolling a 1d20 and Parrying a hit on 15 up. Refunded if Parry does not occur)


      KA

      Gae Bolg Mutations and Modifiers
        • Action Cost: 1 Bonus Action to activate



          (Disables Magical ability use for 1d4 turns on normal enemies or Magical Girls, Negates injury chance on magical enemies)

          (Disrupts Magical ability use for 1d4 turns on Boss Enemies or Superior type Magical Girls, decreasing injury chance by 15)

          (-2 Gae Bolg Charges)

          (Active)
        • (Passive)

          (Improves Injury chance for actions using this Weapon by 10)

          (While In Railgun Form, Injury chance effect is nullified)

          (Active)
        • (Railgun Exclusive)

          (Overload the Gae Bolg's Capacitors to unleash your first attack at a fraction of lightspeed, guaranteeing a hit against all but the fastest of enemies while doing grievous damage)

          (If the attack is Exploding Dice or Multi Attack, Consider all Rolled Dice a Hit up to a Maximum of Five times, Rolling only to check for Criticals (If used against Superior Magicals or Certain Boss type enemies, add a + 30 to hit instead and roll as normal) (On Critical, Guarantee a Critical Wound is inflicted, regardless of enemy defensive Abilities)

          (Ignores Armor)

          (Ignores Death Ward)

          (Ignores Parry Dice/Effects)

          (Renders Gae Bolg Unusable for 1d3 Days) (Requires 80% of Gae Bolgs Shots remaining (Rounded Up))

          (Considered a Lethal Action)

          (After being used 5 Times, this Mutation will Update with additional effects/Requirements) (0/5)
        • Gae Bolg is said to have Seven Forms, and Striker is no exception, like one strikes a match, this blade blazes with brilliant scarlet flames. Each crackle, each surge, said to contain a burning piece of its originators monstrous soul. A blade carved of bone, yet shining like metal. Each wound caused by it sears and burns with flames so hot not even ashes are left.


          (Unlocks Gae Bolg's Blade Form)

          (Consumes Charges to Swing)

          (Each swing has variable chance to hit, but on hit, deals 2d4 Fire Damage (Varies with Resistance))

          (Additional Charges may be spent to turn a swing into a Blade Wave, Adding 1d4 Fire Damage)

          (Additional Charges may be spent to Parry, rolling a 1d20 and Parrying a hit on 15 up. Refunded if Parry does not occur)

          (Each Successful Swing inflicts 1 Minor Wound on you)
    • Current Form: Sword Form (Void Queen's Baseball Bat Cosmetic)

      Current Charge: 100%(Gain 10% Charge Each turn when not used)

      Possible Forms:

      Sonic Cannon Form

      Sword Form

      Sonic Cannon Abilities and Info:
      Action Cost: 1 Action to Fire



      10% Charge Consumed per Shot

      Close to Medium range (Suffers a -10 To hit at ranges longer then Medium.)

      Can Hit multiple Enemies in a single Shot

      Shotgun (Can be used In Melee with no disadvantages)

      Sonic Weapon (Has a 10% Chance to Bypass barriers, dealing a bonus Minor wound on hit)

      Abilities:
      N/A


      Sword Form Abilities and Info:
      Action Cost: 1 Action to Swing



      Uses 5% Charge Per Turn to maintain Form

      Cannot Critically Wound a Foe with this weapon, Becomes a Non-Lethal takedown in such situations (Non-Lethal attacks are ineffective against Interlopers)

      Void Queens Baseball Bat augment allows this weapon to deal Non-Lethal Wounds

      6/100 ??? Gained

      Abilities:
      • Action Cost: 2 Bonus Actions to activate Manually, May activate for Free in certain situations.



        (Active Ability)



        (+20 to critical chance Margin)



        (-20% Charge)



        (Critical hit inflicts Enhanced Stun on enemies)



        (Successful hits inflict Stun on enemies)



        (Curtana Enters Cooldown for 1 Turn)
      • (Unique)



        (A broken blade made whole, a blunted blade made sharp, pierce through heaven, pierce through hell, pierce through the veil of space itself to reach the unreachable)



        Passive Effect:



        (Curtana can now deal wounds (Non-lethal until Lethal Mutation/Modification/Ability is gained) to beings without physical forms)



        (Curtana can now deal wounds(Non-lethal until Lethal Mutation/Modification/Ability is gained) to beings through illusions or holograms)



        (There may be more to discover about this)



        Active Effect:



        Action Cost: 2 Actions to use



        Expend 80% Of Curtana's Maximum Charge and Reduce Maximum Charge by 10 to cut a tear in a Dimension. Allows you to escape from Rifts and other Pocket Spaces or similar situations without having to defeat or destroy the source.



        Expenditure can also be used to destroy the source, irrespective of distance at an additional 10 cost to Maximum Charge



        Once Maximum Charge reaches 0, Curtana becomes Dormant for 1 Week (Unusable). But any passive modification effects will continue to be active.



        After the week, Max charge resets to 100.


      Curtana Mutations and Modifiers
        • Part 1



          Action Cost: Free Action to toggle



          (This Blade was made to sever all created. Once a legend of Mercy, it now acts to free itself from its Shackles. Upon the name of Mercy, I Sever all that ties me down. )



          (Part 1 of 3)



          (Unlock all 3 to gain a Unique ability)



          (Part 1 grants access to Split which allows you to toggle between automatically escaping any binding status at the cost of 50% Total Curtana Charge or not.)



          (Toggled On)



          Part 2



          Action Cost: Free Action to Toggle



          (My Chains have been cut. My form is free to Cut once more. No longer can mere Mercy hold me down. I cut through all that blocks My Path in the name of Mercy)



          (Unlock all 3 to gain a Unique ability)



          (Part 2 Grants access to Rend which activates on a Critical, Expend 30% of Curtana's Charge to Rend)



          (Rend destroys the opponents weapon, lowering any offense against you by 30)



          (2 Charges max)



          (Each use Consumes 1 Charge)



          (Recovered on Sleeping)



          Part 3



          Action Cost: Unknown



          (A cliche story told many a time. Mercy saved the heroine. Mercy saved the Hero. Mercy killed the Villain. A cliche story told many a time. Steel saved the Heroine. Steel saved the Hero. Steel killed the Villain. A cliche story told many a time. There once was a girl. A single girl. With a single dream. A single purpose. She bore the ___ unto herself. She bore the title unto herself. She burned bright, brighter than the ___, brighter than her title. She became the ____. And she Severed it. )



          (Unlock all 3 to gain a Unique ability)



          (Part 3 Grants access to _____ which activates passively when attacked by _____, Expend 5% of Curtana's Charge to ______)
        • Energy cannot be destroyed or created, only converted between its various forms. Is melee not a pure example of this in form?



          KE Stored: 100



          Passive Effect 1



          Whenever Curtana is being used in an action, adds a 33% Chance (Boostable) to parry an injury dice, even if it would normally be guaranteed to hit. ONLY APPLIES TO PHYSICAL ATTACKS.



          Whenever a Parry occurs, absorb a bit of kinetic energy, adding 10% To a Kinetic Energy gauge.



          At 100% Kinetic Energy, Choose:



          Kineticist: Nova: Unleash a non-lethal (May Change with Modification Or Mutations) attack that has a 20% Chance to Stun up to five enemies in a nova around you.



          Action Cost: 1 Bonus Action to Activate



          Kineticist: Lightspeed Thrust: Turn the kinetic energy into a high speed lunge towards your opponent. (Gain an extra Action (Must use Curtana)) (Has a 20% Chance to stun one enemy for 2 turns)



          Action Cost: 1 Bonus Action to Activate



          Kineticist: Ignition: Turn the Kinetic Energy into Thermal, heating up Curtana into a burning beacon. All attacks with it have a chance to apply a stack of Burning (Each Stack deals a Minor Wound (If not Flame Resistant) at the end of turn, then has a 50% Chance of persisting into the next turn)



          Action Cost: 1 Bonus Action to activate



          Kineticist: Impact Addition: (-Variable KE) (Every 10 Adds a 1% Chance to Increase an inflicted Wound to the next Tier)



          Action Cost: 2 Bonus actions to Activate



          Kineticist: Accelerated Parry (Toggleable, Default On) (If a Parry opportunity occurs, and the Parry Roll fails, Consume 30 Kinetic Energy to Reroll the Parry with a -3 if a wound would be incurred) (When out of combat, Parry Opportunities Automatically Succeed as long as 30 KE is present to be consumed (Only usable on One Opponent at a time))



          Action Cost: Free action to Toggle



          Passive Effect 2



          (Non-Combat Situations Only)



          If the blade is in hand, allows it to absorb and store kinetic energy. (Absorbed amount depends on the situation).



          100 Absorbed Energy may be used to heal a minor wound as a free action.



          Can be used to dampen landings, eliminating sound and damage by absorbing the energy. (10 KE Gained per Story descended)



          Can be used to enhance landings, increasing sound and damage, also creating a small shockwave ( 20 KE Used per Story of momentuem added. Each Story of Momentum adds a 10% Chance to Stun anyone nearby)



          Can be used to slow physical impacts (non magical, non aggressive), reducing damage and absorbing the energy (Variable Energy Gain)



          Can be used to amplify physical impacts (Adds a 1% Chance per 10 KE invested to increase a wounds tier)
    • Current Form: Blast Gauntlets



      Current Charges: 14/14

      Possible Forms:

      Blast Gauntlets



      Blast Gauntlets Abilities and Info:
      Action Cost: 1 Action to Swing



      1 Charge Consumed per Attack

      Melee Range (Cannot Attack at ranges exceeding Melee)

      Gauntlet (No negative effects for engaging enemies at Melee Range)

      Can Pierce Light Armor (+ 10 to Rolls against Foes with an Armor Rating of Light or Lower)

      Abilities:
      • Action Cost: 1 Bonus action to Activate

        (Active Ability)



        ( - x Grendel Charges) (Max 4 at the moment)



        (Increases Success Chance by (x * 10) %)



        (Increases Penetration by (x * 100) %)



        (Can Pierce Barriers when x <= 3)



        (Upgrades the lowest tier wound to one tier higher for every x = 3, Ie Minor becomes Major (Requires 3 x to be invested)) , Major becomes Crit (Requires 6 x to be invested))



        (if x is less then 3, Inflict Minor Exhaustion after use)



        (If x is at least 3, inflict Major Exhaustion after use)



        (if x is at least 8, inflict Extreme Exhaustion after use)



        (If the previous Exhaustion effect is applied again, increase to the next step after 1d4 turns automatically)
      • Action Cost: 1 Bonus Action to activate



        (As part of a Grendel based Action, expend a charge to create a ranged blast of force, stunning foes and deflecting projectiles)



        (Active Ability)



        (Uses 1 Charge)



        (50% Base hit Chance)



        (10% Chance to Stun enemies) (Guaranteed to inflict a Minor wound on hit) (Can deflect projectiles and beams)



        (Can be Chained with other Grendel Abilities (If used at the end of a chain, add + 2 to stun per chainable ability/ mutation/ mod in the combo)
      • Action Cost: 1 Bonus Action to activate



        (Active Ability)



        (Costs 1 Grenade of appropriate type)



        (Can be Chained with other Grendel Abilities)



        (As part of a Grendel based Action, Add the effect of a (MAGICAL) Grenade to your strikes. Different Grenades have different effects.)



