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Between the Dreamworlds: Savers of the Apocalypse Chapter 2 - Blight


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The violent reaction of the reuniting of the balls ripped the six of them from their spot on the grass. They landed back in the dark room they were in before. The deity once again greeted them, but was focused mainly on Rufus and... whoever was wielding the katana. "They acknowledge the foreign presence. They know of you. Genji, a blademaster, and Rufus, an alchemist. Something has drawn you both here, just like the others. And speaking of the others, you managed a slight success. What little corruption there was in this universe has been stamped out or swept away. However, the next universe you go to will not be so easy to undo. You must steel yourself now, as it might be too late later. I am granting you new abilities in order to adapt to a far larger amount of universes." The deity made the seven glow brightly. "Here is your new power."

[spoiler=Shepard]Name: Shepard

HP: 120

Ammo Points: 10

Strength: 12

Spirit: 8

Defense: 12

Resistance: 10

Accuracy: +15

Skills

Basic Shot

Type: Ranged Physical

Base Damage 6-8

Base Accuracy: 75

Cooldown: 30

Effects: None

Name: Concussive Shot

Type: Physical, Ranged

Base Damage 5-7

Base Accuracy: 70

Cooldown: 15

Cost: 1 Ammo Point

Effect: Drops a targets speed to 0. 50% chance to Stun (target passes their next charge step). Can't be used consecutively.

Name: Incendiary Shot

Type: Ranged, Magical, Fire

Base Damage: 4-7

Base Accuracy: 80

Cooldown: 15

Cost: 1 ammo point.

Special Effect: 45% chance target is inflicted with 'Burn' Status (loses 10 Hp each turn). Can't be used consecutively.

Name: Cryo Shot

Type: Ranged, Magical, Ice

Base Damage: 4-7

Base Accuracy: 70

Cooldown: 15

Cost: 1 Ammo Point.

Special Effect: 45% chance target is inflicted with 'Frozen' Status (target lose 20 SPD and takes double damage from the next physical attack). Can't be used consecutively.

Name: Collector Particle Beam

Type: Ranged, Magical, Arcane.

Base Damage 10.

Base Accuracy: 100

Cooldown: 100

Cost: 1+ Ammo Point

Special Effect: After using this ability Shepard must either use it again or have their speed reduced to -50. Each use increases the cost by 1 (stacking). This weapon functions independent of all stats except HP, Accuracy, and Evade.

Name: Arc Projector

Type: Ranged, Magical, Lightning

Base Damage: 5-7

Base Accuracy: 60

Cooldown: 0

Cost: 2 Ammo Points

Special Effect: If this ability hits is first target it will damage the next sensical target for an identical amount and repeat (max: 3 hits). No duplicate hits.

Name: Adrenaline Rush

Type: Self-Buff

Cooldown: 50

Special Effect: For the next two rounds all attacks have an accuracy of 100. Cannot be used with Arc Projector. A base damage of 7 is guarenteed. Can only be used twice per combat.

Name: Paragon Interrupt

Type: Self-Buff

Cooldown: 40

Special Effect: Increase an ally's stats by 10% and heal their HP by 10% (Can be used to bring a target above 0). Can only be used twice per combat. Cannot be used on the same ally.

Name: Renegade Interrupt

Type: Special

Base Accuracy: 80

Cooldown: 60

Special Effect: If successful the next ability the target uses will target Shepard. They will also be really annoyed. Shame. Can only be used twice per combat.

Passive Skills

Name: Duck and Cover!

Effect: Shepard Recovers 5 HP at the start of his turn.

Name: Unity

Effect: Healing skills used by Shepard are 50% more effective.

Quirk

Weapon Change: Shepard may change his weapons at the start of his turn. He may choose between these weapons. (Weapon Defaults to M-8 unless otherwise noted).

M-3 Predator: Debuffs have a +15% chance of being applied to a target. Once per combat Shepard may increase their cooldown by 40. After use this pistol cannot be used again for three turns.

M-8 Avenger: Increase cooldown by 10.

M-23 Katana: Reduce cooldowns by 10. Concussive Shot deals double damage. Other shots deal an extra 2 damage

M-92 Mantis: All abilities except the Arc Projector gain +20 accuracy. When using Adrenaline Rush Shepard gains an additional 15 speed until the end of the buff.

[spoiler=Thyme]Thyme

Health Points: 90

Mana Points: 150

Strength: 2

Spirit: 12

Defense: 10

Resistance: 13

Speed: 28

Accuracy: +20

Skills

Name: Punch

Type: Physical, Blunt, Melee

Cost: 0

Base Damage: 1-2

Base Accuracy: 60

Base cooldown: 0

Effect: Thyme feels really sad and chides herself for running out of MP.

