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Joined: Oct 2014
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Location: A City on the Moon
RE: Fyte Placan Season Five [Round 7: Celtic Cacophony]
11-08-2016, 07:22 AM
(This post was last modified: 11-21-2016, 05:26 AM by Justice Watch.)
CA55-ED makes some distance from the fray before she launches a bolt at Ted, dealing 3 (3 +1 -1) damage.
The turtle also waddles to the center of the room, right next to Buffrobo on the ground.
Growing smart to CA55's random attacks, Mothmatician dodges the next incoming bolt, which burns itself into the nearby writing desk.
ROUND 7
Another lamp falls from above, this time in front of CA55-ED, all to the sound of Santar Clog's pipe music.
Cameron pressed a button, and bright lights flash at Mothmatician, reducing his initiative roll by 8 and delaying his turn by one!
Cameron's jacks also return to his pocket.
It's Cil'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
DEFENSE.EXE, TAKING ALL DAMAGE DEALT TOWARD BLUE TEAM (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: 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
An NPC ability has been revealed.