        (Each Grenade effect lasts until the end of a Flurry, or two attacks)



        (Only works with magical grenades. If the grenade does not have a magical equivalent, then the mundane grenade will work)



        (Grenade Effects: )



        Fragmentation: Each Success eliminates 2 Minon's rather then one. On Single Targets, inflicts an additional minor wound on unarmored or lightly armored targets. (Gain +1 Lethal Rep if Fragmentation Imbuement is used/ active when a target is Defeated)



        Flashbang: Each Success applies a stacking Disorientation (+5 Success, -5 Injury) Effect (Max 2 Stacks). Stacks last for one turn, but can be refreshed with additional hits.



        Smoke: Each Success applies a Blinded EX (-15 to Injury Chances) . Stacks last for one turn, but can be refreshed with additional hits



        Tear Gas: All Strikes are rendered Non-Lethal unless otherwise specified by QM. Each Success has a 20% Chance to take down a target. Chance reduced to 10% on Magical Girls and 5% on Superior type Magical Girls. (Guaranteed to increase success chance by 10% on Magical Girls with less then 1 Major Wound) (Gain +1 Merciful Rep if Tear Gas Imbuement is used/ active when a target is Defeated)



        Thermite: Each Success applies a stacking Illuminated (+5 to Success chances) Effect (Max 6 stacks). Each stack lasts for the duration rolled when the Thermite Grenade is imbued (1d8). (Gain +1 Lethal Rep if Thermite Imbuement is used/ active when a target is Defeated)



        Incendiary: On Single Targets, Each Success inflicts Burning (Max 2 Stacks) on Enemies not resistant to Fire. Each Stack has a 50% Chance of Inflicting a Minor Wound on the start of the Turn, And a 50% Turn of being extinguished at the start of the turn after inflicting at least 1 Minor Wound unless Manually Extinguished.



        On Groups, Each Success eliminates 2 Minons rather then one, and leaves a Puddle of Flame (Max 4 Stacks), Each stack has a 50% Chance to eliminate a Minon. If a stack eliminates a Minons, or lasts longer then 2 turns, it has a 50% Chance of Extinguishing.


      Grendel's Arm Mutations and Modifiers
        • Action Cost: 1 Bonus Action to activate



          (When used, reduces a Major Wound to a Minor wound, or negates a Minor wound that would be suffered this turn.)

          (- 2 Grendel Charges)

          (Active)
        • Action Cost: Passive Effect



          (Decreases Injury Chances by 20 when using [Grendel's Arm])

          (Only effective against Boss Type Enemies or Superior Type Magical Girls)

          (Passive)
        • Action Cost: 1 Bonus Action to activate



          (Use Grendel's Arm to help boost you towards an enemy, arriving so suddenly that you get a free turn, probably) ( 20% Chance for a free turn when used)

          (- 1 Grendel Charge)

          (3 Turn cooldown)

          (Active)
        • Action Cost: 1 Bonus Action to Activate



          You reject that which happens, you reject that which doesn't. There is nothing here, nothing to see, nothing to touch, nothing tear and rip and split into pieces... right?



          Any Abilities. Effects with Grendel that roll dice, may be rolled at advantage for an additional 50% of the Abilities Cost (Rounded Up)



          If the Ability/Effect rolls a Critical Success, the Cost is refunded.



          If the Ability/Effect Rolls a Critical Failure, The Cost is Doubled.



          Can use Grendel Abilities/Effects/ Attacks when at 0 Charge. Each Charge instead inflicts a Minor Wound upon you (These Cannot be healed by anything other then a Long Rest)



          If the Ability/Effect roll is 50 or Higher (Including Bonuses) from the required number, any wounds you take this turn are rolled at disadvantage



          (Has a 2 Turn Cooldown)



          (Applies for this turn)
    • Current Form: Greatsword

      Current Charge: 100%

      Possible Forms:

      Greatsword

      Greatsword Abilities and Info:
      Action Cost: 1 Action to Swing



      (Only Usable against Boss Type enemies or Superior type Magical Girls)



      An exceptionally long and broad double-edged blade, made of gleaming, polished metal. Its edges, razor-sharp and finely honed to perfection.

      The blade's surface is covered in etchings and intricate patterns, all the way up to the hilt where a large blue gem glows in the light.

      The guard itself is shaped like a flowing cross, mixed with some mythical creature, almost like a dragon if you look at it from the right angle. Yet it looks sturdy, small chips and breaks along it alluding to a long history of use.

      The handle's large as well, easily long enough to fit two hands around it, and wrapped in a black fabric that seems both textured and smooth at the same time.

      The black fabric fades to gray near the pommel, which then fades to silver, and a large blue gem sits at the end, shaped like a crystal lizards eye.



      Consumes 10% Charge Per Attack

      Melee Range (Cannot Attack at ranges exceeding Melee)

      Greatsword (No Negative Effects for fighting in Melee with the weapon)

      Flawless Edge (Can Pierce most forms of Non-Legendary Armor)



      Abilities:
      • Action Cost: Free action to Toggle



        (Chose between Day Form or Night Form)

        Current Form: Night Form

        Current Bonus: 6%



        For Every Turn in Day Form with the weapon out:

        Decreases Injury Chance by 2% (Stacking)

        (- 1% Charge Per Turn) (Stacking)

        (More Effects May be Unlocked with Enemies defeated with this weapon) ( 2 Enemies remaining)

        (More Effects May be Unlocked by Training with this weapon) ( 1 Successful Training Required)



        For Every Turn in Night Form with the weapon out:

        Increases Success Chance by 2% (Stacking)

        (- 1% Charge Per Turn) (Stacking)

        (More Effects May Be Unlocked with Enemies defeated with this weapon) (2 Enemies remaining)

        (More Effects May be Unlocked by Training with this weapon) ( 1 Successful Training Required)



        Note: Bonus Resets if Changed during Battle.



        Note: If Changed before/After Battle, the Current bonus remains but will not stack further.
      • Action Cost: 1 Bonus Action



        On use, Burn an additional 50% of Balmung's current Swing cost to swing an additional time (Default 10% Charge per swing, becomes 15, 21 ect).



        Each new hit adds 1% To Twilight's boost.


      Balmung Mutations and Modifiers
    • (Current Form: BROKEN)



      (Charges: N/A)



      Possible Forms:

      Staff?



      Lime Required to repair. (Elly is working on this.)



      Current Material Composition: 90% Interloper Alloy, 10% Unknown Alloy
    • Current Form: Inverted Halo

      Current Charges: PASSIVE

      Possible Forms:

      Halo

      Angels Halo Abilities and Info:
      Effects Self



      A halo of legend taken from an angel. Now marred with purple cracks on a black surface, a roaring hole of infinite darkness sucking in all that harms and expelling the energy to seal wounds recently made.



      Self Regeneration: Restores non-critical wounds over time (Pauses on taking subsequent wounds)

      Bloody Absorption: Any lifeforce lost through wounds is absorbed rather then lost, preventing the Bleeding condition... May Evolve with enough Blood lost in Combat (30/100)



      Abilities:
      N/A




      Angels Halo Mutations and Modifiers
    • Current Form: Barrier Jacket

      Current Charges: PASSIVE

      Possible Forms:

      Barrier Jacket

      Barrier Jacket Abilities and Info:
      Effects Self



      Once a coat of legend worn by a hero, one said to be invulnerable to flame and cold, one that could not be cut or sundered. Made of dragon scale from a legendary creature. It now bears the form of a field of shapes that ward off danger near and far.



      Barrier: Creates a layer of defense that prevents the user from suffering lethal wounds while it is active, degrades with each hit.

      Fire-Resistant: Halves damage incurred by magical fire. Makes the user invulnerable to most forms of mundane fire damage.

      Cold-Resistant: Halves damage incurred by magical ice. Makes the user invulnerable to most forms of mundane cold damage.



      Abilities:
      • Action Cost: Free Passive Effect



        You hexagons can split into smaller, stronger triangles when needed, improving deflection against most forms of impact.



        Increases Minor Wound Threshold by 1.




      Babr-e Bayan Mutations and Modifiers
        • Action Cost: Free Non-Combat Action



          (Once every 3 days, Babr-e Bayan can create a mobile field that negates all forms of physical and magical detection. Ordinary sight is overturned and electronic recordings are corrupted or distorted.)

          (Effect lasts for six hours, or until turned off)

          (Note, only covers the user)

          (Active Ability)
      • N/A

    Weapon Sheet END


    • Action Cost: 1 Bonus Action to Shoot



      Ammunition Types:

      • Remaining: 50 in Reserve



        Effects:

        Weapon is considered Non-Lethal.

        Takedowns/Kills with this weapon are considered Merciful Actions, Gain +1 Merciful Reputation Per Successful Takedown.

        Ineffective Against Interlopers

        Ineffective Against Magical's Who have their Barriers still up.
      • Remaining: 26 in Reserve



        Effects:

        Weapon is considered Non-Lethal.

        Takedowns/Kills with this weapon are considered Merciful Actions, Gain +1 Merciful Reputation Per Successful Takedown.

        Ineffective Against Interlopers

        Ineffective Against Magical's Who have their Barriers still up.
      • Remaining: 17 in Reserve



        Effects:

        Weapon is considered Non-Lethal.

        Takedowns/Kills with this weapon are considered Merciful Actions, Gain +1 Merciful Reputation Per Successful Takedown.

        Ineffective Against Interlopers

        If a Roll using these Rounds would cause a Critical Failure, ReRoll the dice and pick the larger result




      A mundane shotgun. A pump action variant to be specific. Despite its mundanity, it still bears a threat up close, able to damage Medium armor at point blank Range, and light armor at close range. Statistics change depending on the ammunition used.



      Close Range: (This weapon suffers -10 to Hit chance beyond Close Range, Compounding with each Range Band)

      Shotgun: (This weapon does not suffer Disadvantage when used in Melee Range)

      Infusion Bonus: Rewind: If boosted or effected by a Chrono Core ability and the Attack with this weapon fails, There is a 20% Chance to regain the Core Charge that would be used back. (Roll occurs on first failure action) (Does not repeat for Multi-Attacks)

      Infusion Bonus: Core Linked: If you are out of ammunition, you may fire this weapon by expending Core Charge, Any Burst modifiers are overwritten, but the weapon deals Minor Wounds at minimum with Chrono Element damage on hit. (Note, this can continue even without core charge, at the expense of Wounds)



    • Action Cost: 1 Bonus Action to Shoot



      Ammunition Types:

      • Remaining: 10 in Clip

        Remaining: 0 in Reserve



        Effects:

        Weapon is considered Lethal

        Rounds are Made of Magic, Can be canceled out by Magic Canceling Effects

        Mana based rounds do not lose effectiveness over Distance.

        Can pierce most mundane forms of body armor with ease.


      A rifle stolen from a scouts dead body.


      Medium to Long Range: (Suffers a -10 To Hit chance at Ranges beyond or Before Long Range and Medium Range respectively)

      Long Rifle: (Suffers Disadvantage when used in Melee range)

      Infusion Bonus: Reforged: This weapon has been reforged due to being in the presence of extremely dense Chrono Energy. It's form and function may have changed completely

      Infusion Bonus: Pyronic Conversion: Any attacks by this weapon are considered Fire element attacks at base, Different elemental ammunition may bring about strange effects when loaded and fired through this weapon. Testing will be required to determine what those effects are.