Name: Fire

Type: Magical, Fire, Ranged

Base Damage: 4-6

Base Accuracy: 90

Cost: 10 MP

Cooldown: 40

Name: Ice

Type: Magical, Ice, Ranged

Base Damage: 4-6

Base Accuracy: 90

Cost: 10 MP

Cooldown: 40

Name: Thunder

Type: Magical, Electric, Ranged

Base Damage 2-3

Base Accuracy: 90

Cost: 10 MP

Cooldown: 20

Effect: 55% chance of stunning a foe (foe loses their next round of combat. Each stun increases the targets resistance to stun).

Name: Scathe

Type: Magical, Arcane, Ranged

Base Damage: 5-7

Base Accuracy: 90

Cost: 20 MP.

Cooldown: 0

Effect: Scathe can be used immediately after a 'Fire' or 'Ice' spell. Scathe gains the bonus effect of astral fire/umbral ice. Using Scathe instantly switches Thyme to the first level of the alternate mode. Scathe can only be used in Astral Fire III or Umbral Ice III.

Name: Virus

Type: Special

Cost: 15 MP

Cooldown: 30

Accuracy: 100

Effect: For the next 2 turns damage dealt by this target is reduced by 20% (minimum: 1). The target cannot be re-infected

Name: Cure

Type: Special

Cost: 15 MP

Cooldown: 0

Accuracy: - / 100

Effect: Heal target unit for 10 HP. If target is undead than deal 20 damage instead. Healing/damage is stat-independent.

Name: Eye for an Eye

Type: Special

Cost: 40 MP.

Cooldown: 0

Effect: Reduce all damage the target takes by 1-2 for two turns. This spell can only be used once every ten turns.

Name: Flare

Type: Magical, Fire, Ranged

Damage: 7-8

Cost: 25 MP

Cooldown: 0

Effect: Can strike up to 3 targets at once.

Name: Enochian

Type: Special

Cost: 15 MP

Cooldown: 50

Effect: The next spell Thyme casts will deal +50% base damage. This ability can only be used twice per combat. This effect persists through stun, sleep, and silence.

Name: Astral Flare

Type: Magical, Ranged, Fire

Cost: 55 MP

Base Damage: 15-20

Accuracy: 70

Cooldown: -20

Effect: Can only be used while Enochian is active. 35% chance of burn.

Name: Umbral Blizzard

Type: Magical, Ice, Ranged

Cost: 55 MP.

Base Damage: 14-18

Accuracy: 70

Cooldown: -20

Effect: Can only be used while Enochian is active. Can strike up to 2 targets. 50% chance of freezing the target.

Name: Mega-Flare

Type: Magical, Arcane, Ranged

Damage: 30+

Cost: -

Base Accuracy: 50.

Cooldown while charging: 70

Cooldown: -100

Effect: Thyme cannot use this ability for the first 20 of her turns of battle. After use Thyme cannot use this ability again for another 20 turns. After casting Thyme can 'charge' the spell. For each turn charged its damage increases by 10 and its accuracy increases by 15. Every ally with 10 or less HP (does not apply if max HP is less than 30) boosts this damage by an additional 5 and accuracy by 10. No outside bonuses or penalties from any source can effect either damage or accuracy while charging. Can hit up to 3 targets.

Passive

Thyme is constantly shifting between three modes depending on the spell she last cast.

Name: Neutral

Effect: Thyme regains 5 MP. If a fire or ice spell is cast switch to that respective mode.

Name: Astral Fire I/II/III

Effect: While this mode is active increase damage dealt with fire spells by 25%/50%/100% and their mana costs by 40%/80%/160%. Reduce the costs of ice spells by 20%/40%/80%. If an Ice Spell is cast switch to Umbral Ice. If two turns pass without Thyme casting a fire spell switch to Neutral

Name: Umbral Ice I/II/III

Effect: While in this mode Thyme regains 10/15/25 MP a turn. Reduce the cost of fire spells by 20%/40%/80%. If a Fire Spell is cast switch to Astral Fire. If two turns pass without casting an ice spell switch to neutral.

Name: The Echo

Effect: Immune to confusion. Thyme gains +10% resistance to Silence and Stun.

