RE: RE: Fyte Placan Season Five [Round 7: Celtic Cacophony] - Lankie - 11-11-2016
I'll do some classic vanilla defending, please!
RE: Fyte Placan Season Five [Round 7: Celtic Cacophony] - Justice Watch - 11-13-2016
Cil manages to peel himself away from Buffrobo, preparing himself for any more hits. His DEF raises by 2.
It's The Mothmatician's turn!
Cameron [19 +12] (31)
Cil [16 +8] (24)
The Mothmatician [7 +20 -8] (19)
Dr Ted [10 +8] (18)
A Turtle [16 +0] (16)
CA55-ED [8 +4] (12)
SANTAR CLOG [6 +4] (10)
THE BUFFROBO [3 +0] (3)
Show Content
SpoilerSANTAR CLOG
PIPED UP, +2 ATK (2/2)
[SANTAR CLOGS THE PIPES] This attack temporarily lowers a target's DEF by 2 and increases either Santar Clog's ATK by 2 or INIT by 4. These changes are halved after one turn, and revert fully after two turns. (Cooldown: 3/3)
Santar Clog performs a vicious clog dance to the sound of pipes.
[TRADITIONAL XMUX PUNISHMENT] When activated, this immobilizes Santar Clog and a selected target for at least one turn. On subsequent turns, the chance that the paralysis is broken increases by 25%. When Santar Clog attacks an immobilized target, its attacks bypass defense. (Cooldown 0/1, after paralysis ends)
Santar Clog performs the traditional XMUX PUNISHMENT.
[PASSIVE: SPREADING HOLE-DAY CHAR] Whenever Santar Clog moves, there is a 40% chance of leaving "HOLE-DAY CHAR" (a fire) on the previous location for 2 turns which is capable of inflicting one piercing damage to those that travel through or onto it. SANTAR CLOG cannot be harmed by his own flames.
Santar Clog scurries through the power of HOLE-DAY CHAR.
HP: 8/10
ATK: 6 (4)
DEF: 1
INIT: 4
THE BUFFROBO
FLEX, +1 ATK (1/2)
[FLEX] +2 ATK, +1 DEF, and THE BUFFROBO takes 1 damage. Effect lasts for 2 turns, with only +1 ATK on the second. (Cooldown 0/1)
[SUPLEX]Does damage with ATK equal to THE BUFFROBO's missing HP. Cannot reduce HP below 1. (Cooldown 2/2)
[PASSIVE: GLISTENING MUSCLES] Each attack in the entire game (except for its own) has a 10% chance to be intercepted by THE BUFFROBO.
HP: 9/12
ATK: 3 (2)
DEF: 2
INIT: 0
DR. TED
[SELF LOVE] Take a second to do some self care and heal 4 HP. (Cooldown 2/2)
[MENDING HUG] Heal a friend for 3 HP. (Cooldown 0/1)
[PASSIVE: BIG HEART] If near a friend, there is a 50% chance to reduce the damage they take by half.
HP: 10/14
ATK: 1
DEF: 1
INIT: 8
CA55-ED
PIPED DOWN, -2 DEF (2/2)
[APATHETIC CHARM] The target is prevented from directing moves at another target. 50% chance of cooldown. (Cooldown 0/1)
[TRACKING SOFTWARE] Standard attack that is guaranteed to hit, plowing through everything in its path. Hits with +1 ATK. (Cooldown 1/1)
[PASSIVE: SOFTWARE UPDATE REQUIRED] At the end of the turn order, accidentally fire an attack at a random target with a 50% chance to miss. 30% chance to target an ally.
HP: 8/12
ATK: 3
DEF: 0 (1)
INIT: 4
CIL
DEFENDING, +2 DEF (2/2)
[DEFENSE.EXE] Take all incoming damage for one ally until Cil's next turn. Action is announced in thread, but target is communicated to the GM in secret. 30% chance to affect both allies regardless of target. (Cooldown 0/1)
[SYS_REPAIR] Heal 4 HP (Cooldown 0/2)
[PASSIVE: ROBOTS CAN BE HEROES] Gain +4 DEF if Hp is below 2
HP: 9/10
ATK: 1
DEF: 4 (2)
INIT: 8
THE MOTHMATICIAN
STUNNED, -8 INIT
[KAFKAN DISPLACEMENT] Switches the positions of any two entities on the field. Both targets take 0-4 damage based on how different their bodies are. Cannot self-target. (Cooldown 2)
[ABSTRACTUM ARACHNUM] Pulls on cosmic threads to manipulate character stats; target's stat points (excluding those placed in HP) are redistributed to sit on a single stat for two of their turns. All stat buffs are affected by this on the first turn of this effect, but not on the second. (Cooldown 0/3)
[PASSIVE: CHAETA OF FATE] 35% chance when targeted in melee to reflexively "jump back" to their state on their previous turn. This effect also applies to the attacker (or anything else that might end up in their proximity).
HP: 4/10
ATK: 2
DEF: 0
INIT: 20
A TURTLE
[TOGGLE SHELL] The turtle hides in its shell. May move and then enter the shell, but cannot exit the shell and then move. (Cooldown 0)
[PASSIVE: SHELLED UP!] When inside its shell, the turt has +2 DEF, and is rendered invulnerable to most character abilities.
[PASSIVE: SLIPPERY] When a character attempts to move over the turtle, there is a 50% chance to interrupt their action and plop them nearby. They each will take damage as if by the character's attack. The turtle will then automatically shell up.
[PASSIVE: PROJECTILE] A character may pick up and throw (or kick) the turtle, using it as a ranged weapon. It deals damage to both the turtle and the target as if it were a standard attack. The turtle automatically shells up during this.
HP: 11/12
ATK: 0
DEF: 3
INIT: 0
CAMERON
[YO, YO!] Cameron swings his yo-yo to make two standard attacks. (Cooldown: 0/2)
[STUNNING FLASH] Cameron directs some light flashes at the target, reducing their INIT by 2d12 for that round. If their new INIT drops below zero, they simply lose their turn. (Cooldown: 1/1)
[JACK ATTACK] Cameron throws a pocketful jacks at a target, hitting with -1 ATK. They litter the ground where they are thrown, and deal 1 piercing damage to all who pass over them. They are automatically returned to Cameron's pocket after one round. (Cooldown: 0/1)
[PASSIVE: ATTENTIVE] Always has priority on contested initiative rolls.
[PASSIVE: ???]
HP: 6/10
ATK: 4
DEF: 0
INIT: 12
RE: RE: Fyte Placan Season Five [Round 7: Celtic Cacophony] - Schazer - 11-13-2016
Kafkan Displacement on Santar Clog and my handful of candy.
RE: Fyte Placan Season Five [Round 7: Celtic Cacophony] - Justice Watch - 11-21-2016
Mothmatician reaches out, and swaps his targets - dealing the maximum of 4 damage to each. Santar Clog takes 3 (4 -1), while the candy simply crumbles into wrapper confetti and sugary dust. Santar Clog's pipes screech just a little more annoyingly than they were before.
It's Dr Ted's Turn!
Cameron [19 +12] (31)
Cil [16 +8] (24)
The Mothmatician [7 +20 -8] (19)
Dr Ted [10 +8] (18)
A Turtle [16 +0] (16)
CA55-ED [8 +4] (12)
SANTAR CLOG [6 +4] (10)
THE BUFFROBO [3 +0] (3)
Show Content
SpoilerSANTAR CLOG
PIPED UP, +2 ATK (2/2)
[SANTAR CLOGS THE PIPES] This attack temporarily lowers a target's DEF by 2 and increases either Santar Clog's ATK by 2 or INIT by 4. These changes are halved after one turn, and revert fully after two turns. (Cooldown: 3/3)
Santar Clog performs a vicious clog dance to the sound of pipes.
[TRADITIONAL XMUX PUNISHMENT] When activated, this immobilizes Santar Clog and a selected target for at least one turn. On subsequent turns, the chance that the paralysis is broken increases by 25%. When Santar Clog attacks an immobilized target, its attacks bypass defense. (Cooldown 0/1, after paralysis ends)
Santar Clog performs the traditional XMUX PUNISHMENT.
