LostDeviljho's Soft Mechanics Breakdown, A.K.A.: Magnets Tail Red, how do they work?
In which I'm going to go through things piece by piece and expand on the soft mechanics of Tail Red's sheet. Hard Mechanics tell you what they do, this will tell you how they do it.
Blazer Blades
Level 10
Attacks Per Turn: 6
Affinities: Twintails
Ability: Critical Strike | Protean | Twintails Boost
The basic weapon, holding three abilities.
Critical Strike: This functions as a sort of passive auto-aim, allowing the blades to hit the right areas at the right angles to exploit weak-points in the opponent. It doesn't trigger all that often for Hong, because Guildys don't typically have a lot of critical organs to stab.
Protean: Protean is an ability that can transform into other abilities from a set list. In this case, it is tied to Tail Red's ability to hotswap affinities, and mutates according to the current active affinity.
Twintails Boost: A particular suitability for the Twintails affinity. When the affinity is equipped, the magic of these weapons is enhanced, doubling their power output.
Aura Pillar
-A single targeting beam that also serves as a barrier, may fail if target's health is above 45%
Level 5
Base Damage: N/A
Magic Modifier: N/A
Affinity: Hope
Ability: Bind | Homing
A utility spell that manifests as a flash of light fired up into the air, before returning as a column of light from the sky that strikes and entraps a target. It possesses two abilities:
Bind: The pillar is a solid cylinder of hard light, which conforms to the shape of objects and entities inside it when initially striking, but has no give to it, preventing further movement by the target once entrapped. The durability of a pillar scales relative to the target's HP, but if the target is sufficiently healthy they may be able to overpower the durability of the pillar and break free.
Exploits:
- Instant Architect: Firing Aura Pillar without an entity targeted will create hard-light pillars that can be used as obstacles and impromptu barricades. Without a specific target to scale to, their durability is roughly that of an equivalent volume of glass.
Homing: The reason for the two-stage manifestation of the spell, the projectile first assumes a high vantage point, locks on to the target and calculates trajectory and compensates for evasive maneuvers, then fires the beam, making this spell extremely difficult to evade.
Exploits:
- In Your Face!: Aura Pillar's initial blast may be fired directly at a target, rather than at the sky. Doing so negates the target-assist properties of homing in exchange for negating the "lag" of the two-stage casting and speeding up the spell.
Grand Blazer
-Unlocks the Blazer Blade's full potential. Brake Release must be in effect
Level 5
Base Damage: 250
Magic Modifier: 125
Affinity: Twintails
Ability: Protean
A spell that is, fundamentally, a rocket-assisted high jump followed by a flaming drop-slash. Its secondary effects are variable, tied to its only ability:
Protean: Protean is an ability that can transform into other abilities from a set list. In this case, it is tied to Tail Red's ability to hotswap affinities, and mutates according to the current active affinity.
Twintail Assault
-Tail Red generates a copy of herself, attacking from two directions at once.
Level 7
Base Damage: 525
Magic Modifier: 350
Affinity: Twintails
Ability: Double Hit
Tail Red appears to slip into duplicates, each with a single ponytail, and strikes from two separate directions. Its ability is:
Double Hit: The true nature of this spell is a "speed illusion", using an incredible burst of speed to appear as though tail red is in two different places performing two different attacks with near simultaneity.
Exploits:
- Double Team: By forgoing the actual attack portion of the spell, the user may focus entirely on the "speed illusion", greatly increasing the chance that incoming attacks will miss for that turn.
Ignition Rush
-Engine output to full! Charge! Adds spell level to Sprint's level for one turn, raises High Speed Combat as necessary.
Level 3
Base Damage: 150
Magic Modifier: 150
Affinity: Twintails
Ability: Boost-Self | Accelerator| Single Turn Effect
This spell manifest as a massive burst of acceleration. The damage is applied to an attack made as part of this burst, be it a running slash or a football tackle. It possesses three abilities:
Boost-Self: A meta-textual ability, denoting the effects of the spell are self enhancement.
Accelerator: The spell shunts additional power into the mechanisms powering Tail Red's Sprint ability, overcharging it to greatly boost its output.
Single Turn Effect: An ability denoting a hard limit on the duration of the ability. At its current level of development, the spell can only maintain its increased power for about 10 seconds.
Exploits:
- Engine Brake: Use Ignition Rush when knocked back to reverse your trajectory, and get back on your feet.