[spoiler=Noel]Noel

Health Points: 100

Heat Points: 10

Combo: 0

Strength: 10

Spirit: 9

Defense: 9

Resistance: 9

Speed: 30

Accuracy: +10

Skills

Name: Revolver Blast

Type: Physical, Ranged

Base Damage: 4-8

Base Accuracy: 80

Cooldown: 30

Effect: If used on a target with full HP the next attack will generate an additional combo point.

Name: Bloom Trigger

Type: Physical, Ranged

Base Damage: 4-8

Base Accuracy: 80

Cooldown: 30

Effect: If the target was attacked last with 'Revolver Blast' this skills damage range becomes 6-12, accuracy becomes 90, and generates one combo point.

Name: Pistol Whip

Type: Physical, melee

Base Damage: 1-2

Base Accuracy: 80

Cooldown: 50

Effect: Generates 1 combo point.

Name: Backhanded Whip

Type: Physical, Melee

Base Damage: 1-3

Base Accuracy: 80

Cooldown: 50

Effect: If the last attack used on the target was 'Pistol whip', generates 1 combo point and gain 10 speed. If the prior attack on the target was not from Noel this attack generates 1 combo point and loses 20 speed.

Name: Axe Kick

Type: Physical, Melee

Base Damage: 2-4

Base Accuracy: 50

Cooldown: 20

Effect: If Noel has 2 or more combo points on a target the foe becomes 'knocked up' and the accuracy for this become 100 and the cooldown 80. Generates 1 combo point.

Name: Overhead Shot

Type: Physical, Ranged

Base Damage: 4-6

Base Accuracy: 0

Cooldown: 0

Effect: If a foe is 'knocked up' the accuracy for this become 100 and the cooldown 80. Generates 1 combo point.

Name: Spinning aerial barrage

Type: Physical, Ranged

Base damage: 1-2

Base accuracy: 0

Cooldown: 0

Effect: If a foe is 'knocked up' and has 4 or more combo points on it this attack can be used again instantly (up to 2 times), has a base accuracy of 100, and a base cooldown of 80. Generates 1 combo point.

Name: Aerial Axe Kick

Type: Physical, Melee

Base Damage: 4-6

Base Accuracy: 0

Cooldown: 0

Effect: If a foe is 'knocked up' this attacks damage becomes 6-8 and accuracy becomes 100.

Name: Bullet Hell

Type: Physical, Ranged

Base Damage: 1

Base Accuracy: -

Cooldown: -10

Cost: 15+ Heat points.

Effect: Noel can expend as many heat points as she desires for this ability (min 15). For each point expended another attack happens instantly. This ability can only be activated once per combat.

Name: Zero Gun: Thor

Type: Physical, Ranged, Fire

Base Damage: 0

Base Accuracy: 80

Cooldown: 10

Effect: This guns damage is equal to the last amount of combo points Noel had. Deals damage to all targets. Cannot be used after Zero Gun: Fenrir.

Name: Zero Gun: Fenrir

Type: Physical, melee

Base Damage: 10-12

Base Accuracy: 70

Cooldown: 20

Cost: 12 Heat Points

Effect: Cannot be used after Zero Gun: Thor

Passive

Name: Warming Up

Effect: Whenever a combo ends Noel gains as much heat as she had combo points -1.

Name: Ars Magus

Effect: Noel ignores any timed buffs to an opponents defense.

Quirks: Combo: Whenever Noel attacks a foe that was last attacked by her she can gain combo points. If, at any time, she uses a skill that does not generate a combo point, takes damage, or the target is hit by anything else the combo ends.

Overdrive: Unlimited Form. Noel has an Overdrive Gauge that fills overtime at 4 Speed. When the Overdrive Gauge is full, Noel can activate her Unlimited Form, granting her 30 Heat Points and the following status:

  • Unlimited Form: +5 Strength, +5 Defense, +3 Resistance, +5 Speed, +10 Accuracy.

The duration of this status varies depending oh Noel's remaining Health Points:

  • 75 or more Health Points: 1 turn.
  • Between 50 and 74 Health Points: 2 turns.
  • Between 25 and 49 Health Points: 3 turns.
  • Less than 25 Health Points: 5 turns.

[spoiler=Fennel]Fennel

HP: 100

MP: 100

Strength: 2

Spirit: 12

Defense: 10

Resistance: 11

Bonus hit: +15

Abilities

Name: Punch

Type: Physical, Blunt, Melee

Cost: 0

Base Damage: 1-2

Base Accuracy: 60

Base cooldown: 0

Effect: Fennel feels really sad and chides herself for running out of MP.