[PASSIVE: SPREADING HOLE-DAY CHAR] Whenever Santar Clog moves, there is a 40% chance of leaving "HOLE-DAY CHAR" (a fire) on the previous location for 2 turns which is capable of inflicting one piercing damage to those that travel through or onto it. SANTAR CLOG cannot be harmed by his own flames.
Santar Clog scurries through the power of HOLE-DAY CHAR.
HP: 5/10
ATK: 6 (4)
DEF: 1
INIT: 4
THE BUFFROBO
FLEX, +1 ATK (1/2)
[FLEX] +2 ATK, +1 DEF, and THE BUFFROBO takes 1 damage. Effect lasts for 2 turns, with only +1 ATK on the second. (Cooldown 0/1)
[SUPLEX]Does damage with ATK equal to THE BUFFROBO's missing HP. Cannot reduce HP below 1. (Cooldown 2/2)
[PASSIVE: GLISTENING MUSCLES] Each attack in the entire game (except for its own) has a 10% chance to be intercepted by THE BUFFROBO.
HP: 9/12
ATK: 3 (2)
DEF: 2
INIT: 0
DR. TED
[SELF LOVE] Take a second to do some self care and heal 4 HP. (Cooldown 2/2)
[MENDING HUG] Heal a friend for 3 HP. (Cooldown 0/1)
[PASSIVE: BIG HEART] If near a friend, there is a 50% chance to reduce the damage they take by half.
HP: 10/14
ATK: 1
DEF: 1
INIT: 8
CA55-ED
PIPED DOWN, -2 DEF (2/2)
[APATHETIC CHARM] The target is prevented from directing moves at another target. 50% chance of cooldown. (Cooldown 0/1)
[TRACKING SOFTWARE] Standard attack that is guaranteed to hit, plowing through everything in its path. Hits with +1 ATK. (Cooldown 1/1)
[PASSIVE: SOFTWARE UPDATE REQUIRED] At the end of the turn order, accidentally fire an attack at a random target with a 50% chance to miss. 30% chance to target an ally.
HP: 8/12
ATK: 3
DEF: 0 (1)
INIT: 4
CIL
DEFENDING, +2 DEF (2/2)
[DEFENSE.EXE] Take all incoming damage for one ally until Cil's next turn. Action is announced in thread, but target is communicated to the GM in secret. 30% chance to affect both allies regardless of target. (Cooldown 0/1)
[SYS_REPAIR] Heal 4 HP (Cooldown 0/2)
[PASSIVE: ROBOTS CAN BE HEROES] Gain +4 DEF if Hp is below 2
HP: 9/10
ATK: 1
DEF: 4 (2)
INIT: 8
THE MOTHMATICIAN
[KAFKAN DISPLACEMENT] Switches the positions of any two entities on the field. Both targets take 0-4 damage based on how different their bodies are. Cannot self-target. (Cooldown 2/2)
[ABSTRACTUM ARACHNUM] Pulls on cosmic threads to manipulate character stats; target's stat points (excluding those placed in HP) are redistributed to sit on a single stat for two of their turns. All stat buffs are affected by this on the first turn of this effect, but not on the second. (Cooldown 0/3)
[PASSIVE: CHAETA OF FATE] 35% chance when targeted in melee to reflexively "jump back" to their state on their previous turn. This effect also applies to the attacker (or anything else that might end up in their proximity).
HP: 4/10
ATK: 2
DEF: 0
INIT: 20
A TURTLE
[TOGGLE SHELL] The turtle hides in its shell. May move and then enter the shell, but cannot exit the shell and then move. (Cooldown 0)
[PASSIVE: SHELLED UP!] When inside its shell, the turt has +2 DEF, and is rendered invulnerable to most character abilities.
[PASSIVE: SLIPPERY] When a character attempts to move over the turtle, there is a 50% chance to interrupt their action and plop them nearby. They each will take damage as if by the character's attack. The turtle will then automatically shell up.
[PASSIVE: PROJECTILE] A character may pick up and throw (or kick) the turtle, using it as a ranged weapon. It deals damage to both the turtle and the target as if it were a standard attack. The turtle automatically shells up during this.
HP: 11/12
ATK: 0
DEF: 3
INIT: 0
CAMERON
[YO, YO!] Cameron swings his yo-yo to make two standard attacks. (Cooldown: 0/2)
[STUNNING FLASH] Cameron directs some light flashes at the target, reducing their INIT by 2d12 for that round. If their new INIT drops below zero, they simply lose their turn. (Cooldown: 1/1)
[JACK ATTACK] Cameron throws a pocketful jacks at a target, hitting with -1 ATK. They litter the ground where they are thrown, and deal 1 piercing damage to all who pass over them. They are automatically returned to Cameron's pocket after one round. (Cooldown: 0/1)
[PASSIVE: ATTENTIVE] Always has priority on contested initiative rolls.
[PASSIVE: ???]
HP: 6/10
ATK: 4
DEF: 0
INIT: 12
RE: RE: Fyte Placan Season Five [Round 7: Celtic Cacophony] - BananaPanda - 11-21-2016
Seems like Santar Clog needs a mending hug.
RE: Fyte Placan Season Five [Round 7: Celtic Cacophony] - Justice Watch - 11-22-2016
Ted rushes in to Santar Clog's aid, healing him for 3 HP.... but rushing by the fire singes the threads on his own hide for 1 damage. Mothmatician is not pleased with what he sees.
It's The Turtle's Turn, and then it's CA55-ED's turn!
Cameron [19 +12] (31)
Cil [16 +8] (24)
The Mothmatician [7 +20 -8] (19)
Dr Ted [10 +8] (18)
A Turtle [16 +0] (16)
CA55-ED [8 +4] (12)
SANTAR CLOG [6 +4] (10)
THE BUFFROBO [3 +0] (3)
Show Content
SpoilerSANTAR CLOG
PIPED UP, +2 ATK (2/2)
[SANTAR CLOGS THE PIPES] This attack temporarily lowers a target's DEF by 2 and increases either Santar Clog's ATK by 2 or INIT by 4. These changes are halved after one turn, and revert fully after two turns. (Cooldown: 3/3)
Santar Clog performs a vicious clog dance to the sound of pipes.
[TRADITIONAL XMUX PUNISHMENT] When activated, this immobilizes Santar Clog and a selected target for at least one turn. On subsequent turns, the chance that the paralysis is broken increases by 25%. When Santar Clog attacks an immobilized target, its attacks bypass defense. (Cooldown 0/1, after paralysis ends)
Santar Clog performs the traditional XMUX PUNISHMENT.
[PASSIVE: SPREADING HOLE-DAY CHAR] Whenever Santar Clog moves, there is a 40% chance of leaving "HOLE-DAY CHAR" (a fire) on the previous location for 2 turns which is capable of inflicting one piercing damage to those that travel through or onto it. SANTAR CLOG cannot be harmed by his own flames.
Santar Clog scurries through the power of HOLE-DAY CHAR.
HP: 8/10
ATK: 6 (4)
DEF: 1
INIT: 4
THE BUFFROBO
FLEX, +1 ATK (1/2)
[FLEX] +2 ATK, +1 DEF, and THE BUFFROBO takes 1 damage. Effect lasts for 2 turns, with only +1 ATK on the second. (Cooldown 0/1)
[SUPLEX]Does damage with ATK equal to THE BUFFROBO's missing HP. Cannot reduce HP below 1. (Cooldown 2/2)
[PASSIVE: GLISTENING MUSCLES] Each attack in the entire game (except for its own) has a 10% chance to be intercepted by THE BUFFROBO.
HP: 9/12
ATK: 3 (2)
DEF: 2
INIT: 0
DR. TED
[SELF LOVE] Take a second to do some self care and heal 4 HP. (Cooldown 1/2)
[MENDING HUG] Heal a friend for 3 HP. (Cooldown 1/1)
[PASSIVE: BIG HEART] If near a friend, there is a 50% chance to reduce the damage they take by half.