      Infusion Bonus: Core Linked: If you are out of ammunition, you may fire this weapon by expending Core Charge, Any Burst modifiers are overwritten, but the weapon deals Minor Wounds at minimum with Chrono Element damage on hit. (Note, this can continue even without core charge, at the expense of Wounds)



    • Action Cost: 1 Bonus Action to Shoot



      Ammunition Types:

      • Remaining: 30 in Clip

        Remaining: 0 in Reserve



        Rounds used in everyday rifles. Nothing special about them. Can be used enmass to minimal effect.



        Effects:

        Mundane: Has a 50% Chance of not effecting Magical barriers in any way.


      A mundane rifle made with polymers and metals. Its rounds are purely power based, lending it some destructive power, but nothing near a magical equivalent. A good spray can still injure lightly armored foes or break weakened barriers.



      Close to Medium Range: (Suffers a -10 To Hit chance at Ranges beyond or Before Medium and Close Range respectively)

      Burst V: Fires a Burst of Rounds with each use equal to the Level of the Trait. Each round is an individual Hit and Injury Chance.

      Infusion Bonus: SplitSecond: When under the effect of a Chrono Core ability, any attacks caused by this weapon DOUBLES its Burst modifier (Also increases Ammo spent as a result) (Ignores Magazine size (30))

      Infusion Bonus: Core Linked: If you are out of ammunition, you may fire this weapon by expending Core Charge, Any Burst modifiers are overwritten, but the weapon deals Minor Wounds at minimum with Chrono Element damage on hit. (Note, this can continue even without core charge, at the expense of Wounds)



    • Action Cost: 1 Bonus Action to Shoot



      Ammunition Type:

      • Remaining: 25 In Clip

        Remaining: 120 In Reserve



        Rounds used in everyday pistols. Nothing special about them. Can be used enmass to minimal effect.



        Effects:

        Mundane: Has a 50% Chance of not effecting Magical barriers in any way.

        Pistol Caliber: Ineffective Against Barriers.




      A mundane pistol. Minimal punch, but you're less likely to kill someone with this. Though five rounds per trigger pull means you'll definitely do some damage on anyone not wearing armor. Useful for intimidation, but not much else against the threats you usually face.



      Melee and Close Range: (Suffers a -10 To Hit chance at Ranges Beyond Close Range)

      Pistol: (Can be used in Melee with no Disadvantages)

      Burst V: Fires a Burst of Rounds with each use equal to the Level of the Trait. Each round is an individual Hit and Injury Chance.



    • (18 Shots left)

      Action Cost: 1 Bonus Action to Shoot



      (Effective against Tier 1 and 2 Interlopers.)



      (Ineffective against anything stronger)



      (Can Cause Minor Wounds on Magicals once they have suffered at least 1 Major Wound)



      A Self Recharging Light Pistol taken from a Nun that worked for The Order. The bolts are fairly powerful, but your Null heritage means they're not particularly effective against you. But, well, Light magic. So maybe you can do something with them.



      Worst case, it can damage a Tier 2 mob enemy or so.



      Or annoy Azure with the bright flashy lights... or Luma by flaunting a weapon from her own uh... clergy? Group?



      Something like that.



      Recharging: Ammunition Recharges on Long Rest/Sleep

      Burst III: Fires a Burst of Rounds with each use equal to the Level of the Trait. Each round is an individual Hit and Injury Chance.





    • (100% Durability)



      (- 10 Durability on use)



      (Can be Repaired by a Lime)



      (Can be thrown)



      (Effective against Tier 1 and 2 Interlopers)



      (Ineffective against anything stronger)



      (Can Cause Minor Wounds on Magicals once they have suffered at least 1 Major Wound)



      A Light Dagger taken from a Nun that worked for The Order. The edge is coated in runes that cause a burning light on impact... but not against you. Your Null herritage means its relatively ineffective against you, your barrier only make that effect weaker. But it'll be a good distraction at least.



      Or you can use it on a weak interloper.



      Or annoy Azure with the "Thousand Cuts" strategy.



      Or annoy Luma by flaunting a weapon from her group thing.





    • A pair of enchanted contacts that protect against Illusion and Visual Charm effects while worn.

      After absorbing a pair of IR Goggles, they have gained the ability to use Thermal sight which can pierce one layer of obstruction. At the cost of being lower fidelity then normal sight.

      After absorbing a pair of Binoculars, they have gained the ability to magnify images up to 24 times the original size. Zooming reduces peripheral vision while providing greater detail on a specific point.

      After absorbing a pair of Night Vision goggles, they have gained the ability to see in low light conditions as if it was day with a coloured filter. Low fidelity, short range, but much harder to detect then Thermal Sight while in use.



    • After assimilating a gas mask and its filter, you have gained the ability to shrug off the effects of most basic airborne toxins and chemicals.

      This also provides resistance to liquid poisons and chemicals of Mundane nature. (Roll with Advantage)

      This is effective up to Spells that are Level 3 or lower.



    • After Completing Rune Reading 201, you can now decrypt and understand more complex Runes, and in turn, understand a spells effects.

      Allows you to decrypt Circles that comprise up to Level 8 Magic in the middle of Battle.

      Allows you to decrypt Circles and Letters up to Level 10 Magic outside of Battle.



    • After assimilating a pair of magically enchanted ear plugs, you now are immune to the effect of mundane sonic weaponry and resistant against magical equivalents.

      This also protects against sound based Stun or Disorientation effects while worn, though it does dampen your hearing a little.



    • A large hulk of metal at one point, now it's been atomised and absorbed, integrating with Babr-e Bayan to better enhance your defenses. It's still heavy, and bulky. But a bit of extra armor never hurt no body~

      ...Still can't beat a Nuke with it, but maybe you just need to become the Nuke in that case.

      (If a Parry/Deflection/Resistance situation occurs, any rolls to do so are boosted by a flat +20 while the Shield is used)

      (Consumes a Bonus Action to do so if ACS rules are in play)

      (If one of the above situations does not apply, provides a passive + 10 chance to parry any attack taken while using a Single Handed Weapon)

      (Boosts Major Wound Threshold by 1)

      (Passive Effects lost once a Critical Wound has been taken)



    • A slim device anchored around the arm, thick cable, a sharp hook, a series of pullies and motors and gears that create a satisfying whining when spooling the cable back into place.

      Everything a grappling hook needs to be. You don't need me to tell you how to use this right?

      (When used against a Minon type enemy, Roll a d20, on a 15 or Lower, the Minon is dragged towards you, giving you a free Melee attack if a Melee weapon is being used. The attack is guaranteed to hit, dealing appropriate damage for the weapon.)

      (If ACS rules are applied, consumes a Bonus action, but moves one Minon one range band closer)

      (If used against a Non-Minon enemy, the chance to hit drops from 15 to 12 at Base, however, on a success, the attack has a base 80% Chance, or higher if a base percentage is given previously as part of the action)

      (ACS rules consume a Bonus action, and move you one Range band closer to the enemy regardless of hitting or not.)

      • Count: 21

        A simple grenade, the epitome of a grenade. Pull the pin, toss the other piece. Watch it explode into a rain of razor sharp shrapnel and eviscerate even medium armored foes at Close range. Though it won't do much against anything with heavy armor even from point blank, and foes with Barriers or Medium Armor foes at Medium range won't take more then Minor wounds from it.

        50% Chance to take down an entire group of Minon type enemies (Tier 2 or below Interlopers included), otherwise take down 1d (GROUP SIZE - 1) enemies) (33% Chance to Deal a Minor Wound to a Magical girl on use. Rolled Per Magical Girl in combat unless aimed specifically, halved chance for Superior type magicals) (Lethal Action) (Gain 1 Lethal rep on use)
      • Count: 7 (5 Reserved)

        A concoction of highly corrosive acid contained in a canister designed to distribute its payload over as wide an area as it can. While it won't do much right from the get go, its utility comes from a continuous source of damage against most foes, even Heavily armored foes will suffer some damage as long as they aren't immune to Acid effects. At the end of its duration, Lowers the Armor type of effected enemies by 1 Tier.

        Deals continuous acid damage for 1d5 Turns. Destroys 1d4 Minon class entities per turn. Weakens a Boss/Commander class entity providing a +10 to success chance while the grenade is active. Only stacks once. (Lethal Action) (+ 1 Lethal Rep per active turn)
      • Count: 44

        A thunderous bang. A bright flash. Then ringing in your ears as your eyes feel as though they've been staring at the sun. These things are nasty against organic enemies and even mechanical ones will take a moment or two to recover from its effects. Just don't use them in close proximity without protection, or else you'll be Murphing as well.

        Grenades that inflict Disorientation (+5 to Injury Chance, -5 to Success Chance) (Effect reversed when inflicted on an enemy), on enemies
      • Count: 30

        A simple cylinder, that once thrown, rapidly explodes into a dense cloud of grey Purple smoke. Great for obscuring yourself when you've been exposed, or for setting up an ambush against an unexpecting foe. Though anyone with Wind magic might as well be immune to its effects, assuming they have the time to react to it that is.

        Inflicts Blinded (-10 to Injury Chance) when used.
      • Count: 3

        A series of irritants for both eyes and lungs contained in a metal cylinder, exploding like a smoke grenade on use and making those unprotected tear up and choke on the acrid sensations assaulting them. While mundane, they're particularly effective against most non-magical entities that use organic sight or breathing. Though against anything mechanical or with some sort of chemical immunity, they might as well be fancy smoke grenades.

        Can be used to take down enemies non-lethally: 50% Chance to take down an entire group of Minon Type Enemies (Ineffective against Interlopers), otherwise take down 1d(Group Size - 1) enemies) (Ineffective against Magical Girls) (Increases Success Chance by 10% On Magical Girl's with less then 1 Major Wound instead of KO) (Merciful Action) (Gain 1 Merciful rep on use)
      • Count: 9

        A series of irritants for both eyes and lungs contained in a metal cylinder, exploding like a smoke grenade on use and making those unprotected tear up and choke on the acrid sensations assaulting them. While mundane, they're particularly effective against most non-magical entities that use organic sight or breathing. Though against anything mechanical or with some sort of chemical immunity, they might as well be fancy smoke grenades.

        These grenades have been magically enchanted to be able to bypass most forms of barrier... though enemies of particular strength may still be resistant or immune to their effects... at least to start with.

        Can be used to take down enemies non-lethally: 50% Chance to take down an entire group of Minon Type Enemies (Ineffective against Interlopers), otherwise take down 1d(Group Size - 1) enemies) (10% Chance to Take down Magical Girls less then Superior Type, 5% if Superior, This chance doubles with each grenade used ) (Increases Success Chance by 10% On Magical Girl's with less then 1 Major Wound instead of KO (Stacks Twice)) (Merciful Action) (Gain 1 Merciful rep on use)
      • Count: 20 (3 Reserved)

        A bright flash of blinding light, a roaring sound as sparks of molten metal fly in all directions. Thermite might as well be the mundane interpretation of a Disintegration spell. Able to melt through most materials incredibly quickly, this combination of powders and heat create a mixture of intense light and intense heat to melt through most enemies. Even able to damage and degrade Heavily Armored foes given enough time. Degrades a Foes Armor Class by 2 Tiers on Expiration.