Name: Fire Formula

Type: Magical, Fire, Ranged

Cost: 5 MP

Base Damage: 6-9

Base Accuracy: 85

Cooldown: 30

Effect: 25% chance of inflicting Burn.

Name: Ice Formula

Type: Magical, Ice, Ranged

Cost: 6 MP

Base Damage: 6-9

Base Accuracy: 80

Cooldown: 30

Effect: 25% chance of inflicting Frozen.

Name: Volt Formula

Type: Magical, Electric, Ranged

Cost: 5 MP

Base Damage: 6-9

Base Accuracy: 80

Cooldown: 30

Effect: 25% chance of inflicting Stun.

Name: Inferno Formula

Type: Magical, Fire, Ranged
Base damage: 5-8
Base accuracy: 85
Cost: 7 Mana Points

Cooldown: 20
Special Effect: targets all enemies. 20% debuff chance: Burn

Name: Cocytus Formula
Type: Magical, Ice, Ranged
Base damage: 6-7
Base accuracy: 85
Cost: 7 Mana Points

Cooldown: 20

Special Effect: targets all enemies. 20% debuff chance: Frozen

Name: Thor Formula
Type: Magical, Electric, Ranged
Base damage: 5-7
Base accuracy: 90
Cost: 7 Mana Points

Cooldown: 20
Special Effect: targets all enemies. 20% debuff chance: Stun

Name: Riot Formula

Type: Other

Base Damage: ???

Base Accuracy: ???

Cost: 30 MP

Cooldown: -10

Effect: Five random effects are chosen and utilized at once, but due to the multiverse not always having the right stuff...

30% Chance: Fire Formula

30% Chance: Ice Formula

30% Chance: Volt Formula

5% Chance: NOTHING!

5% Chance: Raises target's attack by 5 for 3 turns

Name: Potion Barrage

Type: Other

Damage: ???

Cost: ???

Cooldown: -30

Effect: Fennel tosses 1d6/2 potions at once paying +2 for their cost and dealing -1 damage per hit. This ability cannot be used consecutively.

Name: Mystery Potion

Type: Unknown

Damage: Unknown

Cost: 10 MP

Cooldown: Unknown

Effect: A mystery potion cobbled together from the various ingredients found within each world. What will happen? No one knows. It might take a bit to get it right though! The effect will vary between worlds and might need tweaking, but if she can use it 3 times she can add a new potion to her roster of abilities. Can only be used once per combat.

Passive

Brew

As an alchemist Fennel's potions are a bit more than what one would normally buy off the shelves. As such their effects are just a little bit better than normal. When Fennel uses a potion there is a 20% chance that burn/freeze will not be dispelled, 15% chance Stun won't increase a targets resistance by as much as normal, and maybe a few other nice things she'll figure out along the way.

[spoiler=Rufus]HP: 90

Strength: 9

Spirit : 11

Defense: 9

Resistance: 8

Speed: 29

Accuracy Bonus: +X*

Needles: 4

Skills

Name: Swipe

Type: Physical, Melee, Piercing

Base damage: 4

Base Accuracy: 70

Cooldown: 30

Effect: For each needle Rufus has, increase his base damage by 1.

Name: Recover Needle

Type: Special

Cooldown: X

Effect: Rufus can recover a needle imbedded into an enemy, ending its effect, but adding 1 to his needle stockpile. For each needle recovered reduce the cooldown by 22 (78, 56, 34, 12).

Name: Reconstruction of Body

Type: Special

Cooldown: 10

Accuracy: 95

Effect: Heal a target for 8-12 HP. If the target is undead than deal 16-24 damage instead. Rufus can imbed a needle to provide an automatic 5 HP heal/10 HP damage at the start of the targets turn.

Name: Treat Ailments

Type: Special

Cooldown -10

Accuracy: 80

Effect: Remove a single debuff from an ally. Rufus can imbed a needle to provide an automatic 60% chance to remove a debuff at the start of the targets turn.

Name: Induce Sickness

Type: Magical, Melee

Base Accuracy: 70

Cooldown: 30

Special Effect: 60% Poison effect. Rufus can imbed a needle to provide an automatic 30% chance of poisoning/reapplying the poison debuff and a 50% chance of dealing an extra 50% damage on each tick.

Name: Cloud Sight

Type: Magical, melee

Base Accuracy: 70

Cooldown: 30

Special Effect: 60% Blind effect. Rufus can imbed a needle to provide an automatic 30% chance to blind/reapplying the effect and increase the accuracy penalty by a further -7 (to -22). Cannot effect bonus accuracy.