HP: 9/14
ATK: 1
DEF: 1
INIT: 8
CA55-ED
PIPED DOWN, -2 DEF (2/2)
[APATHETIC CHARM] The target is prevented from directing moves at another target. 50% chance of cooldown. (Cooldown 0/1)
[TRACKING SOFTWARE] Standard attack that is guaranteed to hit, plowing through everything in its path. Hits with +1 ATK. (Cooldown 1/1)
[PASSIVE: SOFTWARE UPDATE REQUIRED] At the end of the turn order, accidentally fire an attack at a random target with a 50% chance to miss. 30% chance to target an ally.
HP: 8/12
ATK: 3
DEF: 0 (1)
INIT: 4
CIL
DEFENDING, +2 DEF (2/2)
[DEFENSE.EXE] Take all incoming damage for one ally until Cil's next turn. Action is announced in thread, but target is communicated to the GM in secret. 30% chance to affect both allies regardless of target. (Cooldown 0/1)
[SYS_REPAIR] Heal 4 HP (Cooldown 0/2)
[PASSIVE: ROBOTS CAN BE HEROES] Gain +4 DEF if Hp is below 2
HP: 9/10
ATK: 1
DEF: 4 (2)
INIT: 8
THE MOTHMATICIAN
[KAFKAN DISPLACEMENT] Switches the positions of any two entities on the field. Both targets take 0-4 damage based on how different their bodies are. Cannot self-target. (Cooldown 2/2)
[ABSTRACTUM ARACHNUM] Pulls on cosmic threads to manipulate character stats; target's stat points (excluding those placed in HP) are redistributed to sit on a single stat for two of their turns. All stat buffs are affected by this on the first turn of this effect, but not on the second. (Cooldown 0/3)
[PASSIVE: CHAETA OF FATE] 35% chance when targeted in melee to reflexively "jump back" to their state on their previous turn. This effect also applies to the attacker (or anything else that might end up in their proximity).
HP: 4/10
ATK: 2
DEF: 0
INIT: 20
A TURTLE
[TOGGLE SHELL] The turtle hides in its shell. May move and then enter the shell, but cannot exit the shell and then move. (Cooldown 0)
[PASSIVE: SHELLED UP!] When inside its shell, the turt has +2 DEF, and is rendered invulnerable to most character abilities.
[PASSIVE: SLIPPERY] When a character attempts to move over the turtle, there is a 50% chance to interrupt their action and plop them nearby. They each will take damage as if by the character's attack. The turtle will then automatically shell up.
[PASSIVE: PROJECTILE] A character may pick up and throw (or kick) the turtle, using it as a ranged weapon. It deals damage to both the turtle and the target as if it were a standard attack. The turtle automatically shells up during this.
HP: 11/12
ATK: 0
DEF: 3
INIT: 0
CAMERON
[YO, YO!] Cameron swings his yo-yo to make two standard attacks. (Cooldown: 0/2)
[STUNNING FLASH] Cameron directs some light flashes at the target, reducing their INIT by 2d12 for that round. If their new INIT drops below zero, they simply lose their turn. (Cooldown: 1/1)
[JACK ATTACK] Cameron throws a pocketful jacks at a target, hitting with -1 ATK. They litter the ground where they are thrown, and deal 1 piercing damage to all who pass over them. They are automatically returned to Cameron's pocket after one round. (Cooldown: 0/1)
[PASSIVE: ATTENTIVE] Always has priority on contested initiative rolls.
[PASSIVE: ???]
HP: 6/10
ATK: 4
DEF: 0
INIT: 12
RE: RE: Fyte Placan Season Five [Round 7: Celtic Cacophony] - pharmdrugs - 11-22-2016
TURTLE: THIS TIME, ENTER THE ABSOLUTE CENTER OF ROOM FOR REAL, WITHIN RANGE OF ALL. THEN, IN ANTICIPATION, SHELL UP FOR PROTECTION.
RE: RE: Fyte Placan Season Five [Round 7: Celtic Cacophony] - Justice Watch - 11-23-2016
Just here to state again, since I'll be out for a few days again and I think some people missed it: You can submit your action if you're up next, provided any of the queued actions don't concern you! That way, we're not all waiting for me to draw, say, a certain reptile taking a few steps for things to move along.
RE: RE: Fyte Placan Season Five [Round 7: Celtic Cacophony] - Robust Laser - 11-23-2016
I distinctly remember typing in an action, but I suppose I apparently never hit submit.
ATTACK THE BEAR.
RE: RE: Fyte Placan Season Five [Round 7: Celtic Cacophony] - Kaynato - 11-24-2016
It's time to make a move.
ATTACK THE ROBOT THAT ATTACKED THE BEAR.
RE: RE: Fyte Placan Season Five [Round 7: Celtic Cacophony] - Gatr - 11-25-2016
i'll just wait for any muscle checks. those are important.
RE: Fyte Placan Season Five [Round 7: Celtic Cacophony] - Justice Watch - 12-07-2016
The turtle waddles up to Ted, to say hello in turtle-speak.
Then a bolt from CA55-ED comes by to make greetings as well. Hello, Ted! You take 2 (3 -1) damage.
Santar Clog thinks he should return the favor, sprinting over to CA55-ED to give her many, many claw-like handwaves for 6 damage. CA55-ED has 2 HP left. Her DEF is so low, that she ends up tumbling over the edge of the stage where she stands. CA55-ED and Santar Clog are a little out of range for some other combatants now, laying behind the ledge of the stage.
As such, CASS-ED cannot be targeted by Dr Ted, The Buffrobo, The Mothmatician, or Cil.
Similarly, Santar Clog cannot target or be targeted by Dr. Ted or The Mothmatician.
Santar Clog also leaves a fire next to Ted, again.
It's THE BUFFROBO's turn!
Cameron [19 +12] (31)
Cil [16 +8] (24)
The Mothmatician [7 +20 -8] (19)
Dr Ted [10 +8] (18)
A Turtle [16 +0] (16)
CA55-ED [8 +4] (12)
SANTAR CLOG [6 +4] (10)
THE BUFFROBO [3 +0] (3)
Show Content
SpoilerSANTAR CLOG
PIPED UP, +1 ATK (1/2)
[SANTAR CLOGS THE PIPES] This attack temporarily lowers a target's DEF by 2 and increases either Santar Clog's ATK by 2 or INIT by 4. These changes are halved after one turn, and revert fully after two turns. (Cooldown: 3/3)
Santar Clog performs a vicious clog dance to the sound of pipes.
[TRADITIONAL XMUX PUNISHMENT] When activated, this immobilizes Santar Clog and a selected target for at least one turn. On subsequent turns, the chance that the paralysis is broken increases by 25%. When Santar Clog attacks an immobilized target, its attacks bypass defense. (Cooldown 0/1, after paralysis ends)
Santar Clog performs the traditional XMUX PUNISHMENT.
[PASSIVE: SPREADING HOLE-DAY CHAR] Whenever Santar Clog moves, there is a 40% chance of leaving "HOLE-DAY CHAR" (a fire) on the previous location for 2 turns which is capable of inflicting one piercing damage to those that travel through or onto it. SANTAR CLOG cannot be harmed by his own flames.
Santar Clog scurries through the power of HOLE-DAY CHAR.
HP: 8/10
ATK: 5 (4)
DEF: 1
INIT: 4
THE BUFFROBO
FLEX, +1 ATK (1/2)
[FLEX] +2 ATK, +1 DEF, and THE BUFFROBO takes 1 damage. Effect lasts for 2 turns, with only +1 ATK on the second. (Cooldown 0/1)
[SUPLEX]Does damage with ATK equal to THE BUFFROBO's missing HP. Cannot reduce HP below 1. (Cooldown 2/2)
[PASSIVE: GLISTENING MUSCLES] Each attack in the entire game (except for its own) has a 10% chance to be intercepted by THE BUFFROBO.
HP: 9/12
ATK: 3 (2)
DEF: 2
INIT: 0
DR. TED
[SELF LOVE] Take a second to do some self care and heal 4 HP. (Cooldown 1/2)
[MENDING HUG] Heal a friend for 3 HP. (Cooldown 1/1)
[PASSIVE: BIG HEART] If near a friend, there is a 50% chance to reduce the damage they take by half.