        Destroys 2d4 Minon class Entities per turn. Weakens a Boss/Commander class entity providing a stacking +5 to Success Chance while grenade is active. Only stacks up to six times ( + 30 Bonus). Can be used to breach through most mundane materials. (Lethal Action) (+1 Lethal Rep per active turn) (Active for 1d6 Turns) (Only One may be active at any time, in combat)
      • Count: 3

        Fire. Fire burn. Fire Burn goooood. Nothing is more primal then fire. And now you have it in a metal explosive. This thing yeets fire at everyone nearby in a conflagration of epic proportions, and anyone caught in the blast is coming out far more cooked then Rare. Yet its the sticky nature of this flame that ensures it damages as much as it can. While not as effective against Medium or higher armored foes, it can still get into weak points and wreck havoc on anything sensitive, so make good use of them while you can.

        Against anyone with even slight Fire resistance, you might as well be throwing a flare at them and shouting Fireball while doing so.

        60% Chance to take down an entire group of Minon Type Enemies (Tier 2 or Below Interlopers included), otherwise take down 1d(GROUP SIZE - 2 Enemies). On use, any boss enemies or magical girls without an Major Injury suffer Burning (+ 1 Minor Wound per turn) (Lasts 2 Turns) (Stacks once)
      • Count: 3

        Fire. Fire burn. Fire Burn goooood. Nothing is more primal then fire. And now you have it in a metal explosive. This thing yeets fire at everyone nearby in a conflagration of epic proportions, and anyone caught in the blast is coming out far more cooked then Rare. Yet its the sticky nature of this flame that ensures it damages as much as it can. While not as effective against Medium or higher armored foes, it can still get into weak points and wreck havoc on anything sensitive, so make good use of them while you can.

        Against anyone with even slight Fire resistance, you might as well be throwing a flare at them and shouting Fireball while doing so.

        60% Chance to take down an entire group of Minon Type Enemies (Tier 2 or Below Interlopers included), otherwise take down 1d(GROUP SIZE - 2 Enemies). On use, any boss enemies or magical girls without an Major Injury suffer Burning (+ 1 Minor Wound per turn) (Lasts 2 Turns) (Stacks once)
      • Count: 1

        Where before there was a Fragmentation grenade. Now you have a Fragmentation effect accelerated by immense amounts of Chronal energy, These things'll cut through even medium armor and shred anything with light armor into ribbons. Its basically a super charged fragmentation grenade, one that'll maintain its effectiveness against enemies up to Medium range before petering out.

        ( 66% Chance to take down an entire Minion Group on use (Tier 4 - Tier 3), 75% chance to take down an entire Minion Group on use (Tier 2 Or below) (Otherwise, Takes down (1dGroupSize - 1) Minions) (If used against a Magical Girl, 45% Chance to deal a Minor wound if they have not suffered a Critical Injury) (If They have Suffered a Critical Injury, and are not a Superior class magical, they suffer two Minor Wounds with a 10% Chance of a third, and are considered Breached (+10 to Success Chance) for 1 Turn)
      • Count: 1

        The acid that was originally in this grenade has been converted into some type of temporal soup for lack of a better term. A highly concentrated and corrosive slurry of temporal energy, this might lose its effectiveness against multiple targets, but its unlikely anyone will be resistant against it. Time effects all, and even the strongest enemies will feel its effects eating away at them.

        (Deals continuous Temporal damage each turn, Inflicting a Minor wound.) (Effective against a Single Entity) (If not Resistant to Temporal Damage, entity has a 15% Chance to Resist each turn with a stacking + 5 modifier for every turn the damage has been suffered) (If Resistant, they roll with Advantage against the effect) (Provides a + 15 bonus to Attack Rolls against Boss or Superior class Magicals for the Effects duration)
      • Count: 1

        You know kid... when you told me you had new stuff for me to look at, this wasn't what I was expecting... How the fuck have you managed to condense the ability to SLOW TIME into a GRENADE?! There's not even any RUNES or CIRCLES carved into the damn thing?!

        The hell do you mean you just left it somewhere?! Bloody teenagers, just... just don't go throwing it at a bank and robbing all there money or whatever, I doubt this thing'll last more then a minute or two of real time with how little Chronal energy it contains within. Useful in a fight through, every second counts when you're fighting for your life... Short ranged though, probably only against enemies that are Close to your or less I'd say.

        (Out of Combat, Creates a localized sphere with a 2M radius where time is slowed to half, Lasts 2 Real Time minutes) (On use in combat, inflicts Disorientation and Slowed on Enemies not resistant to the effects) (Disorientation: -10 Injury Chance, + 10 Success Chance) (Slowed: Enemy can only use an Action or Bonus action in a Turn, not both (Multi-Strike Attacks become single strikes) (You gain Advantage on Attacks against the foe.) (Inflicting damage on the enemy cancels out the effect, and any remaining strikes are rolled normally)
      • Count: 1

        ...Just... No. HOW? This is SMOKE? And you've made it all Timey' Whimey or whatever?! I swear... give you teenages a spanner and you'll make a nuke or something. Look. This won't kill anyone, but the fog it'll make will be thicker then that milf next door. You ain't seeing out of it. And if you do, you definitely won't be moving particularly fast.

        Same pitfalls as a Smoke grenade though, anyone immune to that will probably be immune to this... though maybe not that slow down if you can sneak it onto them. But eh, thats for you kids to do.

        (2% Chance to Inflict Slowed on an enemy inside on use, Inflicts Blinded+ if not Resistant to the effect) (Blinded+: Any attacks against you have a separate 5% Chance to miss if they would hit, excludes Guaranteed hits, -12 to Injury chance)
      • Count: 1

        Yeah, no. I'm not even gonna explain how this thing does whatever it does. It literally just explodes into a cluster of smaller tear gas grenades, SOMEHOW, and does that again and again for a few moments. Damn if this thing doesn't do some serious stun damage or whatever to anyone it hits though. Definitely annoying. And probably even a Medium range grenade if you wanna hedge your bets.

        ( Same effect as a Tear Gas Grenade (Magical), however the effect is rerolled every turn for (1 + 1d3) turns.)
      • Count: 1

        Gods above this is a nasty piece of kit.... It's like someone took Thermite, then had it burn ten times as fast every second or something. Temporal energy fueling a concoction of mundane materials turned magical and then looped... I doubt this has as much splash as normal Thermite grenades do, but you hit someone with this, and it'll burn right through any barrier or shield or armor they have. Maybe even them as well if they're unlucky. Be careful with this yeah? Ain't part- Kid? KID!? WHERE THE HELL ARE YOU RUNNING OFF TO NOW?!

        (If the foe is not resistant to Temporal damage, 75% Chance to inflict a Major wound on them.) (If the foe is resistant, the Roll is at disadvantage, and they only take Half of the damage) (Note, can only be used 2 times in a fight before Time starts unraveling (May have additional Effects, roll a d100)) (Outside of Combat, can be used to melt through any material, provided it is not divine or equivalent in nature.)
      • Action Cost: 1 Bonus Action to Use

        (Count: 4)

        Restores a critical wound to a minor one, Negates a wound that is Major or less.
      • Action Cost: 1 Bonus Action to Use

        (Count: 2)

        Lowers Exhaustion by one stage, or prevents it from occurring for an extra two turns. Taking more then two in a day is very much ill-advised.
      • Action Cost: 1 Bonus Action to Use

        Count: 4

        (Active Healing Item)

        (Reduces a Major wound to a Minor, Or negates a Minor wound, Major wounds have priority)
      • Action Cost: 1 Bonus Action to Use

        Count : 5

        (Active Healing Item)

        (Reduces a Major Wound to a Minor wound, Removes the Bleeding effect, Priority to the Bleeding effect)
      • Action Cost: 1 Action to use

        Count: 2

        (Active Healing Item)

        Contains all the tools and equipment needed to stabilize a person from most forms of injury. Can cure most injuries, negating A critical wound (Does not restore lost limbs), and reducing all Major wounds incurred to minor ones. Also negates any all minor wounds.
    • Action Cost: 1 Free Action to Activate, 1 Bonus Action to Deploy



      (Count: 1)



      Good for recording stuff, though, don't expect it to see through illusions or stuff without magic. But hey. If you want to record something less then legal, it also has sticky pads to stick it on a wall or something. Dunno, just don't tell me what you do with it yeah?



      (Bonus Action to Deploy)



      (Can be used to Record a Fight, Providing a + 5 To Training Opportunities for the weapons used during said fight) (Consumes the Camera)



      (Can be used to Record Evidence, Does not consume the Camera)
    • Allows you to change hair colour and style to better disguise yourself or make yourself look a little different.



      Less Likely to be recognised when in non magical form if used.



      Must be used at the start of the day/ before an action to take effect. Only lasts 1 day before it must be reused.
    • An Enchanted Canteen that can endlessly store any one type of liquid. Also maintains temperature!



      Currently filled with Fresh Water
    • Count: 1 (1 Reserved)

      An Enchanted cutting tool can cut through all forms of mundane/non magically reinforced materials, and some low-mid tier magical materials.
    • A teapot to wow your friends with. Always full of tea at the perfect temperature for consumption. Comes with appropriate cups.



      Enchanted teapot has increased durability, is limitless, and does not spill even a single drop.
    • A bullet taken from the gun of your mothers assassin. Its surface is covered in hundreds of tiny runes and glyphs, turning the normally brass coloured round into a bright gold one from sheer magical light.



      Partially Inspected to reveal a variety of highly detailed runes that could not be read at the time of inspection.
    • An arrow taken from an Interloper you fought in your first Tier 5 Rift. Can be used to scry, or as a makeshift melee weapon.
    • A mundane hammer. Why is this even in here?


Last Update: 78.5
 
Last edited:
Fillia Character Sheet: Magic and Effects



    • Charges: 6/6

      Grade: D (29/40)

      Once a spherical core of crystalised Chronal Mana. Now a broken, shattered, twisting husk of its former glory.

      Grade F:

      The core that stood idle, now spins ever so slightly. Crystals of time twinkle and glitter in the faintest of echo's of ones previous tribulations.

      Grade E:

      Shards clatter and clink as they collide. Like gears grinding and sparking back to life against the hands that hold them in place. Crystals that glittered now vibrate, a soundless Melody gaining the faintest of hums.

      Abilities

      • Cost: N/A

        Duration: Passive

        Action Cost: N/A

        Range: SELF


        Effect:

        (System Error)

        (Entry not found)

        (Corruption Detected)

        Time. Out of Time. In Time. Late.

        Time does not matter.

        Time Does not Hinder you. Wanderer

        (You can slightly perceive when time is altered)

        (While time is slowed, you move twice as fast as you would if that ratio applied to you. Ie. If Time was slowed by half, you move at normal speed instead of half speed))
      • Cost: 1 Chrono Charge on Active use, Remaining Core Charge on Passive Use

        Duration: Active (1 Turn)

        Action Cost: Consumes 1 Bonus Action

        Range: SELF

        Effect:

        Generates Three Bonus Actions (May Only be used Twice in One Turn at most) and choose a single Roll (Success, Injury, Misc) per use (Must be done before a roll occurs), if that roll fails, treat the roll as though you had Advantage (Take the higher value of the two, OR negate Disadvantage and do a straight roll)

        (Can also be used to negates successes if you want to.)