Name: Cold Blood

Type: Magical, Melee

Base Accuracy: 65

Cooldown: 30

Special Effect: 50% chance of applying frozen effect. Rufus can imbed a needle to deal an additional 7 flat damage as well as give the effect a 25% chance of not being broken by fire spells.

Name: Weaken Body

Type: Magical, Melee

Base Accuracy: 70

Cooldown: 30

Special Effect: Reduce melee damage dealt by the target for 2 for their next 2 turns. Rufus can imbed a needle to made this effect indefinite and boosted to 3.

Name: Narcotic Trance

Type: Magical, melee

Base accuracy: 40

Cooldown: 20

Special Effect: 50% chance of applying sleep debuff. Rufus can imbed a needle to deal 7 flat damage and give the target a 30% chance of not waking up when hit.

Name: Alchemize Needles

Type: Special

Cooldown: 0

Effect: Rufus loses 1 needle that cannot be reclaimed and selects one of his debuffs. All of his attacks have a 10% chance of applying that debuff so long as he has as many needles as he has debuffs for the remainder of the fight. If the number of debuffs drop below his number of needles he can only attempt to apply as many as he has left. This effect does not apply to imbedded needles.

Name: Throw Seal

Type: Physical, Ranged, piercing

Uses: 5

Base Damage: 4-6

Base Accuracy: 90.

Cooldown: 20

Effect: If the skill doesn't miss Rufus may instantly use another Skill which will have a 100% chance of hitting and +35% chance of applying its debuff. Using this ability drops him out of 'Take Cover'.

Name: Great Circle
Type: Special

Uses 3

Cooldown: 35

Effect: The next skill Rufus uses will affect all reasonable enemies/allies. Cannot imbed needles with this skill.

Name: Take Cover

Type: Special

Cooldown: 10

Effect: Rufus gains 20 bonus evasion from ranged attacks so long as he remains in cover. If there is no reasonable cover this ability cannot be used. If Rufus uses a melee attack this effect is removed. This effect does not apply to ranged attacks that ignore outside effects.

Passive

Name: Imbed Needles

Effect: Rufus starts each combat with a certain amount of needles (4). When Rufus hits with an attack he has the option to imbed a needle, reducing his needle count by 1 but applying various bonus effects.

Name: Understanding of Chi

Effect: Rufus comes to understand the chi of certain enemies. For each debuff successfully applied he gains an additional 0.5% hit and 1% chance to apply that debuff to monsters of that type. This does not apply to boss-type monsters regardless of if they match any types. Debuffs applied through imbedded needles do not count.

[spoiler=Ricardo]HP: 100

Energy Points: 30

Strength: 11

Spirit: 4

Defense: 10

Resistance: 9

Speed: 34

Accuracy: +10

Skills:

Name: Shoulder Cannons
Type: Magical, Ranged
Base damage: 6-12
Base accuracy: 80

Cooldown: 30
Cost: 12 Energy Points
Special Effect: only usable in Suit On status. Damage is increased by Strength rather than Spirit. Ricardo can use another Active Skill after this, except "Wing Jet". Wait, something is wrong with it's power connectors. Each use increases its cost by 2 until the end of combat.

Name: Wing Jet

Type: Other
Cost: 8 Energy Points

Cooldown: 50
Special Effect: only usable in Suit On status. Ricardo can use another Active Skill after this, except "Shoulder Cannons". Huh? The jets are all gunked up? Can only be used on every second turn after putting the suit on.

Name: Beam Rifle (unpowered)
Type: Magical, Ranged
Base damage: 9-13
Base accuracy: 75

Cooldown: -10
Cost: 8 Energy Points
Special Effect: ??? Something's wrong here... 50% chance of doing nothing

Name: Beam Sabers
Type: Magical, Melee
Base damage: 10-16
Base accuracy: 85

Cooldown: -5
Cost: 8 Energy Points
Special Effect: only usable in Suit On status. Damage is increased by Strength rather than Spirit. Removes "Shield Up" buff. Why is the power wonky? Can only be used twice per suit on.

Name: Shield Bash
Type: Physical, Melee
Base damage: 7-10

Base accuracy: 85

Cooldown: -5
Special Effect: only usable in Suit On status. Only usable when under "Shield Up" buff. 25% debuff chance: Shock (target's turn count is decreased by Ricardo's strength). At least this works fine.

Name: Shield Up
Type: Other

Cost: 6 Energy points to activate and 4 Energy Points Per Turn

Cooldown: 10

Special Effect: only usable in Suit On status. Buff: +4 Defense and +2 Resistance for 4 turns. Can be dropped early. Whew!