- Rocket Jump: Use Ignition Rush as you jump for a boost in velocity, giving significant distance.
Tail Assault Level 3
-Tail Red's ability to resist incoming damage. Edit as necessary for active Affinities.
The ability controlling Tail Red's Resilience. It manifests as magic permeating her body, reinforcing it to take proportionally greater force to damage. It seems as though the right affinity may unlock something more...
Tail March Level 6
-Tail Red's ability to survive blows. Edit as Necessary for Active Affinities.
The ability controlling Tail Red's Health. It manifests as magic permeating her body, bolstering her vitality and allowing her to persevere despite injuries. It seems as though the right affinity may unlock something more...
Brake Release
- For two turns, Tail Red can release her energy to give a 200% boost to her MM. However, Grand Blazer must be used the following turn.
Tail Red temporarily releases the limits on her magical power output, allowing her to put significantly more magic behind any given action. A flaw in the process, however, means that the magical channels responsible for the activation of the Grand Blazer spell will flood after a short while, forcing the spell to activate and triggering the reactivation of the automatic power limiters.
Sprint: Level 8
-Tail Red has a footspeed of 80 mph.
This ability uses the jet engines normally used to enhance the jump of Grand Blazer to enhance grounded movement, allowing Tail Red to achieve and maintain a footspeed of 80 mph almost indefinitely.
High Speed Combat (Level 1)
-Tail Red is able to track objects moving up to 90 mph.
An ability that increases the limit of what Tail Red can perceive and react to. Increases mental processing speed and marginally increases physical reflex speed. Notably, is not experienced as a "slow-mo" or "bullet time" effect, and simply increases the limits of one's perception. Fast objects are still just as fast, they simply aren't "too fast".
Light Red
-Tail Red has access to 50% of her base stats in civilian form.
An echo of the magical reinforcement that sustains Tail Red, applied to the civilian body.
Transient Engine: R.
-Allows Tail Red to superficially copy the Affinities and Abilities of certain defeated enemies. During battle, at any time, Tail Red may replace her Twintails Affinity with any copied Affinity in order to activate those abilities
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.-_¯. ¯░▒▓█▀▄█▓▒░ _-¯.~
▄ ▀ _ ¯ ■
[Now what do we have here?]
Subsection: Affinity Shards
DOLL:
Transience Part: DOLL
-Allows the user to store energy in inanimate objects and use them as temporary stat boosts as long as Transience: DOLL is equipped.
DOLL allows pouring magic (specifically, the results of an MM roll) into an inanimate object. An object so charged can have the magic extracted and added directly to any stat for the duration of one action.
Doll - (Replace Protean on Grand Blazer and Blazer Blades with Mana Charge and Stagger, respectively.)
DOLL allows Grand Blazer to be held back upon activation, charging up it output. The charge can be released at any time, but must be once it reaches maximum possible output.
The Blazer Blades release concussive pulses of magic on impact, which may temporarily stun a target they hit.
Exploits:
- Mana Batteries: Using DOLL to store the MM while Brake Release is active for later use.
- Passive Charge: Forgo adding MM rolls to Tail Red's attacks in order to store them with DOLL as part of the same action.
- Stalling: DOLL can delay the involuntary casting of Grand Blazer after the use of Brake Release, as so long as the user begins charging the spell on the correct turn, the requirement will be satisfied.
REDHEAD:
Transience Part: REDHEAD
-Allows the user to make enemies unable to perceive a specific color, as long as Transience: REDHEAD is equipped.
A mental illusion effect that allows one to designate a target and render them utterly unable to perceive a color of your choice. To them, any instances of this color are completely invisible, and effectively transparent. There is no limit on the duration of this effect or number of afflicted targets, beyond the necessity that REDHEAD remain equipped.
Red hair - (Replace Protean on Grand Blazer and Blazer Blades with Blind and Ray, respectively.)
REDHEAD Grand Blazer's flames become a blaze of searingly bright prismatic colors, which temporarily blind those who look at them.
The Blazer Blades gain an on-hit speed boosting effect that allows them to chain into a seamless combo, emulating a single, continuous assault.
Exploits:
- The Invisible Blade: Using REDHEAD to render the opponent blind to the color of the Blazer Blades makes them extremely difficult to negate or intercept.
BOOT:
Transience Part: BOOT
-Allows the user to ignore terrain modifiers while moving as long as Transience: BOOT is equipped.