        (May be used up to Twice a Day in non-combat situations)

        Slowing time to Three quarters of a second gives you just enough time to change how a hit strikes, where a hit strikes, or maybe catch something falling a little too fast.
      • Cost: 1 Chrono Charge on Active use, Remaining Core Charge on Passive Use

        Duration: Active/ Passive

        Action Cost: N/A

        RANGE: SE- ERROR RANGE EXCEEDS BOUND OF ARRAY #####

        Effect:

        CORRUPTED DATA

        I ask upon thee, does thou chase thine Crown once more?,

        I ask upon thee, does thou seek _____ ?,

        I ask upon thee, is _____ the beginning or the ___ ?,

        Has thou face the ______ and won?

        Or has thou been forever _______ amongst a ______ of infinite ___________?
      • Cost: Full Core Drain

        Duration: Active/ Passive

        Action Cost: N/A (Non-Combat Use only)

        Range: Se- ERROR RANGE EXCEEDS BOUND OF ARRAY #####

        Effect:

        (Times Used: ??)

        (Effects Unknown)


    • Charges: 6/6

      Grade: D (40/40) ( 2 Progress Banked)

      (Requires 1 Exploration in the Focusing Room to Upgrade)

      A perfectly crystalised mass of Void mana. A perfect equilibrium between Spacial Mana and a gathering of SOMETHING conceptual. What once was whole and in balance, now cracked, shattered and torn into an uncountable array of shards.

      Grade F:
      The shards begin to rotate. A fractal of endless colours of reflecting of immoveable yet moving pieces as the faintest spark of light begins to bloom.

      Grade E:
      Shards stutter and crackle. Sputters and cracks between shard and shard. The faintest arcs of energy between individual pieces. A web of energy and ooze swirling around a glowing white core... of something.

      Abilities
      • Cost: N/A

        Duration: Passive

        Action Cost: N/A

        Range: SELF

        Effect:

        Halves Void Based Damage taken and provides resistance against Void based effects

        Also Allows you to add 1d8 Void Damage to any attacks


        ERROR

        Statistic Block Not Detected
        ->
        Index Search Commenced
        ->
        Suitable Ability Found
        ->
        Void Attunement modified.

        Lowers Injuries taken by Void Magic or Void related attacks by 1 Tier.

        If the Tier is Minor at base, the Wound is ignored and the energy is used to heal a Minor Wound.

        Grants access to Void Ranger and Void Stalker Abilities
      • Duration: Passive

        Action Cost: N/A

        Range: SELF

        Effect:

        Halves Lightning Based Damage taken and provides resistance against Lighting and Electricity based effects

        Also Allows you to add 1d8 Lighting Damage to any attacks


        ERROR

        Statistic Block Not Detected
        ->
        Index Search Commenced
        ->
        Suitable Ability Found
        ->
        Lighting Attunement modified.

        (Passive)

        Lowers Injuries taken by Lighting Magic or Electricity related attacks by 1 Tier.

        If the Tier is Minor at base, the Wound is ignored and the energy is used to heal a Minor Wound.

        Gain Access to Lighting Surge, Lightning Bolt and Lightning Arc Abilties
      • Cost: N/A

        Duration: Passive

        Action Cost: N/A

        Range: Melee

        Effect:

        (Provides passive detection of SPACE in in an one meter diameter sphere from the surface of the skin.)

        (Reveals Cloaked, Illusion-clad, Reality Warped, or otherwise Hidden entities within the bubble)

        (Provides a + SKILL LEVEL chance to hit and a + SKILL LEVEL chance to avoid injury against enemies in the Abilities Range)
      • Cost: X Void Charges

        Duration: Passive

        Action Cost: 1 Bonus Action (One use per turn maximum)

        Range: Melee

        Effect:

        (Twice Per Turn (In Combat) / Day (Otherwise), channel void energy to enhance your movement in a direction. Enhances movement speed and Agility by X * 100%)

        (On Use, Grants an extra Action)

        (Can Be used to Move 2 * X Range Brackets towards or away from a designated Target, Ignores AOO (Attacks of Opportunity) OR Can Be used to Add an extra Melee Attack to Melee Actions OR To Avoid X number of Injuries (Pick one))

        (Charges are Refunded In certain situation. Ie, Invest 3 X but on 2 Injuries Occur)

        (Can be Combined with most abilities)
      • Cost: 1 Void Charge

        Duration: Active (1 Turn)

        Action Cost: 1 Bonus Actions

        Range: Melee

        Effect:

        The Void is all. The Void is nothing. It seeps into all, and rushes through all.

        May Add Void Energy to your attacks allow for an Extra Melee Attack and negating a portion of enemy defense ( + 5 To Success Chance for all hits)

        Each successful hit has a 10% Chance of Inflicting a Bonus Minor Wound of a Random Elemental Affinity (Roll 1d6 (1: Fire, 2: Ice, 3: Earth, 4: Wind, 5: Light, 6: Spatial)
      • Cost: Half of Remaining Void Charge (Min: 0 Charge) (At 0 Charge, Take ??? Damage and increase Exhaustion by 1 Tier)

        Duration: Active (1 Turn)

        Action Cost: 2 Bonus Actions

        Range: SE-ERROR RANGE EXCEEDS BOUND OF ARRAY #####

        Effect:

        The Void is infinite. The Void is Finite.

        As long as you can see someone. Someway, Somehow, you will reach them. Reality/Time/She be damned.

        (As long as you have Sight on a target in some way, you can blink to them.)

        (If used with Void Charge Remaining, Enter the location of your Target with Time Slowed to Half Speed for 1d3 Turns)

        (Gain Advantage on Attack Rolls while in Time Slow)
      • Cost: 1 Void Charge

        Duration: Active (1 Turn)

        Action Cost: 1 Bonus Action

        Range: Melee

        Effect:

        Add Lighting to your attacks to allow for an Extra Melee Attack. Renders all Melee Strikes as Lightning Damage instead of Physical Damage

        Lightning Damage deals an Extra Minor Wound against Mechanical or Robotic Enemies

        Each Strike has a 1% Chance to Stun a hit enemy.
      • Cost: 2 Void Charge

        Duration: Active (1 Turn)

        Action Cost: 1 Bonus Action

        Range: Melee - Medium

        Effect:

        Launch a Bolt of Lighting at a single Enemy.

        The Bolt travels instantly and is guaranteed to hit.

        If the Foe is not resistant to Lighting Damage, they Take 2 Minor Wounds.

        If used against a Minon Group, The Attack instantly eliminates 3 Minons, and has a 60% Chance (Exploding) to Chain to additional enemies.

        Against Single Enemies, Has a 33% Chance to Stun for 1 Turn

        Lightning Damage deals an Extra Minor Wound per hit against Mechanical or Robotic Enemies
      • Cost: 1 Void Charge on Cast, 1 Void Charge per Extra turn to Maintain

        Duration: Active (Multi Turn)

        Action Cost: 1 Action Action to Cast, 1 Bonus Action to Maintain

        Range: Melee - Medium

        Effect:

        On Cast, Launch an Arc of Lighting at a Single Enemy.

        The Arc Travels instantly, and is Guaranteed to hit.

        If the Foe is not Resistant to Lighting Damage, they suffer 1 Minor Wound.

        While the cast is Maintained, The target suffers an additional Minor Wound Per Turn.

        While the cast is Maintained, you are easier to hit (+ 20 to Injury Chance).

        While cast is Maintained, the target finds it harder to dodge. ( + 10 to Success Chance)

        If used against a Minon Group, The Arc Eliminates 3 Minon's, and is guaranteed to chain to 1d2 Minons per turn while maintained.

        If Used against a Single enemy, Has a 20% Chance to Stun, Increases by 10% Per Turn Maintained

        Lightning Damage deals an Extra Minor Wound when used against Robotic or Mechanical Enemies


      Augments
      • Whenever a Lightning Bolt is cast. A second may be cast free of charge. The 2nd has a 75% Chance of doing Full damage else doing half damage.

        Lightning Damage deals an Extra Minor Wound per Hit against Mechanical or Robotic Enemies



    • The Void, Is Space and Energy.

      Chrono, is Time.

      Time, Space, Energy. Its all one triangle, one flows to the other, and to the next.

      So, Why can't you do the same with your cores?

      Current uses: 0

      Current Efficiency: 4 - 1

      Allows you to convert Core charge from one to the other, can be used multiple times in a turn

      If ACS is being used, Is considered a Bonus Action, limiting uses.
    • Your Core Energy is... something far more malleable then should be normal. Perhaps as part of your Void Core's own meddling... so, what happens if you take something you normally do, and push as much energy as you can into it. Not normal energy. But, Energy, with a capital E?

      (At the expense of Core Charges, Increase an Abilities Minimum Wound threshold (Wound Dealt) (Can only Increase to Major to Critical with 100 Lethal Reputation or if in HyperLethal Trance)
      (Costs 2 Core Charge to increase, Applies on First Hit)
      (Can Be stacked)
      (Can be used to Boost effects such as Bleed or Stun by an extra turn for 1 Core Charge)
      (Roll a d100 on use… May have additional effects depending on the ability.)

      Current Learned Effects:

      • (90 - 100): Upgrades to Disintegrate (Twinned Bolt Augment considers both Bolts to be Disintegrate Bolts): (Any Wounds dealt cannot be healed without intensive care by a Saint level healer. Any Critical Wounds dealt cannot be healed without extradimensional assistance)


      Other Abilities End


  •  


  • Red Mist: 25/100 (+10 From Alice Injury)

    (The Mist is Agitated. Tendrils leaking from the box and trying to grab and pull at everything around)

    Mist Encroachment (10/??)
    (IS this good? IS it bad? IS it neither? IS it both?)

    Injuries: N/A



Last Update: 79.4
 
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Now I sleep, as its midnight over here lmao~

Do give Magic a read, there have been changes here andd there to the abilities and such~ So it might be good for you all to have a look at if you want!

If stuff needs balancing, do suggest stuff, you all know I love your feedback!

Nighto all~ Lets get back to writing tomorrow! Muse Up!

PS: Who here remembers what the date of Today happens to be~? Might start adding the date to our chapters to help us keep on track~

EDIT:

Weapons and Equipment CS has been updated with Weapon Action costs. More on that in the next chapter~
 
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Witness! Sheets!

There is in fact an older one under informational but uh... as far as I can tell it's unmaintained.

Yay for having to dig through 6000 words just to find something to edit in that~ The segmented one should be easier to maintain (I hope)~ So it'll stay updated more often!

Will still rely on you all to pick up mistakes and stuffs. You guys are far more vigilent lmao~

Was planning on writing today... but I've spent six hours staring at lines of code and answering questions... I think my brains fried~

Will get to writing tomorrow morning me thinks~ Time for some POV from our favourite Blue~ And maybe some Red stuffs tooo~ We shall seee~

Hugs all! keep on being absolutely amazing!
 
We have MOAR DATA! Huzzah! I half expected to see a sneeky doll just chilling out in one of Fillia's sheets, but it seems to elude us still.
Great job getting these together Blanaa, this will make planning a lot easier to do.
 