HP: 7/14
ATK: 1
DEF: 1
INIT: 8
CA55-ED
PIPED DOWN, -1 DEF (1/2)
[APATHETIC CHARM] The target is prevented from directing moves at another target. 50% chance of cooldown. (Cooldown 0/1)
[TRACKING SOFTWARE] Standard attack that is guaranteed to hit, plowing through everything in its path. Hits with +1 ATK. (Cooldown 1/1)
[PASSIVE: SOFTWARE UPDATE REQUIRED] At the end of the turn order, accidentally fire an attack at a random target with a 50% chance to miss. 30% chance to target an ally.
HP: 2/12
ATK: 3
DEF: 0 (1)
INIT: 4
CIL
DEFENDING, +2 DEF (2/2)
[DEFENSE.EXE] Take all incoming damage for one ally until Cil's next turn. Action is announced in thread, but target is communicated to the GM in secret. 30% chance to affect both allies regardless of target. (Cooldown 0/1)
[SYS_REPAIR] Heal 4 HP (Cooldown 0/2)
[PASSIVE: ROBOTS CAN BE HEROES] Gain +4 DEF if Hp is below 2
HP: 9/10
ATK: 1
DEF: 4 (2)
INIT: 8
THE MOTHMATICIAN
[KAFKAN DISPLACEMENT] Switches the positions of any two entities on the field. Both targets take 0-4 damage based on how different their bodies are. Cannot self-target. (Cooldown 2/2)
[ABSTRACTUM ARACHNUM] Pulls on cosmic threads to manipulate character stats; target's stat points (excluding those placed in HP) are redistributed to sit on a single stat for two of their turns. All stat buffs are affected by this on the first turn of this effect, but not on the second. (Cooldown 0/3)
[PASSIVE: CHAETA OF FATE] 35% chance when targeted in melee to reflexively "jump back" to their state on their previous turn. This effect also applies to the attacker (or anything else that might end up in their proximity).
HP: 4/10
ATK: 2
DEF: 0
INIT: 20
A TURTLE
SHELLED UP!, +2 DEF, INVULNERABLE TO MOST ABILITIES
[TOGGLE SHELL] The turtle hides in its shell. May move and then enter the shell, but cannot exit the shell and then move. (Cooldown 0)
[PASSIVE: SHELLED UP!] When inside its shell, the turt has +2 DEF, and is rendered invulnerable to most character abilities.
[PASSIVE: SLIPPERY] When a character attempts to move over the turtle, there is a 50% chance to interrupt their action and plop them nearby. They each will take damage as if by the character's attack. The turtle will then automatically shell up.
[PASSIVE: PROJECTILE] A character may pick up and throw (or kick) the turtle, using it as a ranged weapon. It deals damage to both the turtle and the target as if it were a standard attack. The turtle automatically shells up during this.
HP: 11/12
ATK: 0
DEF: 5 (3)
INIT: 0
CAMERON
[YO, YO!] Cameron swings his yo-yo to make two standard attacks. (Cooldown: 0/2)
[STUNNING FLASH] Cameron directs some light flashes at the target, reducing their INIT by 2d12 for that round. If their new INIT drops below zero, they simply lose their turn. (Cooldown: 1/1)
[JACK ATTACK] Cameron throws a pocketful jacks at a target, hitting with -1 ATK. They litter the ground where they are thrown, and deal 1 piercing damage to all who pass over them. They are automatically returned to Cameron's pocket after one round. (Cooldown: 0/1)
[PASSIVE: ATTENTIVE] Always has priority on contested initiative rolls.
[PASSIVE: ???]
HP: 6/10
ATK: 4
DEF: 0
INIT: 12
RE: RE: Fyte Placan Season Five [Round 7: Celtic Cacophony] - Gatr - 12-07-2016
the buffrobo introduces his fist to mothmatician's face. hello there, have we met before? hope you dont think too badly of my intrusion.
RE: Fyte Placan Season Five [Round 8: Can we get someone else up there?] - Justice Watch - 12-11-2016
Buffrobo wants to say hello too! But something... goes wrong.
...The next thing he knows, he's on the ground, where he was moments before. The Mothmatician himself again feels the stinging effects of Cameron's flash.
In the midst of her struggle, CA55-ED launches an attack at the nearest target, and Santar Clog takes 2 (3 -1) damage. He doesn't seem to mind, however; it seems he'll be comin' to town soon enough.
ROUND 8
A stagehand has, again, dropped something from the catwalk, but this time it's the confetti that was supposed to be used for the declaration of the winners. Whoops.
All attacks have an additional 15% chance to miss this round.
Cameron hops off the couch with a handful of jacks, slinging them at Buffrobo's back for 1 (4 -1 -2) damage. They scatter the ground around him.
It's The Mothmatician's turn!
Cameron [19 +12] (31)
The Mothmatician [18 +20 -8] (30)
Cil [14 +8] (22)
CA55-ED [14 +4] (18)
SANTAR CLOG [6 +4] (10)
Dr Ted [6 +8] (14)
THE BUFFROBO [4 +0] (4)
A Turtle [3 +0] (3)
Show Content
Spoiler
CA55-ED is only within range of SANTAR CLOG due to the stage ledge and SANTAR CLOG himself.
SANTAR CLOG is only within range of Cil, Cameron, and THE BUFFROBO due to the stage ledge.
SANTAR CLOG
PIPED UP, +1 ATK (1/2)
[SANTAR CLOGS THE PIPES] This attack temporarily lowers a target's DEF by 2 and increases either Santar Clog's ATK by 2 or INIT by 4. These changes are halved after one turn, and revert fully after two turns. (Cooldown: 3/3)
Santar Clog performs a vicious clog dance to the sound of pipes.
[TRADITIONAL XMUX PUNISHMENT] When activated, this immobilizes Santar Clog and a selected target for at least one turn. On subsequent turns, the chance that the paralysis is broken increases by 25%. When Santar Clog attacks an immobilized target, its attacks bypass defense. (Cooldown 0/1, after paralysis ends)
Santar Clog performs the traditional XMUX PUNISHMENT.
[PASSIVE: SPREADING HOLE-DAY CHAR] Whenever Santar Clog moves, there is a 40% chance of leaving "HOLE-DAY CHAR" (a fire) on the previous location for 2 turns which is capable of inflicting one piercing damage to those that travel through or onto it. SANTAR CLOG cannot be harmed by his own flames.
Santar Clog scurries through the power of HOLE-DAY CHAR.
HP: 6/10
ATK: 5 (4)
DEF: 1
INIT: 4
THE BUFFROBO
FLEX, +1 ATK (1/2)
[FLEX] +2 ATK, +1 DEF, and THE BUFFROBO takes 1 damage. Effect lasts for 2 turns, with only +1 ATK on the second. (Cooldown 0/1)
[SUPLEX]Does damage with ATK equal to THE BUFFROBO's missing HP. Cannot reduce HP below 1. (Cooldown 2/2)
[PASSIVE: GLISTENING MUSCLES] Each attack in the entire game (except for its own) has a 10% chance to be intercepted by THE BUFFROBO.
HP: 8/12
ATK: 3 (2)
DEF: 2
INIT: 0
DR. TED
[SELF LOVE] Take a second to do some self care and heal 4 HP. (Cooldown 1/2)
[MENDING HUG] Heal a friend for 3 HP. (Cooldown 1/1)
[PASSIVE: BIG HEART] If near a friend, there is a 50% chance to reduce the damage they take by half.
HP: 7/14
ATK: 1
DEF: 1
INIT: 8
CA55-ED
PIPED DOWN, -1 DEF (1/2)
[APATHETIC CHARM] The target is prevented from directing moves at another target. 50% chance of cooldown. (Cooldown 0/1)
[TRACKING SOFTWARE] Standard attack that is guaranteed to hit, plowing through everything in its path. Hits with +1 ATK. (Cooldown 1/1)
[PASSIVE: SOFTWARE UPDATE REQUIRED] At the end of the turn order, accidentally fire an attack at a random target with a 50% chance to miss. 30% chance to target an ally.