BOOT's effect is twofold: First, a passive enhancement to balance, dexterity, and reflexes. Secondly, a thin, skintight layer of magic that modifies friction properties and insulates against environmental damage from the terrain. Together, they allow freedom of movement accross nearly any terrain that is theoretically traversable.
Boot - (Replace Protean on Grand Blazer and Blazer Blades with Knockback and Batter, respectively.)
BOOT combines the dropping strike of Grand Blazer with an explosive blast of concussive force, blasting anything near the impact point out and away from Tail Red.
The Blazer Blades gain a resonant vibration effect that has a small chance to temporarily stun the target, and may cause internal injuries that impede both their offensive and defensive capabilities.
Exploit:
- Parkour!: Using Ignition Rush and Boot in tandem allows running along vertical surfaces, such as walls.
- With training, may evolve into a full ability.
COAT:
Transience Part: COAT
-Incoming attacks have a 50% chance of being deflected as long as Transience: COAT is equipped.
A protective field of energy that coats the user, its power dips and spikes somewhat erratically. Attacks impacting the shell during a strong phase will simply bounce off, while during a weak phase they may punch through without issue.
Coat - (Replace Protean on Grand Blazer and Blazer Blades with Vacuum and Intercept, respectively.)
COAT Grand Blazer generates a gravity vortex, sucking in and entrapping enemies where the falling strike of the spell will hit.
The Blazer Blades gain an ability to link themselves to an incoming attack, causing both strikes to mutually attract and impact each-other, with the stronger overwhelming the latter.
Exploits:
- ???: With training, the protective ability offered by COAT may evolve to become more consistent.
- Twin Blade Parry: When Intercepting defensively, Instead of only linking one Blazer Blade to the attack, the user may link both. This falsifies Double Hit for the Intercept conflict.
CHUUNIBYOU:
Transience Part: CHUUNIBYOU
-Allows the user to teleport behind any combatant once per turn as long as Transience: CHUUNIBYOU is equipped. Activates the Alternative Transformation "Tail Infrared"
Activates the
Alter Ego: Tail Infrared. Mechanically the differences between Tails Red and Infrared are negligible. The differences are primarily cosmetic and mental.
Tail Infrared is physically 16 or so, rather than Tail Red's 8-ish, and as such is taller, with a bit more reach and stride length. Mentally, the CHUUNIBYOU affinity operates as a cognitive filter, slipping her into a more edgy, dramatic persona. Fundamentally, Tail Infrared's personality is an alternate expression of Hong's own.
Tail Infrared's alternate transformation supersedes the other effects of the CHUUNIBYOU shard on Tail Red, unless the transformation is suppressed. Ability differences are as follows:
Sprint does not utilize physical jet engines, and instead manifests as a more nebulous speed boost, and a shadowy distortion around her while in motion.
She posesses the ability
Teleports Behind U
Teleports Behind U: Level X
-Tail Infrared may teleport behind any combatant on the field X time per turn.
Both this, and Tail Red's equivalent granted by the CHUUNIBYOU shard operate in the same manner: They vanish in a swirl of fire, reappearing in a location behind their chosen target, so long as that location is not occupied by a solid object. In truth, the flames are not real flames, but a visual effect caused by the space-warping effect that allows the teleportation.
The user may choose the physical position, their pose, the direction they are facing, and whether (or how much) momentum is retained on their arrival.
Exploits:
- Back Step: The user may target themselves with their own teleport, allowing them to move behind themselves to gain distance or reposition.
- And Do It Again!: Using the above exploit in combination with Ignition Rush, the user may strike a target then immediately teleport behind themselves to strike the target again while the acceleration still continues, effectively falsifying Double Cast (or greater versions thereof, with sufficient teleports). This may also be used to spread the attack across several targets.
- Missed A Beat: User may choreograph attacks to force the target to react, then teleport and attack in a different way. This can prevent Interception and parrying by slower/less skilled opponents.
Chuunibyou - (Replace Protean on Grand Blazer and Blazer Blades with Murder and Mangle, respectively.)
The flames of CHUUNIBYOU Grand Blazer turn a deep red, almost black color. They will cling to the target and continuously eat away at it until dispersed by healing magic sufficient to revert all damage they, and the attack that spawned them, caused.