Ch 1: Main 74 Part 5 (Combat Revamp, Return to Writing)


A Magical Anomaly



Chapter 74 Part 5






Choice Made:

[x] Purchase Items From N20's Shop
-[x] Magical Audio Book 'Curtana' (5 shards)
-[x] Magical Audio Book 'Grendel' (5 shards)
-[x] Mundane Audio Book 'On Dragons' (1 shard)
-[x] Mundane Audio Book 'On Angels' (1 shard)
-[x] Mundane Audio Book 'Gae Bolg' (1 shard)
-[x] Total Cost: 13 shards
-[x] Morning
--[x] Interaction Option (Effects PEP for Magical Girls (33% Base Chance.) (Effects ??? For Non-Magical Girls (25% Chance) (Specifying Actions / Topics improves chances on a Case by Case Basis):
---[x] Aya
----[x] No need to rush things. Spend time getting to know your "new" friend.
----[x] Thank her for intervening earlier with Mrs. Balamore.
----[x] (If Aya's behavior seems off for any reason, ask what's wrong.)
-[x] Afternoon
--[x] Read a book. (Free Action)
---[x] On Grendel (Magical Audio Book, 50% Chance of Adding +10 to Training Rolls relating to Grendels Arm)
---[x] On Angels (Mundane Audio Book, 40 % Chance of Adding a +10 to Training Rolls relating to Angels Halo)
--[x] Rest and Relax with someone
---[x] Satsuki (Invite her for some cake and ice cream. Hang out. Relax. Have a good time.)
-[x] Night
---[x] On Curtana (Magical Audio Book, 50% Chance of Adding +10 to Training Rolls relating to Curtana)
---[x] Advanced Book on Runes (Roll 1d50 percent additional progress on Advanced Runes) (Currently at 18%)
--[x] Talk to the Assassin.
---[x] Bring more of Mum's cooking. And don't forget about your tea set.
---[x] Ask for more info on the Assassin Guild.
----[x] Reaper called herself the third best assassin. Who are the others? And what abilities do they have?
----[x] She mentioned them earlier but does she know anything more about these 'hunters'?
----[x] Ask her about her own abilities. You should know a good amount of them already but perhaps not everything. Her experience with using poisons for instance was a surprise. You're not asking for every single trump card but a general overview or skills she takes particular pride in. That could be useful.
----[x] How good is she at infiltration, scouting and information gathering?
--[x] Hunt Rifts
---[x] Tier 3
---[x] Tier 4
----[x] Summon Morgana to help you fight in the Rifts for a trial run and see how it works out.





Rolls:

Morning: Aya Interaction Total: 81

Afternoon: Grendel Audio Book Total: 61

Afternoon: Angels Audio Book Total: 77

Night: Curtana Audio Book Total: 71

Night: Advanced Rune Reading Total: 38




Effects:

Major Effects:
- Argent Gains a PEP (New Friendship Acquired)
- Reaper Loyalty Reached 100. May Attempt Recruitment Now.

Minor Effect:
- Gained 38% Proficiency at Reading Advanced Runes (46 Total)
- Gain + 10 to the next Grendel, Angels Halo, Curtana Training Roll.
- Red Mist reset to 0.

Chosen Loadout: [M] Morgana, 1 Guardian, 5 Knights = 15/20 Concentration used




POV: Azure

"Azure-Chan!"

Your eyes snap towards the voice, your expression shifting to a slight smile in an attempt to mask the literal waves of exasperation and annoyance you can feel emanating from you as Aqua skips forwards.

Literally skips… while making sound effects with her mouth….

God, if you didn't dislike her before…

"Aqua…What do you want?"

Your glare only deepens when the Cyan bounces up to you. Stopping an inch from your face with what might have been a cute smirk on anyone else.

"Eh~? Why's everyone so mean~? I can't just talk with my favorite magical girl~?"

Something shifts ever so slightly near you. The faintest warping of the air.

But it ends the same either way. Your Glacial Blade, still sheathed, resting on her neck as you pin her against the wall.

"Don't."

The warping vanishes. And Aqua has the gall to pout at you, her free hand grabbing the sheathes edge and pushing to the side. No struggle, no effort. Just a clean push that sends you stumbling for a moment as her pout becomes a giggle.

"Aww, fine~ No Persuasion then~ Hehe, not like I need it to talk with someone so weak~"

You can only click your tongue at that. Wincing a little to push away the thoughts that her words bring forth. You're weak… But you're getting stronger…

Argent's words of reassurance help push away the negativity as you glare at Aqua, a hand on your blade's handle as she continues to skip and move from side to side.

"Ehhhh? No reaction Azure-Chan? Normally you'd defend your pride or something~ Finally accepting that my Favorite magical girl isn't all she's hyped up to be~?"

You grit your teeth, glaring at the Cyan. But, you take a deep breath. And breathe out the tension like Knight's been teaching you to. Adding a bit of mana to the motion to help push out the negativity.

God you hate Aqua…

Why. Are you here? You shouldn't even be in the city. This is our territory."

"Come on Azure-chan~ I'm independent~ Territories don't mean anything to a freelancer like little old me~ I can go wherever I want~ Whenever I want~ Hehe… As long as the old geezers don't do anything stupid that is. But no one likes them anyway. Not like they can stop me if they tried~"

That's not exactly an answer, but if she's just wandering from city to city… She can't be here for some malicious reason right?

…At least that's what you'd think if you hadn't met Aqua before. Your narrowed eyes make her giggle. And she takes a step forward without a care in the world.

And then she vanishes. Flashing from your honed perception before snapping back into focus, an inch from your face. Both hands occupied with her signature weapons.

A black and white revolver pressing against your barrier. A spade drawn in white on one side while a white heat occupies the handle.

The other, a golden revolver of the same make, pressing against the underside of your chin.

"Boom~ Headshot~ Hehe"

She slides away, melting like ice from your perception again before twirling both weapons as she reappears behind you.

"You really shouldn't question people when they're stronger than you Azure-Chan~ You'll get in their bad books~ And you don't want that with meee! What'd my viewers think if I had to take you down a peg hm? They'd say I was bullying the weak or something, talk about a way to get canceled! We can't have that!"

What is it The Director says? It's like trying to get a stone from blood or something? But you keep glaring at Aqua, even if you can't cut her….

"Are you here for the Leyline?... That's the only reason you'd actually bother coming here…"

You can only grimace when you see her eyes widen. Cyan orbs flickering for a few moments as her cheery smile becomes a deep smirk.

"Oh~ So it is a Leyline? Hehe, D-San was being all hush hush about it, but thank you Azure-Chan!"

She flickers forward, gripping you tight in a hug and giggling in your ear, planting a kiss on your cheek before vanishing and appearing again.

"I had a hunch, but now it's confirmed! My viewers are gonna love this! Oh, oh, Got any updates from the purple one~? The two bit edgy villain that's been mopping the floor with you and poor Argent-chan~? My last Viewer poll wanted me to beat her! I can't let them down!"

…You have to wonder how she even knows you sent the message… you know for a fact that you didn't tell anyone about it, only Argent and you had that conversation… Were you near a camera? Maybe…. Even then, there's no way she should know this… Unless she's already got someone in Security under her thumb already.

You might have to mention that to The Director, if he doesn't already know about it. Maybe he's using whoever she's turned to monitor her? Sounds like a very Director move… always three steps ahead and all that.



POV: The Director
You sneeze. The action is so sudden and unexpected, it causes your phone to fly out of your hands and into your coffee mug on the table.

Your phone then sparks and sputters as you flounder around for a way to get it out without zapping yourself, and by the time you manage to do that…

Your phone is dead.

Your Gacha Rolls! You finally rolled for the Kafka rerun damn it! Ahhhh! You'd spent months grinding stellaron between work periods to get enough to roll!



POV: Azure

You don't like the way she smirks at you. Nor the way she bounces and skips, her skirt flipping up as her outfit does the absolute minimum to keep her modesty intact.

"Heh. Well, I guess you can't expect much from mobs~ It's fine~ I hear you guys seem to encounter her whenever you go on patrol or hunting! I'll just slip past D-san's guards and go do that today or something."

And then, before you can so much as say anything more, she vanishes from your perception again with a twisting of the air and a sharp keening in your head.

It'll be fine… The Director should have safeguards or contingencies in place in case she does exactly that… Though, maybe you should prod Purple with another reminder… With the rumor's you're starting to hear, people are doubting Argent. No doubt Aqua's doing, but something you can't stand for either way.

Argent is strong. Stronger than you. With potential that even surpasses Knight if she trains enough.

You won't let people mock her in the shadows. Especially now that Aqua's here to stir the pot and bring out people's worst. Irritating Cyan that she is.

You should probably also see if you can prod Argent when she's in a better mood… the enmity between the two of them has been around for a while, even before you met your partner… maybe it's time to find out why.



POV: Fillia

Your purple eyes watch the tiny flecks of snow that gently rain down from the warped sky above you.

Hundreds of thousands of tiny, shiny, icy formations that form an endlessly crunchy landscape under your feet as yet more falls.

You reach out a hand, letting a few flakes fall onto the black gauntlets of Grendel before they quickly melt from your body heat.

There's a beauty in that, you're sure. Something poetic about how life is like a snowflake, interconnected, yet so easy to break or something.

All you can think of is how perfect this snowy expanse that is your first rift of the night would be for a magical girl fight or something.

Plenty of hills of different sizes, seeming to get bigger the further from the rift portal you happen to go.

You could totally stand on one of the taller ones as the Magi come through the portal, gathering snow in your hands and crushing it menacingly right as you finish a monologue on villainy and why it's important for the Magi to work together against you.

Unfortunately, you're alone in that thought.

Fortunately, you've got Morgana with you. And while you had to deal with the massive surge of energy that happened when you brought her through the portal and into uh…

The Real World? Can you call it that? That implies that your Castle and stuff isn't real though, and you know it is real…

Right, focus. Mainly, you ran to a rift that was as far as you could from where your rift dumped you and your minion out at.

And so here you are, in a snowy, Tier 3 rift. Found, in a mall in the commercial district of all places. Least it's not a storage cupboard though. Just in the center of a fountain.

You turn a bit to look over Morgana and her group of minions. A quintet of Knights and a single Guardian.

The Knights are rather standard in appearance. With bodies made of wispy blue fog, much more solid looking blue plate armor across their entire form. A large sword in one hand, a heater shield in the other.

They look like the generic fantasy knight in all honesty, and a part of you loves the idea of working alongside them like some villainous princess or something.

You're nowhere near as fragile as said princess, but you can play up the aspect if you ever want Purple to be more annoying you suppose. Azure would probably get rather irritated, and you're sure that Argent would grin and be amused by the act.

The Guardian, is a little bigger than the Knights. Where the Knights sit around your chest, the Guardian's about a head taller than you. Wielding a massive greatshield in place of a weapon with both hands, and with a body and armor that seems much more solid then the Knights, it sticks close to Morgana as she floats gently above the ground.

She makes a sound. A melodic screeching sound before pointing off in a direction.

You get the feeling that's where the core is, and where you can't use your Void cores warping thing to get there immediately, you follow along with Morgana next to you and her knights all around you.

Five minutes pass. Five minutes to the exact second according to your core.

And in that final second. You watch as snow explodes all around you. A massive cloud of snowy fog as figures shift and move, rising from hiding places and hidden areas come a large grouping of sixteen interlopers. Twelve Mesmers, Four Scouts.