HP: 2/12
ATK: 3
DEF: 0 (1)
INIT: 4
CIL
DEFENDING, +2 DEF (2/2)
[DEFENSE.EXE] Take all incoming damage for one ally until Cil's next turn. Action is announced in thread, but target is communicated to the GM in secret. 30% chance to affect both allies regardless of target. (Cooldown 0/1)
[SYS_REPAIR] Heal 4 HP (Cooldown 0/2)
[PASSIVE: ROBOTS CAN BE HEROES] Gain +4 DEF if Hp is below 2
HP: 9/10
ATK: 1
DEF: 4 (2)
INIT: 8
THE MOTHMATICIAN
STUNNED, -8 INIT
[KAFKAN DISPLACEMENT] Switches the positions of any two entities on the field. Both targets take 0-4 damage based on how different their bodies are. Cannot self-target. (Cooldown 2)
[ABSTRACTUM ARACHNUM] Pulls on cosmic threads to manipulate character stats; target's stat points (excluding those placed in HP) are redistributed to sit on a single stat for two of their turns. All stat buffs are affected by this on the first turn of this effect, but not on the second. (Cooldown 0/3)
[PASSIVE: CHAETA OF FATE] 35% chance when targeted in melee to reflexively "jump back" to their state on their previous turn. This effect also applies to the attacker (or anything else that might end up in their proximity).
HP: 4/10
ATK: 2
DEF: 0
INIT: 20
A TURTLE
SHELLED UP!, +2 DEF, INVULNERABLE TO MOST ABILITIES
[TOGGLE SHELL] The turtle hides in its shell. May move and then enter the shell, but cannot exit the shell and then move. (Cooldown 0)
[PASSIVE: SHELLED UP!] When inside its shell, the turt has +2 DEF, and is rendered invulnerable to most character abilities.
[PASSIVE: SLIPPERY] When a character attempts to move over the turtle, there is a 50% chance to interrupt their action and plop them nearby. They each will take damage as if by the character's attack. The turtle will then automatically shell up.
[PASSIVE: PROJECTILE] A character may pick up and throw (or kick) the turtle, using it as a ranged weapon. It deals damage to both the turtle and the target as if it were a standard attack. The turtle automatically shells up during this.
HP: 11/12
ATK: 0
DEF: 5 (3)
INIT: 0
CAMERON
[YO, YO!] Cameron swings his yo-yo to make two standard attacks. (Cooldown: 0/2)
[STUNNING FLASH] Cameron directs some light flashes at the target, reducing their INIT by 2d12 for that round. If their new INIT drops below zero, they simply lose their turn. (Cooldown: 0/1)
[JACK ATTACK] Cameron throws a pocketful jacks at a target, hitting with -1 ATK. They litter the ground where they are thrown, and deal 1 piercing damage to all who pass over them. They are automatically returned to Cameron's pocket after one round. (Cooldown: 1/1)
[PASSIVE: ATTENTIVE] Always has priority on contested initiative rolls.
[PASSIVE: ???]
HP: 6/10
ATK: 4
DEF: 0
INIT: 12
RE: RE: Fyte Placan Season Five [Round 8: Can we get someone else up there?] - Schazer - 12-11-2016
Abstractum Arachnum on Buffrobo, shifting their stats into INIT.
RE: Fyte Placan Season Five [Round 8: Can we get someone else up there?] - Justice Watch - 12-14-2016
Buffrobo feels a familiar numbness in his muscles as he stands up once more - where there was once thick carbon fiber, there is now vines and wood. And his chest feels dry and hollow...
...But he also feels like he'll be moving sooner than usual.
It's Cil's turn!
Cameron [19 +12] (31)
The Mothmatician [18 +20 -8] (30)
Cil [14 +8] (22)
THE BUFFROBO [4 +16] (20)
CA55-ED [14 +4] (18)
SANTAR CLOG [6 +4] (10)
Dr Ted [6 +8] (14)
A Turtle [3 +0] (3)
Show Content
Spoiler
CA55-ED is only within range of SANTAR CLOG due to the stage ledge and SANTAR CLOG himself.
SANTAR CLOG is only within range of Cil, Cameron, and THE BUFFROBO due to the stage ledge.
SANTAR CLOG
PIPED UP, +1 ATK (1/2)
[SANTAR CLOGS THE PIPES] This attack temporarily lowers a target's DEF by 2 and increases either Santar Clog's ATK by 2 or INIT by 4. These changes are halved after one turn, and revert fully after two turns. (Cooldown: 3/3)
Santar Clog performs a vicious clog dance to the sound of pipes.
[TRADITIONAL XMUX PUNISHMENT] When activated, this immobilizes Santar Clog and a selected target for at least one turn. On subsequent turns, the chance that the paralysis is broken increases by 25%. When Santar Clog attacks an immobilized target, its attacks bypass defense. (Cooldown 0/1, after paralysis ends)
Santar Clog performs the traditional XMUX PUNISHMENT.
[PASSIVE: SPREADING HOLE-DAY CHAR] Whenever Santar Clog moves, there is a 40% chance of leaving "HOLE-DAY CHAR" (a fire) on the previous location for 2 turns which is capable of inflicting one piercing damage to those that travel through or onto it. SANTAR CLOG cannot be harmed by his own flames.
Santar Clog scurries through the power of HOLE-DAY CHAR.
HP: 6/10
ATK: 5 (4)
DEF: 1
INIT: 4
THE BUFFROBO
FLEX, +1 ATK (1/2)
ABSTRACTUM ARACHNUM, ALL STATS PUSHED INTO INIT (2/2)
[FLEX] +2 ATK, +1 DEF, and THE BUFFROBO takes 1 damage. Effect lasts for 2 turns, with only +1 ATK on the second. (Cooldown 0/1)
[SUPLEX]Does damage with ATK equal to THE BUFFROBO's missing HP. Cannot reduce HP below 1. (Cooldown 2/2)
[PASSIVE: GLISTENING MUSCLES] Each attack in the entire game (except for its own) has a 10% chance to be intercepted by THE BUFFROBO.
HP: 8/12
ATK: 1 (2)
DEF: 0 (2)
INIT: 16 (0)
DR. TED
[SELF LOVE] Take a second to do some self care and heal 4 HP. (Cooldown 1/2)
[MENDING HUG] Heal a friend for 3 HP. (Cooldown 1/1)
[PASSIVE: BIG HEART] If near a friend, there is a 50% chance to reduce the damage they take by half.
HP: 7/14
ATK: 1
DEF: 1
INIT: 8
CA55-ED
PIPED DOWN, -1 DEF (1/2)
[APATHETIC CHARM] The target is prevented from directing moves at another target. 50% chance of cooldown. (Cooldown 0/1)
[TRACKING SOFTWARE] Standard attack that is guaranteed to hit, plowing through everything in its path. Hits with +1 ATK. (Cooldown 1/1)
[PASSIVE: SOFTWARE UPDATE REQUIRED] At the end of the turn order, accidentally fire an attack at a random target with a 50% chance to miss. 30% chance to target an ally.
HP: 2/12
ATK: 3
DEF: 0 (1)
INIT: 4
CIL
DEFENDING, +2 DEF (2/2)
[DEFENSE.EXE] Take all incoming damage for one ally until Cil's next turn. Action is announced in thread, but target is communicated to the GM in secret. 30% chance to affect both allies regardless of target. (Cooldown 0/1)
[SYS_REPAIR] Heal 4 HP (Cooldown 0/2)
[PASSIVE: ROBOTS CAN BE HEROES] Gain +4 DEF if Hp is below 2
HP: 9/10
ATK: 1
DEF: 4 (2)
INIT: 8
THE MOTHMATICIAN
STUNNED, -8 INIT
[KAFKAN DISPLACEMENT] Switches the positions of any two entities on the field. Both targets take 0-4 damage based on how different their bodies are. Cannot self-target. (Cooldown 2)
[ABSTRACTUM ARACHNUM] Pulls on cosmic threads to manipulate character stats; target's stat points (excluding those placed in HP) are redistributed to sit on a single stat for two of their turns. All stat buffs are affected by this on the first turn of this effect, but not on the second. (Cooldown 3/3)
[PASSIVE: CHAETA OF FATE] 35% chance when targeted in melee to reflexively "jump back" to their state on their previous turn. This effect also applies to the attacker (or anything else that might end up in their proximity).