Name: Beam Handgun
Type: Magical, Ranged
Base damage: 7-9
Base accuracy: 85

Cooldown: 30
Cost: 4 Energy Points
Special Effect: only usable in Suit Off status. Damage is increased by Strength rather than Spirit. Whelp the pistol is okay!

Name: Knife
Type: Physical, Melee
Base damage: 4-7
Base accuracy: 85

Cooldown: 30
Special Effect: only usable in Suit Off status.

Name: Energy Pistol

Type: Magical, Ranged, Energy

Base damage: 3-6

Base accuracy: 85

Cooldown: 25

Special Effect: 25% chance to inflict Stun. Only usable in Suit Off status

Name: Suit Repair (Type 1)

Type: Special

Cooldown: 25

Effect: Applies a stacking buff to Ricardo and increases his energy by 5. When Ricardo puts his suit on he consumes all buffs and regains 5 HP per buff.

Name: Suit Repair (Type 2)

Type: Special

Cooldown: 25

Effect: Applies a stacking buff to Ricardo and increases his energy by 4. Can only be used after his first suit on. If three stacks of this buff are on Ricardo when he puts his suit on remove one of the negative side effects of one of his abilities.

Quirk: Mobile Suit. Ricardo is always in one of the following status:

  • Suit Off: Ricardo recovers 10 Energy Points at the start of his turn. If Ricardo has 50 or more Energy Points, he can switch to the Suit On status before using an active skill except "Shoulder Cannons" and "Wing Jet".
  • Suit On: Ricardo gains 4 points in Defense and Resistance. Ricardo can switch to the Suit Off status at the start of his turn. If Ricardo drops to 0 Energy Points, he has to switch to the Suit Off instantly. Each turn it's on costs 3 Energy

[spoiler=Genji]HP: 85

Strength: 9

Spirit: 9

Defense: 8

Resistance: 8

Speed: 30

Bonus Hit: +10

Skills

Name: Shrunken

Type: Ranged, Melee, Piercing

Base Damage: 1-3 X3

Base Accuracy: 70

Cooldown: 30

Effect: Strikes 3 times with each one being its own damage roll. Grants 3 charge upon hit

Name: Fan of Blades

Type: Ranged, Melee, Piercing

Base Damage: 1-3

Base Accuracy: 70

Cooldown: 30

Effect: Strikes up to 3 enemies. Grants 3 charge upon hit.

Name: Swift Strike

Type: Melee, Slashing

Base Damage: 6-10

Base Accuracy: 70

Cooldown: X

Effect: If Swift Strike kills a target Genji's cooldown becomes 100 and he gains 8 charge. If Swift Strike does not kill a target Genji's cooldown becomes 0 and he gains 4 charge. If Swift Strike deals no damage or misses entirely Genji's cooldown becomes -10 and he gains no charge.

Name: Deflect

Type: Special

Cooldown: -50

Effect: Genji reflects all ranged attacks directed at him back at his opponents for full damage until the start of his next turn. This does not apply to auto-hits or attacks that ignore outside influences. While Genji is reflecting one reasonable foe will target him with a ranged attack so long as it has not had an attack reflected prior at which point it's up to lady luck. If the target is named 'N00b Bastion' it will automatically target him and the reflected bullets will instantly kill 'N00b Bastion'.

Name: Dragon Blade

Type: Special

Cost: 40 charge

Cooldown: 50

Effect: Genji draws his dragon blade and gains this buff. For three turns all of Genji's melee attacks gain Speed/3 Damage. No charge can be gained while this buff is active.

Name: Melee Strike

Type: Melee, blunt

Base damage: 3

Base Accuracy: 80

Cooldown: 30

Effect: Gain 1 charge. If Dragon Blade is active the cooldown of this ability becomes 50.

Passive

Name: Double Jump

Effect: Abilities that can be charged have a 10% less chance to hit Genji for each turn they are charging. This passive does not effect skills that are not influenced by outside sources.

Name: Proper Balance

Effect: Cold attacks deal +1 damage to Genji and frozen debuffs are 5% easier to apply.

Quirk: Charging Ultimate: Genji gains 1 charge per turn and for every 10 damage dealt to enemy forces while he is around by either him or allies he gains 1 charge to a max of 40.

Everyone can now post.

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Thyme closed her eyes as she reached out mentally, feeling about the flows of Aether to try and touch into whatever force let her have her powers. Suddenly her eyes opened as she raised her hands up into the air as light flowed forth.