And as the fog clears. You feel your eyebrow twitch.

Because there's a Witch, looking down at you from above a snowbank. Metal plates arrayed in tasteful yet effective placements. Coloured a clean, snowy white with mixtures of gray here and there.

A large gap for plates coloured like pale skin. And then bits of oranges and reds edging and drawing the eye.

She also has a hand outstretched and full of snow.

Which she crushes, and then sprays at you. Along with a loud screeching that has the minions start to move.

Well… it's been a while since you've faced a Witch. Time to see how much better you do now.



Combat Revamp Information
Hello all~ Welcome to Combat 201! Or V2… or something like that~

With this restart in writing, and our new CS. Comes a new way to do combat! A hopefully more fluid, more rewarding experience. With new Mechanics and stuff for those of you who want to really plan stuff out~

We have two new resources to spend. Actions and Bonus actions. Doing stuff costs them, and you get all your actions and bonus actions back at the start of a turn~

We've also got Ranges to worry about now~ Ranges are divided into Melee, Short, Medium, Long and Extreme.

At the start of Combat, most enemies start out at Medium Range from you. Though expect a bit of variance in that.

Most of your Weapons, Grendel and Curtana's sword form are Melee Range weapons. As such, you can only use them when an enemy is in said range~

You get to move One range band closer or farther per turn, for free. And you can spend an Action to move an additional range band if you want to.

That said, if you have an enemy in Melee Range with you, and you move out of Melee from them. You will suffer an attack against you. An Attack Of Opportunity you might say~

As you happen to have Two Cores. You get 1 Action and Two Bonus actions per turn. Where the standard would be 1 of each.

So have fun with that~

For the sake of simplicity. At the end of a turn, we roll a d100 for initiative, dictating who goes in what order for this plan~

Will be rolling that after publishing this don't worry.

Think that's it?

TLDR: Ranges are now a thing, Actions and Bonus actions are a thing. All very WIP so suggestions welcome.

Let's get to voting~



COMBAT TURN 1 PLANNING

Current Actions: 1
Current Bonus Actions: 2

Fia Wounds:

0 Minor
0 Major
0 Critical

Morgan Wounds:

0 Minor
0 Major
0 Critical

Morgana Minon's:

5 Knights ( 2 x Short Range, 3 x Medium Range)
1 Guardian (1 x Melee Range)



Ally Positioning:


Morgana (Melee Range)






Ranges:

Mesmer Minion Group 1 (x 4): Medium Range
Mesmer Minion Group 2 (x 4): Medium Range
Mesmer Minion Group 3 (x 4): Medium Range
Scout Minion Group 4 (x 4): Long Range
Witch (Flame Variant): Long Range


Angels Halo Foresight Prediction:

Minion Group 1 Will likely move to Short Range, Then Consume 1 Action to Dash to Melee Range
Minion Group 2 Will likely move to Short Range, Then Consume 1 Action to Dash to Melee Range
Minion Group 3 Will likely Consume 1 Action to Swipe (Multi Attack x 4, Base 50% hit chance) at Knights (x 3) in Melee Range with them.
Minion Group 4 Will likely Consume 1 Action to Shoot Light Rifle (Multi attack x 4, Base 66% Hit chance) at Knights x 2
Witch (Flame Variant) Will likely attempt to Maintain Long Range (Consume a Movement action if required) and Consume an Action to Summon Flame Drone (Roll a d5, Summon controllable Drones up to that Number) (Can be Interrupted with an attack that deals at least 2 Minor wounds)


Movement Action (Free):

[x] Move Closer

[x] Move Farther

[x] Stay at Current Range


Fia Actions Note (See Segmented CS for details):

[x] Consume Action to move an additional Range Band (Closer / Farther) (Pick one)

[x] Shoot Gae Bolg's Beam Cannon at a Minion Group (Pick a Target( Short Range = 60%, Medium Range = 66% Base Chance, Long Range = 75% Base Chance) (Light Armor vs Medium Armor Pierce = + 10 to Roll) (On Kill, Refund action and shoot again) (If Group is Killed, Move onto the next one on the list Vertically) (Costs 1 Action to Fire, Consumes 1 Charge)

[x] Shoot Gae Bolg's Beam Cannon at the Witch (Non-Minion Target, Active Shield (Short Range = 50% Base Chance, Medium Range = 45% Base Chance, Long Range = 40% Base Chance) (Shield unbroken = Heavy Armor vs Medium Armor Pierce = -10 to Roll) (On Kill, Refund action and shoot again) (If Group is Killed, Move onto the next one on the list Vertically) (Costs 1 Action to Fire, Consumes 1 Charge) (On Hit, Deals a Minor Wound)

[x] Shoot Gae Bolg's Rail Cannon at a Minion Group (Pick a Target( Short Range = 45% Base Chance, Medium Range = 50% Base Chance, Long Range = 65% Base Chance) (Light Armor vs Heavy Armor Pierce = + 15 to Roll) (Costs 1 Action to Fire, Consumes 2 Charge and 5 Shards) (+ 20 to Injury Chance)

[x] Shoot Gae Bolg's Rail Cannon at the Witch (Non-Minion Target, Active Shield) (Short Range = 40% Base Chance, Medium Range = 45% Base Chance, Long Range = 55% Base Chance) (Shield unbroken = Heavy Armor vs Heavy Armor Pierce = + 10 to Roll) (+ 10 due to Shield being unbroken) (Costs 1 Action to Fire, Consumes 2 Charge and 5 Shards) (+ 20 to Injury Chance) (On Hit, Deals a Major Wound)

[x] Shoot Curtana's Sonic Cannon at a Minion Group (Pick a Group (Melee Range = 75% Base Chance, Short Range = 50% Base Chance, Medium Range = 40% Base Chance, Roll separately for each enemy in the group as the Cannon is AOE) (Sonic Weapon, Ignores Physical Armor = + 5 To Roll) (Costs 1 Action to Fire and Consumes 10% Charge) (On Hit, Deals a Minor Wound)

[x] Shoot Curtana's Sonic Cannon at the Witch (Non-Minion Target, Active Shield) (Melee Range = 85% Base Chance, Short Range = 45% Base Chance, Medium Range = 30% Base Chance) (Sonic Weapon, Ignores Physical Armor = + 5 To Roll) (Sonic Weapon, 10% Chance of Bypassing Shield, Dealing a Minor Wound, even on a Miss) (Costs 1 Action to Fire and Consumes 10% Charge) (On Hit, Deals a Minor Wound)

[x] Swing Curtana's Sword Form at a Minion Group (Pick a Group (Melee Range = 85% Base Chance) (Exploding Dice) (Sonic Weapon, Ignores Physical Armor = + 5 To Roll) (Costs 1 Action to Swing and Consumes 5% Charge) (On Hit, Deals a Minor Wound)

[x] Swing Curtana's Sword Form at the Witch (Non-Minion Target, Active Shield) (Melee Range = 85% Base Chance) (Multi attack x 2) (Sonic Weapon, Ignores Physical Armor = + 5 To Roll) (Magical Shield = - 10% Chance to Hit) (Sonic Weapon, 10% Chance of Bypassing Shield, Dealing a Minor Wound, even on a Miss) (Costs 1 Action to Swing and Consumes 5% Charge) (On Hit, Deals a Minor Wound)

[x] Punch with Grendel's Arm Blast Gauntlets at a Minion Group (Pick a Group (Melee Range = 75% Base Chance) (Pick X number of Charges to Consume, Each charge is an additional Attack) (Light armor vs Light Armor Pierce = + 10 to Hit Chance) (Costs 1 Action to Punch and Consumes X Charge) (On Hit, Deals a Minor Wound)

[x] Punch with Grendel's Arm Blast Gauntlets at the Witch (Non-Minion Target, Active Shield) (Melee Range = 75% Base Chance) (Pick X number of Charges to Consume, Each charge is an additional Attack, Additionally, May assign Y charges to Boost Attack Armor Pierce ( 2 Charges Per attack = Medium Armor Pierce, 3 Charges per Attack = Heavy Armor Pierce)(Shield unbroken = Heavy Armor vs Light Armor Pierce = - 20 to Roll)(Costs 1 Action to Punch and Consumes X * Y Charges) (On Hit, Deals a Minor Wound)


Fia Weapon Bonus Actions / Abilities (See Segmented CS for Details)


Gae Bolg Abilities

[x] Gae Bolg Mutation Δ: (Magical Disruptor) ( Consumes 1 Bonus Action)


Curtana Abilities

[x] Curtana Sword Form Graceful Deflection: (Consumes 2 Bonus Actions)

[x] Curtana Sword Form Dimension Cut: (Consumes 2 Actions)

[x] Curtana Sword Form Mutation ∞: (Severing _____ ) (Free Action to Toggle a Part)

[x] Curtana Sword Form Kineticist: Nova: (Consumes 1 Bonus Action)

[x] Curtana Sword Form Kineticist: Lightspeed Thrust: (Consume 1 Bonus Action)

[x] Curtana Sword Form Kineticist: Ignition: (Consume 1 Bonus Action)

[x] Curtana Sword Form Kineticist: Impact Addition: (Consume 2 Bonus Action and Variable KE)

[x] Curtana Sword Form Kineticist: Accelerated Parry: (Free Action)


Grendels Arm Abilities

[x] Grendel's Arm Rip and ____: (1 Bonus Action, Variable Charges)

[x] Grendel's Arm Blast Wave: (1 Bonus Action, 1 Charge)

[x] Grendel's Arm Imbuement: (1 Bonus Action, 1 Magical Grenade)

[x] Grendel's Arm Mutation Δ: (True Parry): (1 Bonus Action)

[x] Grendel's Arm Mutation β: (Concussive Propulsion): (1 Bonus Action)




Fia Core Abilities (See Segmented CS for Details):


Chrono Core Abilities

[x] Chrono Core Reset: (1 Chrono Charge, 1 Bonus Action)


Void Core Abilities

[x] Void Core Surge: (X Void Charge, 1 Bonus Action)

[x] Void Core Void Ranger: (1 Void Charge, 1 Bonus Action)

[x] Void Core Void Stalker: (Half of Void Charge Remaining, 2 Bonus Actions)

[x] Void Core Lightning Surge: (1 Void Charge, 1 Bonus Action)

[x] Void Core Lightning Bolt: (2 Void Charge, 1 Bonus Action)

[x] Void Core Lightning Arc: (1 Void Charge, 1 Action to cast, 1 Bonus action to maintain)




Neutral Abilities

[x] Overcharge: (Free action, Must use another Core Ability) (See Old CS for details)

[x] Conversion: (1 Bonus Action, 4 Core Charge of Specific Type) (See Old CS for details)


Ally Actions (Morgana)

[x] Set Stance to Aggressive (Will Focus on Offensive actions, Increasing Minion Success Chances by +10 for all Actions) (Deal 1d(ENEMYCOUNT) Minor Wounds to A Random enemy Group)

[x] Set Stance to Defensive (Will Focus on Defensive actions, Decreasing Minion Wound chances by +10 for the turn) (Deal 1d(ENEMYCOUNT/2) Minor Wounds to a Random enemy Group)