HP: 4/10
ATK: 2
DEF: 0
INIT: 20
A TURTLE
SHELLED UP!, +2 DEF, INVULNERABLE TO MOST ABILITIES
[TOGGLE SHELL] The turtle hides in its shell. May move and then enter the shell, but cannot exit the shell and then move. (Cooldown 0)
[PASSIVE: SHELLED UP!] When inside its shell, the turt has +2 DEF, and is rendered invulnerable to most character abilities.
[PASSIVE: SLIPPERY] When a character attempts to move over the turtle, there is a 50% chance to interrupt their action and plop them nearby. They each will take damage as if by the character's attack. The turtle will then automatically shell up.
[PASSIVE: PROJECTILE] A character may pick up and throw (or kick) the turtle, using it as a ranged weapon. It deals damage to both the turtle and the target as if it were a standard attack. The turtle automatically shells up during this.
HP: 11/12
ATK: 0
DEF: 5 (3)
INIT: 0
CAMERON
[YO, YO!] Cameron swings his yo-yo to make two standard attacks. (Cooldown: 0/2)
[STUNNING FLASH] Cameron directs some light flashes at the target, reducing their INIT by 2d12 for that round. If their new INIT drops below zero, they simply lose their turn. (Cooldown: 0/1)
[JACK ATTACK] Cameron throws a pocketful jacks at a target, hitting with -1 ATK. They litter the ground where they are thrown, and deal 1 piercing damage to all who pass over them. They are automatically returned to Cameron's pocket after one round. (Cooldown: 1/1)
[PASSIVE: ATTENTIVE] Always has priority on contested initiative rolls.
[PASSIVE: ???]
HP: 6/10
ATK: 4
DEF: 0
INIT: 12
RE: RE: Fyte Placan Season Five [Round 8: Can we get someone else up there?] - Lankie - 12-14-2016
DEFENSE.EXE-A-GO-GO BABY
RE: Fyte Placan Season Five [Round 8: Can we get someone else up there?] - Justice Watch - 01-03-2017
Cil stands ready to protect one of his allies!
It's THE BUFFROBO's turn!
Cameron [19 +12] (31)
The Mothmatician [18 +20 -8] (30)
Cil [14 +8] (22)
THE BUFFROBO [4 +16] (20)
CA55-ED [14 +4] (18)
SANTAR CLOG [6 +4] (10)
Dr Ted [6 +8] (14)
A Turtle [3 +0] (3)
Show Content
Spoiler
CA55-ED is only within range of SANTAR CLOG due to the stage ledge and SANTAR CLOG himself.
SANTAR CLOG is only within range of Cil, Cameron, and THE BUFFROBO due to the stage ledge.
SANTAR CLOG
PIPED UP, +1 ATK (1/2)
[SANTAR CLOGS THE PIPES] This attack temporarily lowers a target's DEF by 2 and increases either Santar Clog's ATK by 2 or INIT by 4. These changes are halved after one turn, and revert fully after two turns. (Cooldown: 3/3)
Santar Clog performs a vicious clog dance to the sound of pipes.
[TRADITIONAL XMUX PUNISHMENT] When activated, this immobilizes Santar Clog and a selected target for at least one turn. On subsequent turns, the chance that the paralysis is broken increases by 25%. When Santar Clog attacks an immobilized target, its attacks bypass defense. (Cooldown 0/1, after paralysis ends)
Santar Clog performs the traditional XMUX PUNISHMENT.
[PASSIVE: SPREADING HOLE-DAY CHAR] Whenever Santar Clog moves, there is a 40% chance of leaving "HOLE-DAY CHAR" (a fire) on the previous location for 2 turns which is capable of inflicting one piercing damage to those that travel through or onto it. SANTAR CLOG cannot be harmed by his own flames.
Santar Clog scurries through the power of HOLE-DAY CHAR.
HP: 6/10
ATK: 5 (4)
DEF: 1
INIT: 4
THE BUFFROBO
FLEX, +1 ATK (1/2)
ABSTRACTUM ARACHNUM, ALL STATS PUSHED INTO INIT (2/2)
[FLEX] +2 ATK, +1 DEF, and THE BUFFROBO takes 1 damage. Effect lasts for 2 turns, with only +1 ATK on the second. (Cooldown 0/1)
[SUPLEX]Does damage with ATK equal to THE BUFFROBO's missing HP. Cannot reduce HP below 1. (Cooldown 2/2)
[PASSIVE: GLISTENING MUSCLES] Each attack in the entire game (except for its own) has a 10% chance to be intercepted by THE BUFFROBO.
HP: 8/12
ATK: 1 (2)
DEF: 0 (2)
INIT: 16 (0)
DR. TED
[SELF LOVE] Take a second to do some self care and heal 4 HP. (Cooldown 1/2)
[MENDING HUG] Heal a friend for 3 HP. (Cooldown 1/1)
[PASSIVE: BIG HEART] If near a friend, there is a 50% chance to reduce the damage they take by half.
HP: 7/14
ATK: 1
DEF: 1
INIT: 8
CA55-ED
PIPED DOWN, -1 DEF (1/2)
DEFENSE.EXE, POSSIBLY PROTECTED BY CIL (1/1)
[APATHETIC CHARM] The target is prevented from directing moves at another target. 50% chance of cooldown. (Cooldown 0/1)
[TRACKING SOFTWARE] Standard attack that is guaranteed to hit, plowing through everything in its path. Hits with +1 ATK. (Cooldown 1/1)
[PASSIVE: SOFTWARE UPDATE REQUIRED] At the end of the turn order, accidentally fire an attack at a random target with a 50% chance to miss. 30% chance to target an ally.
HP: 2/12
ATK: 3
DEF: 0 (1)
INIT: 4
CIL
DEFENDING, +1 DEF (1/2)
DEFENSE.EXE, TAKING ALL DAMAGE FOR AN ALLY (1/1)
[DEFENSE.EXE] Take all incoming damage for one ally until Cil's next turn. Action is announced in thread, but target is communicated to the GM in secret. 30% chance to affect both allies regardless of target. (Cooldown 1/1)
[SYS_REPAIR] Heal 4 HP (Cooldown 0/2)
[PASSIVE: ROBOTS CAN BE HEROES] Gain +4 DEF if Hp is below 2
HP: 9/10
ATK: 1
DEF: 3 (2)
INIT: 8
THE MOTHMATICIAN
STUNNED, -8 INIT (1/1)
DEFENSE.EXE, POSSIBLY PROTECTED BY CIL (1/1)
[KAFKAN DISPLACEMENT] Switches the positions of any two entities on the field. Both targets take 0-4 damage based on how different their bodies are. Cannot self-target. (Cooldown 2)
[ABSTRACTUM ARACHNUM] Pulls on cosmic threads to manipulate character stats; target's stat points (excluding those placed in HP) are redistributed to sit on a single stat for two of their turns. All stat buffs are affected by this on the first turn of this effect, but not on the second. (Cooldown 3/3)
[PASSIVE: CHAETA OF FATE] 35% chance when targeted in melee to reflexively "jump back" to their state on their previous turn. This effect also applies to the attacker (or anything else that might end up in their proximity).
HP: 4/10
ATK: 2
DEF: 0
INIT: 20
A TURTLE
SHELLED UP!, +2 DEF, INVULNERABLE TO MOST ABILITIES
[TOGGLE SHELL] The turtle hides in its shell. May move and then enter the shell, but cannot exit the shell and then move. (Cooldown 0)
[PASSIVE: SHELLED UP!] When inside its shell, the turt has +2 DEF, and is rendered invulnerable to most character abilities.
[PASSIVE: SLIPPERY] When a character attempts to move over the turtle, there is a 50% chance to interrupt their action and plop them nearby. They each will take damage as if by the character's attack. The turtle will then automatically shell up.
[PASSIVE: PROJECTILE] A character may pick up and throw (or kick) the turtle, using it as a ranged weapon. It deals damage to both the turtle and the target as if it were a standard attack. The turtle automatically shells up during this.