"Cure!" she called out as healing energy shot into Noel's body. "Haha! Yes! Some of my cross-class abilities are back! That's a great thing!" she then gave a small hop as she hummed out a small tune happily. "Da-dadadiddadada-dattada!"

"So, who, exactly are you?" she said as she looked at Genji. "You look like a ninja at least and the weird thingies called you a blademaster so that seems about right."

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Where are we? How did we get here? Since when was I holding this ball? Who's this guy? And who is this 'they' they just spoke about? Out of all those question Rufus was surprised that the only thing the mage was concerned about is the new guy. Am I the only idiot here?

"Alright, I'm grateful for... whatever you just did, but I don't believe we've met before. I'd introduce myself first but you seem to already know who I am so, who are you?" And while we're on the topic, what is this place?

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"The hell," Fennel muttered, still not accustomed to being shifted in and out. "And who's the new guy?" she muttered under her breath. She riffed through her vials out of habit, before freezing. I did NOT have this much stuff when I first started. At least my knife is back, though it's about as useful for fighting as this packet of hot sauce I seem to have acquired. Out of another pocket, she took out a blank book and a contraption that looked like half of a pen set. She clicked the button at the top, and frowned when the only thing that came out was some sort of nub. She pressed the button a few more times, before gingerly touching the nub. A black spot appeared on her finger, which smeared messily when she tried to rub it. It took several moments before the series of events clicked. She held the device like a pen, and gently dragged it in the book, then smiled as a black line appeared. "What an interesting contraption," she muttered, before retracting the nub and putting both away.

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Shepard looked at the lightly armored shinobi. He looked like someone he had crossed paths with before, but not nearly as dangerous or as evil. "Leng..." The name slowly passed his lips, and then he forgot about it. He felt around and saw that he got his Collector Particle Beam from the deity. "This will definitely be useful come time for it's use."

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Noel didn't seem to gain any new items, but she did feel inspired to try some new moves out. When Thyme tested cure out on her she smiled again as the healing enegy flowed trough her. "Ahhhh... I don't think any other healing will compare to that. Thanks for that Thyme!"

She saw the new man in armor. He reminded her of the hero Hakumen, but there was too much green on his armor to be "the white void". Noel decided to allow him to speak first, instead playing a few battle scenarios in her head featuring the new attack ideas. Lead off with a kick... follow with and overhead... or let a barrage loose! So many choices...

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Thyme gave a small smile before her hands glowed again as she quickly brought her hands about in a full circle before shooting a cure spell at both Shepard and Fennel before laughing happily. "So weak compared to when I'm in my white mage form, but it's healing!"

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And thus, they were back to the pocket dimension they first met. And with company, it seems.

But Ricardo was paying little matter to what was around him. Or at least, not until after the entity had finished talking. He was in his suit, surveying all the gathered data.

If only I could send this back to base, he thought.

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Fennel's mind was still on the odd clicky-writing device she'd acquired. What sorcery did it use to produce ink? How long would she have to wait for it to dry? Would it smudge if she so much as thought of a drop of water? Thus, the sudden burst of healing energy caught her off-guard, and she yelped in response. After a quick check to make sure that nothing was missing, she turned to Thyme. "That, uh, reminds me of some of the stuff I used to drink back at home. But without the nasty taste! Thanks?" she said hurriedly.

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"Well, yes. I am a ninja... and what might you be?" Genji questioned Thyme and her magic, strangely looking at her. "I don't know how i got here, but I know for a fact that my brother Hanzo is nowhere near... I'll stick around for a while, maybe I can find him somewhere." He sighed as he explained in detail.

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Shepard heard the shinobi talk. It wasn't the first time he had heard a Japanese accent, but he noted it for cultural reference. "Take time to rest. Chances are, you're probably dead, or were going to die.Do you remember what exactly you were doing before you got here?" Shepard felt slightly unnerved that he couldn't see the ninja's face.

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"I was fighting some strange enemies attacking a town in Israel. I was in search of Hanzo while defeating them, but I remember getting attacked by a shadow, and now I'm here. How did you get here?" Genji explained. He seemed confused in what was going on. "If this some prankster's joke, I will find this bad joker and kill him." Genji pulled out his sword and kept it to his side.

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Shepard thought it strange. An Extranet scan turned up the name Overwatch upon scanning the ninja, who was named Genji. None of the other heroes in Overwatch had any ability like what Genji described. Genji's arrival here wasn't like any of ours. I hope this thing decides to tell us what the fuck is going on here.