[x] Set Stance Focus (Target) (Will focus on the target, Boosting Success Chances against then by 5 and rolling 1d4 attacks against them with a base 66% Chance to hit) (Pick an element: Fire, Ice, Earth, Wind)

[x] Set Range (Range) (Consume movement action to move by one Range Band)


Ally Actions (Knights) (Effects all Knights)

[x] Set Stance to Aggressive (Base 50% Attack Chance becomes 60%) (1% Chance of Deflecting a Wound you would take)

[x] Set Stance to Defensive (Base 50% Attack Chance becomes 45%) (5% Chance of Deflecting a wound you would take)

[x] Move to Range (Range) (Effect Independant, Knight 1 (Short Range), Knight 2(Short Range), Knight 3 (Medium Range), Knight 4 (Medium Range). Knight 5 (Medium Range))


Ally Actions (Guardian) (Effects all Guardians)

[x] Set Stance to Aggressive (Base 5% Attack Chance becomes 10%) (20% Chance of Deflecting a Wound you would take)

[x] Set Stance to Defensive (Base 5% Attack Chance becomes 1%) (33% Chance of Deflecting a Wound you would take)

[x] Move to Range (Range) (Effect Independant, Guardian 1 (Melee Range)









So much for an early chapter lmao~

But here we are, back again~ And with a chonker worth of planning for all you numbers... voices? Eh, Lots of things for you all to play around with, this revamp should let you play a bit more strategically hopefully~ And let you break more things if you play it right~

Have fun all~ Can't wait to write more~ You'll have till sunday for this, as there's a bit of planning to do on your end. Either Sunday or depending on the amount of voting, maybe earlier~

God I need to get my character voices back, this chapter fought me to write lmao. But it is done! And rather suitable too~

Now to shower and eat. Feel free to hit me with as many questions as you want, Always happy to explain things more for all you lovely people! Hugs all!
Blanaa threw 1 100-faced dice. Reason: Fia Initiative Total: 31
31 31
Blanaa threw 1 100-faced dice. Reason: Morgana Initiative Total: 39
39 39
Blanaa threw 1 100-faced dice. Reason: Witch Initiative Total: 74
74 74
Blanaa threw 5 100-faced dice. Reason: Knights Initiative Total: 372
77 77 74 74 64 64 75 75 82 82
Blanaa threw 5 100-faced dice. Reason: Minion Group Initiative Total: 207
6 6 24 24 70 70 87 87 20 20
Blanaa threw 1 100-faced dice. Reason: Guardian Initiative Total: 34
34 34
 
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Wow. I was pretty ambivalent to Aqua before this update. Now she's really asking to get stomped harder then Azure ever has.

Morgana (Melee Range)

Wait WHAT? Why is our mage in melee range at all? Or wait. Is that in comparison to where Filia is positioned? If so, that makes a bit more sense.
 
@Blanaa the positioning is already confusing me. If we're utilizing distances you may want to consider using a grid format. Everyone on the same space is considered melee range, then the next space is short, then medium, then long etc.

Example: Filia (A1), Morgana (A1), Guardian (A1)
Ally Knights x2 (A2) Ally Knights x3 (A3)

Enemies starting at (A5 or 6) etc.
 
Those Initiative rolls at the end are for this turn?
If the minions and knights have been rolled in order and their aren't any modifiers the Initiative order is something like this. Though our guardian doesn't have a roll and their are rolls for 5 groups of minions but I can only see 4 groups of minions, thats either a mistake or theres annother group hiding somewhere.

87 Enemy minion 4 (scouts)
82 Knight 5 (Medium Range)
77 Knight 1 (Short Range)
75 Knight 4 (Medium Range)
74 Knight 2 (Short Range)
74 Enemy Witch
70 Enemy minion 3 (mesmers)
64 Knight 3 (Medium Range)
39 Morgana
34 Guardian
31 Filia
24 Enemy Minion 2 (mesmers)
6 Enemy minion 1 (mesmers)

Edit Initiative now has guardian and minion 5 is gone.

I think a grid would look something like this. Red arrow indicates an attack otherwise the minions are just moving. So scouts attack the knights at short range, Mesmers 1 and 2 want to charge past all of the knights (taking lots of attacks oppertunity I think) to get into Melee with the guardian Filia and Morgana. Mesmer 3 fights attack the 3 knight it's already next to.
Long rangeMedium rangeShort rangeMelee
Scout --------------------------------------------------------------------------------------------------------->Knight X2
WitchMesmer 1 ------------------------------------------------------------------------------------------------>
Mesmer 2 ------------------------------------------------------------------------------------------------>
Guardian
Mesmer 3Filia
Morgana
Knight X3
 
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Wow. I was pretty ambivalent to Aqua before this update. Now she's really asking to get stomped harder then Azure ever has.



Wait WHAT? Why is our mage in melee range at all? Or wait. Is that in comparison to where Filia is positioned? If so, that makes a bit more sense.

Aye. It's all based around Fia for the sake of simplicity.

Think of it like a series of circles around Fia. Each circle gets further away from her to signify a different range band.

Enemies can move closer and further from you at one circle at a time. Or two.

Morgana is in Melee with you, as she is right next to you. The Witch is at Long Range from you, as in a distance away.

It'll be confusing at first. Sorry about that. May need to give some visual examples for it. Which I'll do tomorrow probably.

But yes. Distances are all based around Fia being the center.
 
Those Initiative rolls at the end are for this turn?
If the minions and knights have been rolled in order and their aren't any modifiers the Initiative order is something like this. Though our guardian doesn't have a roll and their are rolls for 5 groups of minions but I can only see 4 groups of minions, thats either a mistake or thers annother group hiding somewhere.

87 Enemy minion 4 (scouts)
82 Knight 5
77 Knight 1
75 Knight 4
74 Knight 2
74 Enemy Witch
70 Enemy minion 3 (mesmers)
64 Knight 3
39 Morgana
31 Filia
24 Enemy Minion 2
20 Enemy minion 5 ???
Enemy minion 1 (mesmers)

I think a grid would look something like this. Red arrow indicates an attack otherwise the minions are just moving. So scouts attack the knights at short range, Mesmers 1 and 2 want to charge past all of the knights (taking lots of attacks oppertunity I think) to get into Melee with the guardian Filia and Morgana. Mesmer 3 fights attack the 3 knight it's already next to.
Long rangeMedium rangeShort rangeMelee
Scout --------------------------------------------------------------------------------------------------------->Knight X2
WitchMesmer 1 ------------------------------------------------------------------------------------------------>
Mesmer 2 ------------------------------------------------------------------------------------------------>
Guardian
Mesmer 3Filia
Morgana
Knight X3

Correct!

Have a cookie!

...I may use this grid to better represent positioning, very smart way of doing it. You and Mura both give excellent ideas to incorporate.

Edit: Blana dumb and forgot to roll Guardian Initiative. Adding now. Ignore thr last minon roll, I hit the button too many times~
 
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Is there a reason why there are two identical copies of the same thing in the new Character Sheet?


Also, this invisitext shouldn't be there, right?

Shhhhh.... I haven't fixed that yet lmao. Might have copy pasted by accident. To be fixed! Thanks for catching that!

Ignore the invisitext it's there to help me find sections in the code when I edit it.
 
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More questions:
Which Knights are which? Is it knights 1 and 2 at short range and the others at medium?
Do the stances for the knights, Guradian and Morgana start immediately or do they start once they've gotten to their turn in the inititive?
Is there a limit on the number of attack of opportunity a unit can make per turn?
Whats the range on throwing our grenades?
Is there an order you have to do your actions in? E.g can you attack and then move. Can you use a bonus action to throw a grenade, then move then attack.

Only the scouts and Mesmer group 3 are able to attack anything this round unless we move closer first so I think we should stay put. Could move further away but then Mesmers 1 and 2 might decide to fight the knights instead of charging us and taking many attacks of opportunity. Maybe back just Fila up so all the Mesmers are at long range for the beam cannon.

Knights at short range should probably move up to fight the mesmers. The others probably probaly depend on the attack of opportunity question.
 
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More questions:
Which Knights are which? Is it knights 1 and 2 at short range and the others at medium?
Do the stances for the knights, Guradian and Morgana start immediately or do they start once they've gotten to their turn in the inititive?
Is there a limit on the number of attack of opportunity a unit can make per turn?
Whats the range on throwing our grenades?
Is there an order you have to do your actions in? E.g can you attack and then move or use a bonus action to throw a grenade, then move then attack.

Only the scouts and Mesmer group 3 are able to attack anything this round unless we move closer first so I think we should stay put. Could move further away but then Mesmers 1 and 2 might decide to fight the knights instead of charging us and taking many attacks of opportunity. Maybe back just Fila up so all the Mesmers are at long range for the beam cannon.

Knights at short range should probably move up to fight the mesmers. The others probably probaly depend on the attack of opportunity question.

Knight ordering is correct! 1 and 2 are short range, the rest are medium.

Stances start once their turn starts and last until you change them~

A unit can make one Opportunity Attack each turn.

Grenades are medium range throwables, so anything Long and above can't be hit without moving.

Movement and actions are Interchangeable. No set order to them.
 
I would suggest something like this then

[] Knights - Set Stance to Aggressive (Base 50% Attack Chance becomes 60%) (1% Chance of Deflecting a Wound you would take)
- Knights 1 and 2 Move to Range (Medium)
[] Guardian - Set Stance to Defensive (Base 5% Attack Chance becomes 1%) (33% Chance of Deflecting a Wound you would take)
[] Morgana - Set Stance Focus (Mesmer 3) (Will focus on the target, Boosting Success Chances against then by 5 and rolling 1d4 attacks against them with a base 66% Chance to hit) (Pick an element: Fire, Ice, Earth, Wind)

Filia
-[] Flashbang Mesmer 3
-[] Move Farther
-[] Shoot Gae Bolg's Beam Cannon at a Minion Group (mesmer 3) (Mesmer Short Range = 66%, Medium Range = 60% Base Chance, Long Range = 75% Base Chance) (Light Armor vs Medium Armor Pierce = + 10 to Roll) (On Kill, Refund action and shoot again) (If Group is Killed, Move onto the next one on the list Vertically) (Costs 1 Action to Fire, Consumes 1 Charge)

We have a spare bounus action still but I dont have a good use for it. Could spend it lightning bolting something but I dont know that I want to spend the void charge.

Knights move up and fight, in aggressive stance becasue Filia wpn't be taking any wounds this round, Guardian and Morgana stay put so the mesmers spend there action moving to them, Guardian in defensive stance because its not good at attacking anyway and it might let it take a wound from Mesmer 1 or 2 for us next round. Morgana goes after everyone who can attack apart from Filai so focusing Mesmer 3.
Filia flashbangs Mesmer 3 and then runs away maneuvers to get to long range for better beam cannon odds on all the Mesmers. Mesmer 3 is focused so that all the Knights can move up next round and attack the scout and witch without taking attacks of oppertunity. Also if they die Filia can start shooting the other Mesmers so thats fine.
Do we pick targets for the knights or do they just randomly attack whatevers in range?
 
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Wow. I was pretty ambivalent to Aqua before this update. Now she's really asking to get stomped harder then Azure ever has.

Stomped? I'll accept that, but frankly I'm 100% willing to let her be the next Red Mist casualty, and makes me reconsider investing into a lethality build.
 
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