HP: 11/12
ATK: 0
DEF: 5 (3)
INIT: 0
CAMERON
[YO, YO!] Cameron swings his yo-yo to make two standard attacks. (Cooldown: 0/2)
[STUNNING FLASH] Cameron directs some light flashes at the target, reducing their INIT by 2d12 for that round. If their new INIT drops below zero, they simply lose their turn. (Cooldown: 0/1)
[JACK ATTACK] Cameron throws a pocketful jacks at a target, hitting with -1 ATK. They litter the ground where they are thrown, and deal 1 piercing damage to all who pass over them. They are automatically returned to Cameron's pocket after one round. (Cooldown: 1/1)
[PASSIVE: ATTENTIVE] Always has priority on contested initiative rolls.
[PASSIVE: ???]
HP: 6/10
ATK: 4
DEF: 0
INIT: 12
RE: RE: Fyte Placan Season Five [Round 8: Can we get someone else up there?] - Gatr - 01-03-2017
With BUFFROBO's newfound lack of weight, he pitter-patters about, running on the walls while FLEXing. My goodness, a dynamic flex! We haven't seen one of those since 1994! Anyways he tries to end up near the Mothmatician.
RE: RE: Fyte Placan Season Five [Round 8: Can we get someone else up there?] - Robust Laser - 01-03-2017
Ca55 takes cover behind the bar on the right, somewhat close to Cil.
Attacking Santar Clog along the way by using him as a springboard.
RE: Fyte Placan Season Five [Round 8: Can we get someone else up there?] - Justice Watch - 01-11-2017
Buffrobo struts his stuff, and re-flexes. He's awfully nimble, but Mothmatician's hex only makes him nimbly-er. He loses 1 HP.
CA55 is nimble, too; she manages to vault over Santar Clog for 2 (3 -1) damage, and scramble over next to Cil.
It's SANTAR CLOG's turn!
Cameron [19 +12] (31)
The Mothmatician [18 +20 -8] (30)
THE BUFFROBO [4 +24] (28)
Cil [14 +8] (22)
CA55-ED [14 +4] (18)
SANTAR CLOG [6 +4] (10)
Dr Ted [6 +8] (14)
A Turtle [3 +0] (3)
Show Content
Spoiler
BUFFROBO cannot target or be targeted by Cil or SANTAR CLOG due to extreme distance.
CA55-ED can target THE BUFFROBO with her ranged attacks, but he cannot target her back as a melee fighter.
SANTAR CLOG cannot target or be targeted by THE BUFFROBO, The Mothmatician, Dr. Ted, and the turtle due to extreme distance, the broken coffee table, and the stage ledge.
SANTAR CLOG
PIPED UP, +1 ATK (1/2)
[SANTAR CLOGS THE PIPES] This attack temporarily lowers a target's DEF by 2 and increases either Santar Clog's ATK by 2 or INIT by 4. These changes are halved after one turn, and revert fully after two turns. (Cooldown: 3/3)
Santar Clog performs a vicious clog dance to the sound of pipes.
[TRADITIONAL XMUX PUNISHMENT] When activated, this immobilizes Santar Clog and a selected target for at least one turn. On subsequent turns, the chance that the paralysis is broken increases by 25%. When Santar Clog attacks an immobilized target, its attacks bypass defense. (Cooldown 0/1, after paralysis ends)
Santar Clog performs the traditional XMUX PUNISHMENT.
[PASSIVE: SPREADING HOLE-DAY CHAR] Whenever Santar Clog moves, there is a 40% chance of leaving "HOLE-DAY CHAR" (a fire) on the previous location for 2 turns which is capable of inflicting one piercing damage to those that travel through or onto it. SANTAR CLOG cannot be harmed by his own flames.
Santar Clog scurries through the power of HOLE-DAY CHAR.
HP: 4/10
ATK: 5 (4)
DEF: 1
INIT: 4
THE BUFFROBO
FLEX, +2 ATK, +1 DEF (2/2)
ABSTRACTUM ARACHNUM, ALL STATS PUSHED INTO INIT (2/2)
[FLEX] +2 ATK, +1 DEF, and THE BUFFROBO takes 1 damage. Effect lasts for 2 turns, with only +1 ATK on the second. (Cooldown 1/1)
[2][SUPLEX]Does damage with ATK equal to THE BUFFROBO's missing HP. Cannot reduce HP below 1.[/2] (Cooldown 1/2)
[PASSIVE: GLISTENING MUSCLES] Each attack in the entire game (except for its own) has a 10% chance to be intercepted by THE BUFFROBO.
HP: 7/12
ATK: 1 (2)
DEF: 0 (2)
INIT: 24 (0)
DR. TED
[SELF LOVE] Take a second to do some self care and heal 4 HP. (Cooldown 1/2)
[MENDING HUG] Heal a friend for 3 HP. (Cooldown 1/1)
[PASSIVE: BIG HEART] If near a friend, there is a 50% chance to reduce the damage they take by half.
HP: 7/14
ATK: 1
DEF: 1
INIT: 8
CA55-ED
PIPED DOWN, -1 DEF (1/2)
DEFENSE.EXE, POSSIBLY PROTECTED BY CIL (1/1)
[APATHETIC CHARM] The target is prevented from directing moves at another target. 50% chance of cooldown. (Cooldown 0/1)
[TRACKING SOFTWARE] Standard attack that is guaranteed to hit, plowing through everything in its path. Hits with +1 ATK. (Cooldown 0/1)
[PASSIVE: SOFTWARE UPDATE REQUIRED] At the end of the turn order, accidentally fire an attack at a random target with a 50% chance to miss. 30% chance to target an ally.
HP: 2/12
ATK: 3
DEF: 0 (1)
INIT: 4
CIL
DEFENDING, +1 DEF (1/2)
DEFENSE.EXE, TAKING ALL DAMAGE FOR AN ALLY (1/1)
[DEFENSE.EXE] Take all incoming damage for one ally until Cil's next turn. Action is announced in thread, but target is communicated to the GM in secret. 30% chance to affect both allies regardless of target. (Cooldown 1/1)
[SYS_REPAIR] Heal 4 HP (Cooldown 0/2)
[PASSIVE: ROBOTS CAN BE HEROES] Gain +4 DEF if Hp is below 2
HP: 9/10
ATK: 1
DEF: 3 (2)
INIT: 8
THE MOTHMATICIAN
STUNNED, -8 INIT (1/1)
DEFENSE.EXE, POSSIBLY PROTECTED BY CIL (1/1)
[KAFKAN DISPLACEMENT] Switches the positions of any two entities on the field. Both targets take 0-4 damage based on how different their bodies are. Cannot self-target. (Cooldown 2)
[ABSTRACTUM ARACHNUM] Pulls on cosmic threads to manipulate character stats; target's stat points (excluding those placed in HP) are redistributed to sit on a single stat for two of their turns. All stat buffs are affected by this on the first turn of this effect, but not on the second. (Cooldown 3/3)
[PASSIVE: CHAETA OF FATE] 35% chance when targeted in melee to reflexively "jump back" to their state on their previous turn. This effect also applies to the attacker (or anything else that might end up in their proximity).
HP: 4/10
ATK: 2
DEF: 0
INIT: 20
A TURTLE
SHELLED UP!, +2 DEF, INVULNERABLE TO MOST ABILITIES
[TOGGLE SHELL] The turtle hides in its shell. May move and then enter the shell, but cannot exit the shell and then move. (Cooldown 0)
[PASSIVE: SHELLED UP!] When inside its shell, the turt has +2 DEF, and is rendered invulnerable to most character abilities.
[PASSIVE: SLIPPERY] When a character attempts to move over the turtle, there is a 50% chance to interrupt their action and plop them nearby. They each will take damage as if by the character's attack. The turtle will then automatically shell up.
[PASSIVE: PROJECTILE] A character may pick up and throw (or kick) the turtle, using it as a ranged weapon. It deals damage to both the turtle and the target as if it were a standard attack. The turtle automatically shells up during this.