The deity looked at Genji and spoke. "They see that your arrival, though destined, lacked the natural order of things. For that, they ask forgiveness, Genji. Rufus, I thank you a great deal for assisting them while in your universe, and as such, I grant you a place in this group. And Shepard, you would do well to trust your instincts, but not at the expense of diplomacy." Shepard wanted to ignore what the deity said about his initial snafu with Rufus that started the mess in the first place, but knew that his sense of justice easily could've gotten the better of him had he not held a technological advantage over the bandits.

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What's an Israel? Still, the weird guy whose name was apparently Genji wasn't talking to her, so Fennel simply sat back and watched the exchange. I swear if Shepard gets us into yet another fight. . .
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"My name is Thyme." said Thyme in response to Genji's question. "And I am the Warrior of Light, chosen of Hydaelyn, and champion of Eorzea. I am a Black Mage by talent but am so much more than meets the eye. Within my capabilities are Warrior, Paladin, Monk, Dragoon, Bard, White Mage, Summoner, Scholar, Ninja, Dark Knight, Astrologian, Machinist, Carpenter, Blacksmith, Armorer, Goldsmith, Leatherworker, Weaver, Alchemist, Culinarian, Botanist, Fisher, AND miner!" she said before stopping to take a deep breath of fresh air.

"By the Crystal's Light that's a mouthful! Anyways, more to the point, while it seems I came into this weird place with my gems intact letting me change my classes, I did not come with my armor intact so... Yea. I was a Black Mage first and am most comfortable with it and will be sticking to it as much as possible until I return to Erozea or at least get some decent gear for one of those other classes."

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Noel was surprised that the voices were actually critiquing Shepard's actions. She knew their guide would help them along, but she didn't expect it to have standards.

She then looked at their newcomer Genji and asked, "So you're a ninja? You look pretty different from the ninjas I'm used to. Less noisy as well." She smiled and said, "Well, whatever kind of person you are, I-I hope we get along until we solve... uh, what we're here for! My name is Noel Vermilion." She suddenly appreciated how simple that introduction was.

Edited by PeaceRibbon
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The deity again focused on Rufus. "They acknowledge your confusion. Normally, one must dead or near to dying in order to approach them, but you have somehow avoided your death to be transported here. Unless you have transcended both physical plains at once, which is an assumption they must make. Any further questions can be brought before them, just as I answered those before you."

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"I was supposed to die?" Fennel blurted out. "Well, THANKS A BUNCH for telling me how my mantis chase ended," she grumbled. She turned back to the weirdly-dressed newcomer, paying attention to Noel's words. He's a whatsit now? I guess they DO exist in my world, but. . . "Name's Fennel. Never met a ninja before, and you sure as hell don't look like what was described in my books. Still, you've gotta be useful somehow. Or at least more useful than some of the crap I have to carry," she continued, her hands around the hot sauce.

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"I... Don't think that's really possible with me." said Thyme, scratching her head a bit confused. "I mean, I was in my home about to feed my chocobo before I got transported here. Had you transported me a second later I would have gotten here with a handful of Gyshal Greens. So unless I was about to slip and break my neck... Oh no! I hope someone is feeding FloofyBirdy!"

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"I see." Rufus said, more confused than before. Both physical plains? Rufus has read a lot of books and two physical plains is not something he ever read outside of fiction. Then again, it would seem that his world is a lot more primitive than the other's so that should be taken to consideration. The thing doesn't seem much for conversation, so Rufus will have to do some research on his own.

Turning to the silver shinobi, Rufus introduced himself "Genji, right? In case you missed my name before, it's Rufus. It said that I was an alchemist, but I'm more accurately an Alkahest, though saying I am Alchemist isn't necessarily wrong either."

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"Okay. Nice to meet you all. Somehow I have a feeling we're about to play a very, very bad game with the one who set this up. I don't want to be the one to risk my chances with some roll of a 6 Sided and numbered cube, because this may be the hardest gamble ever imagined. Not for money or weapons, but our very lives could be at stake." He thought aloud.

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Fennel buried her head in her hands. I'm pretty sure "stupid" wasn't a qualifier on a ninja, but this guy. . .I'll, uh, chalk it up to how things are expressed in other worlds? Gah, why me? "Each and every one of us has something that can dish out serious damage. Those that have that kind of power usually don't carry it around because they feel like it. It means that they face something-or-other that warrants it. In other words, each and every one of us has probably been thrust into situations where the odds of dying are fairly high. So yes, our lives are on the line, and I'd question why we were here if they weren't."

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