The Blazer Blades (or Inferno Sabers, whichever you prefer), gain a magical coating that might best be described as "rip and tear" flavored. Attacks that strike with this coating may cause grievous wounds tainted with malignant energy, which interfere with both physical and magical healing until the wounds themselves are removed.
SADISM:
Transience Part: SADISM
-Every landed attack gains +10% Base Damage as long as Transience: SADISM is equipped.
An infusion of hostile, violent magic. When it strikes a target, it surges in an effort to deal more damage to them, with each additional strike whipping it further into a frenzy.
Sadism - (Replace Protean on Grand Blazer and Blazer Blades with Juggernaut and Execute, respectively.)
SADISM Grand Blazer is not any
stronger, as such, but its flames are infused with an aggressive power that burns away at the target's defenses, allowing the spell to strike down even harder targets.
The Blazer Blades, meanwhile, thirst for blood, and gain a layer of magic that reacts to targets that are already wounded, sharpening the blades to strike them down more easily.
TRICKERY:
Transience Part: TRICKERY
-Allows the user to make a statement and have it be initially taken as true without fail so long as Transience: TRICKERY is equipped.
A mental interference effect that forces a target to initially take a statement made as true. No statement is unable to be used with this ability, however it does not insure against "second thoughts", and thus the more implausible a claim is, the less likely it is to remain believed for long. This ability cannot effect mindless entities or creatures that cannot comprehend the statement.
Trickery - (Replace Protean on Grand Blazer and Blazer Blades with Protean.)
The TRICKERY fragment is exceptionally mutable, rendering Grand Blazer and the Blazer Blade able to select any ability that another affinity would grant them from their respective lists. (Grand Blazer cannot equip an ability an affinity would grant to the Blazer Blades, and vice versa.)
These abilities may be swapped out on a per-action basis, meaning every attack made can potentially have a different Protean ability.
Exploits:
- Look out behind you!: Use a "lie" that prompts reflexive action ("Behind you!", "What's that over there?", etc.) as a feint to open an opponent's guard and sabotage their reactions.
TRANSIENCE:
Transience Part: TRANSIENCE
-Body Modifiers and Status effects last no longer than the turn they are applied while Transience: TRANSIENCE is equipped.
A temporal effect that causes significant wounds, ailments, and magical debuffs to fade away over the course of a turn. Not a form of temporal reversion, but rather "skipping them ahead" to the point where those effects have expired.
Transience - (Replace Protean on Grand Blazer and Blazer Blades with Catastrophic Damage and Priority Boost, respectively.)
TRANSIENCE grants Grand Blazer a twofold effect: Firstly, a passive auto-aim similar to the Blazer Blade's Critical Strike, but overclocked massively; if the attack lands at all, it is nearly guaranteed to strike somewhere vulnerable. Secondly, a magic effect that reacts when a wound is dead, bursting out to exacerbate the injury, turning slashed limbs into removed limbs, and fractured bones into shattered ones.
The Blazer Blades, meanwhile, grant their wielder a minor temporal acceleration effect. Not enough to significantly change their effectiveness, but enough to make them just slightly quicker on the draw, faster to react.
HUGS:
Transience Part: HUGS
-Allows the user to continue a grapple after separating from a target as long as Transience: HUGS is equipped.
HUGS allows the user to generate spectral limbs when they grapple someone, invisible but tangible to their target. These limbs can extend with no known limit while still maintaining their grip on their target, allowing the user to disengage from their target whilst still keeping them restrained.
Hugs - (Replace Protean on Grand Blazer and Blazer Blades with Unerring and Auto Grapple, respectively.)
HUGS Grand Blazer benefits from a form of automatic, subconscious calculation that compensates for variable which might cause the attack to miss. Unless directly and specifically reacted to, the spell will not fail to hit.
The Blazer Blades gain an ability to generate ethereal tendrils when they strike a target, automatically lashing out to grab and entangle the struck target. While the HUGS shard is equipped, these tendril have all the same properties as the spectral limbs.
Exploits:
- Blade Whip: User may use the spectral limbs of HUGS to wield their weapons at range.
- Get Over Here!: Use an established connection to drag an opponent into the path of an attack, foul a dodge attempt, or just yank them into melee.
Two notes, in closing: Firstly, as y'all gain new things, I'll update this post.
Secondly, there are a number of soft exploits in here that I had to hold myself back from noting down because Hong hasn't found them yet. It's gonna be your job to find them, and figure out new ones.