HP: 11/12
ATK: 0
DEF: 5 (3)
INIT: 0
CAMERON
[YO, YO!] Cameron swings his yo-yo to make two standard attacks. (Cooldown: 0/2)
[STUNNING FLASH] Cameron directs some light flashes at the target, reducing their INIT by 2d12 for that round. If their new INIT drops below zero, they simply lose their turn. (Cooldown: 0/1)
[JACK ATTACK] Cameron throws a pocketful jacks at a target, hitting with -1 ATK. They litter the ground where they are thrown, and deal 1 piercing damage to all who pass over them. They are automatically returned to Cameron's pocket after one round. (Cooldown: 1/1)
[PASSIVE: ATTENTIVE] Always has priority on contested initiative rolls.
[PASSIVE: ???]
HP: 6/10
ATK: 4
DEF: 0
INIT: 12
RE: RE: Fyte Placan Season Five [Round 8: Can we get someone else up there?] - Kaynato - 01-11-2017
Ah ah ah!! The XMUX spirit is not so easily escaped.
Santar Clog scurries up, following CA55, and takes a vicious swipe.
RE: RE: Fyte Placan Season Five [Round 8: Can we get someone else up there?] - pharmdrugs - 01-19-2017
THE COMMAND I HAVE PLANNED FOR HAS ALREADY BEEN SENT IN AND NOTHING CAN ALTER THE COURSE OF TIME.
RE: Fyte Placan Season Five [Round 8: Can we get someone else up there?] - Justice Watch - 02-05-2017
Santar Clog scurries up behind his target, and gives her a sucker punch to the back, dealing 5 damage, and CA55-ED's HP drops below zero! With a few sparks and half a Windows startup sound, she falls to the ground, unable to take any more punishment.
CA55-ED is down for the count!
A janitor comes in and swiftly sweeps the body away with a push broom.
After the impact, her wand flies toward her nearest teammate, Cil - He's not sure how it works, but just holding it makes him feel more... powerful. Holding this remnant of his fallen comrade gives him ranged attacks, and +1 ATK!
The horrifying echoes of Santar Clog's pipes fade away.
It's Dr Ted's turn!
Cameron [19 +12] (31)
The Mothmatician [18 +20 -8] (30)
THE BUFFROBO [4 +24] (28)
Cil [14 +8] (22)
SANTAR CLOG [6 +4] (10)
Dr Ted [6 +8] (14)
A Turtle [3 +0] (3)
Show Content
Spoiler
BUFFROBO and Cil, SANTAR CLOG are too distant to target each other in melee, but Cil has ranged attacks due to holding CA55-ED's wand.
SANTAR CLOG
[SANTAR CLOGS THE PIPES] This attack temporarily lowers a target's DEF by 2 and increases either Santar Clog's ATK by 2 or INIT by 4. These changes are halved after one turn, and revert fully after two turns. (Cooldown: 2/3)
Santar Clog performs a vicious clog dance to the sound of pipes.
[TRADITIONAL XMUX PUNISHMENT] When activated, this immobilizes Santar Clog and a selected target for at least one turn. On subsequent turns, the chance that the paralysis is broken increases by 25%. When Santar Clog attacks an immobilized target, its attacks bypass defense. (Cooldown 0/1, after paralysis ends)
Santar Clog performs the traditional XMUX PUNISHMENT.
[PASSIVE: SPREADING HOLE-DAY CHAR] Whenever Santar Clog moves, there is a 40% chance of leaving "HOLE-DAY CHAR" (a fire) on the previous location for 2 turns which is capable of inflicting one piercing damage to those that travel through or onto it. SANTAR CLOG cannot be harmed by his own flames.
Santar Clog scurries through the power of HOLE-DAY CHAR.
HP: 4/10
ATK: 4
DEF: 1
INIT: 4
THE BUFFROBO
FLEX, +2 ATK, +1 DEF (2/2)
ABSTRACTUM ARACHNUM, ALL STATS PUSHED INTO INIT (2/2)
[FLEX] +2 ATK, +1 DEF, and THE BUFFROBO takes 1 damage. Effect lasts for 2 turns, with only +1 ATK on the second. (Cooldown 1/1)
[2][SUPLEX]Does damage with ATK equal to THE BUFFROBO's missing HP. Cannot reduce HP below 1.[/2] (Cooldown 1/2)
[PASSIVE: GLISTENING MUSCLES] Each attack in the entire game (except for its own) has a 10% chance to be intercepted by THE BUFFROBO.
HP: 7/12
ATK: 1 (2)
DEF: 0 (2)
INIT: 24 (0)
DR. TED
[SELF LOVE] Take a second to do some self care and heal 4 HP. (Cooldown 1/2)
[MENDING HUG] Heal a friend for 3 HP. (Cooldown 1/1)
[PASSIVE: BIG HEART] If near a friend, there is a 50% chance to reduce the damage they take by half.
HP: 7/14
ATK: 1
DEF: 1
INIT: 8
CA55-ED
Eliminated in round 8
CIL
HOLDING CA55-ED'S WAND, CAN USE RANGED ATTACKS AND +1 ATK
DEFENDING, +1 DEF (1/2)
DEFENSE.EXE, TAKING ALL DAMAGE FOR AN ALLY (1/1)
[DEFENSE.EXE] Take all incoming damage for one ally until Cil's next turn. Action is announced in thread, but target is communicated to the GM in secret. 30% chance to affect both allies regardless of target. (Cooldown 1/1)
[SYS_REPAIR] Heal 4 HP (Cooldown 0/2)
[PASSIVE: ROBOTS CAN BE HEROES] Gain +4 DEF if Hp is below 2
HP: 9/10
ATK: 2 (1)
DEF: 3 (2)
INIT: 8
THE MOTHMATICIAN
STUNNED, -8 INIT (1/1)
DEFENSE.EXE, POSSIBLY PROTECTED BY CIL (1/1)
[KAFKAN DISPLACEMENT] Switches the positions of any two entities on the field. Both targets take 0-4 damage based on how different their bodies are. Cannot self-target. (Cooldown 2)
[ABSTRACTUM ARACHNUM] Pulls on cosmic threads to manipulate character stats; target's stat points (excluding those placed in HP) are redistributed to sit on a single stat for two of their turns. All stat buffs are affected by this on the first turn of this effect, but not on the second. (Cooldown 3/3)
[PASSIVE: CHAETA OF FATE] 35% chance when targeted in melee to reflexively "jump back" to their state on their previous turn. This effect also applies to the attacker (or anything else that might end up in their proximity).
HP: 4/10
ATK: 2
DEF: 0
INIT: 20
A TURTLE
SHELLED UP!, +2 DEF, INVULNERABLE TO MOST ABILITIES
[TOGGLE SHELL] The turtle hides in its shell. May move and then enter the shell, but cannot exit the shell and then move. (Cooldown 0)
[PASSIVE: SHELLED UP!] When inside its shell, the turt has +2 DEF, and is rendered invulnerable to most character abilities.
[PASSIVE: SLIPPERY] When a character attempts to move over the turtle, there is a 50% chance to interrupt their action and plop them nearby. They each will take damage as if by the character's attack. The turtle will then automatically shell up.
[PASSIVE: PROJECTILE] A character may pick up and throw (or kick) the turtle, using it as a ranged weapon. It deals damage to both the turtle and the target as if it were a standard attack. The turtle automatically shells up during this.
HP: 11/12
ATK: 0
DEF: 5 (3)
INIT: 0
CAMERON
[YO, YO!] Cameron swings his yo-yo to make two standard attacks. (Cooldown: 0/2)
[STUNNING FLASH] Cameron directs some light flashes at the target, reducing their INIT by 2d12 for that round. If their new INIT drops below zero, they simply lose their turn. (Cooldown: 0/1)
[JACK ATTACK] Cameron throws a pocketful jacks at a target, hitting with -1 ATK. They litter the ground where they are thrown, and deal 1 piercing damage to all who pass over them. They are automatically returned to Cameron's pocket after one round. (Cooldown: 1/1)
[PASSIVE: ATTENTIVE] Always has priority on contested initiative rolls.
[PASSIVE: ???]
HP: 6/10
ATK: 4
DEF: 0
INIT: 12
RE: RE: Fyte Placan Season Five [Round 8: Can we get someone else up there?] - BananaPanda - 02-05-2017
Dr.Ted grabs the turtle and throws it at Mothmatician, but not before a good luck kiss on its shell.
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