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Joined: Oct 2014
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Location: A City on the Moon
RE: Fyte Placan Season Five [Round 4: It's NOT a futon.]
10-04-2016, 10:02 AM
CA55-ED grabs the second table leg and gives the Pinata a hearty smack - whatever it is that's inside is just waiting to spill out now.
Then, she accidentally fires a spell with the table leg, and hits Santar Clog with it, while he confusedly pounds nails into the ground. Ted is nearby to offer him support in these tough times, and reduces the damage he takes by half. All in all, Santar Clog takes 1 (3 -1 /2) damage.
And of course... the turtle advances toward its goal.
ROUND 4
A pair of stagehands get into an argument over where the couch should have been; it's very distracting. All non-self targeting moves have a 10% chance to be directed toward the wrong target this round.
It's The Mothmatician's turn!
The Mothmatician [17 +20] (37)
Cil [18 +8] (26)
CA55-ED [12 +4, Priority] (16)
A Turtle [16 +0] (16)
Dr Ted [4 +8] (12)
THE BUFFROBO [11 +0] (11)
SANTAR CLOG [5 +4] (9)
Show Content
SpoilerSANTAR CLOG
XMUX PUNISHMENT (2/4)
[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: 0/3)
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 1/1 after leaving paralysis)
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: 7/10
ATK: 4
DEF: 1
INIT: 4
THE BUFFROBO
FLEX, +2 ATK, +1 DEF (2/2)
ABSTRACTUM ARACHNUM, ALL BASE ATK AND INIT LUMPED INTO DEF (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 1/1)
[SUPLEX] Does damage equal to THE BUFFROBO's missing HP. (Cooldown 0/1)
[PASSIVE: GLISTENING MUSCLES] Each attack in the entire game (except for its own) has a 10% chance to be intercepted by THE BUFFROBO.
HP: 10/12
ATK: 3 (2)
DEF: 4 (2)
INIT: 0
DR. TED
[SELF LOVE] Take a second to do some self care and heal 4 HP. (Cooldown 0/2)
[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: 12/14
ATK: 1
DEF: 1
INIT: 8
CA55-ED
TABLE LEG, +1 ATK ON MELEE ATTACKS (1 USE REMAINING)
[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: 12/12
ATK: 3
DEF: 1
INIT: 4
CIL
DEFENSE.EXE, TAKE ALL DAMAGE DIRECTED AT THE MOTHMATICIAN (1/1)
[DEFENSE.EXE] Take all incoming damage for one ally until Cil's next turn. (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: 10/10
ATK: 1
DEF: 2
INIT: 8
THE MOTHMATICIAN
DEFENSE.EXE, ALL INCOMING DAMAGE REDIRECTED TOWARD 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 0/2)
[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 2/3)
[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: 6/10
ATK: 2
DEF: 0
INIT: 20
A TURTLE
[???]
[PASSIVE: ???]
[PASSIVE: ???]
[PASSIVE: ???]
HP: 12/12
ATK: 0
DEF: 3
INIT: 0