that one guy, that does that one thing.
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RE: Fyte Placan Season Five [Round 5: You'd better not cry! ♪]
10-15-2016, 10:15 AM
(oh jeez oh man ...I don't think I like Christmas anymore. Im'a robohurl ...)
Alright it's time for some flawless koopa logic! Kick that turtle towards Buffrobo!
Posts: 2,669
Joined: Oct 2014
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Location: A City on the Moon
RE: Fyte Placan Season Five [Round 5: You'd better not cry! ♪]
10-18-2016, 08:49 PM
Cil gives the turtle a running punt that any sportsman would be proud of. It kareens off of Buffrobo's head... for 0 (1 -2) damage. The turtle also takes 0 (1 -5) damage.
A janitor comes onstage and sweeps away all the candy and pinata debris. Y'all whippersnappers had your chance, and now its time to clean this mess up!
It's CA55-ED's turn!
SANTAR CLOG [20 +4] (24)
Cameron [9 +12] (21, Priority)
The Mothmatician [1 +20] (21)
Cil [11 +8] (19, Priority)
CA55-ED [15 +4] (19)
Dr Ted [10 +8] (18)
THE BUFFROBO [14 +0] (14)
A Turtle [9 +0] (9)
Show Content
SpoilerSANTAR 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: 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 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: 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 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: 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 0/1)
[PASSIVE: BIG HEART] If near a friend, there is a 50% chance to reduce the damage they take by half.
HP: 11/14
ATK: 1
DEF: 1
INIT: 8
CA55-ED
CORNERED, CANNOT MOVE OR TARGET ANYTHING BEYOND THE IMMEDIATE AREA
[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: 1
INIT: 4
CIL
[DEFENSE.EXE] Take all incoming damage for one ally until Cil's next turn. (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: 10/10
ATK: 1
DEF: 2
INIT: 8
THE MOTHMATICIAN
CANDY GRABBER, HOLDING 2 SERVINGS OF CANDY THAT CAN HEAL 1D4 HP EACH. 50% CHANCE TO DROP ON BEING HIT WITH ANY ATTACK.
[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 1/2)
[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: 6/10
ATK: 2
DEF: 0
INIT: 20
A TURTLE
SHELLED UP!, +2 DEF, INVULNERABLE TO EXTRANEOUS EFFECTS
[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: 2)
[???]
[???]
[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.
Posts: 3,242
Joined: Jul 2011
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RE: Fyte Placan Season Five [Round 5: You'd better not cry! ♪]
10-18-2016, 10:35 PM
i mean it's a good thing ca55 still has "Buffrobo -> Self" in her 'recently saved' menu for Apathetic Charm. It seems prudent right now.
If she can duck out of the area while Buffrobo doesn't care, she does that too.
Posts: 2,669
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RE: Fyte Placan Season Five [Round 5: You'd better not cry! ♪]
10-21-2016, 08:21 AM
(This post was last modified: 10-21-2016, 08:38 AM by Justice Watch.)
Buffrobo forgets what he was going to use that fist for.
It's Dr Ted's turn!
SANTAR CLOG [20 +4] (24)
Cameron [9 +12] (21, Priority)
The Mothmatician [1 +20] (21)
Cil [11 +8] (19, Priority)
CA55-ED [15 +4] (19)
Dr Ted [10 +8] (18)
THE BUFFROBO [14 +0] (14)
A Turtle [9 +0] (9)
Show Content
SpoilerSANTAR 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: 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 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: 4
DEF: 1
INIT: 4
THE BUFFROBO
FLEX, +1 ATK, (1/2)
APATHETIC CHARM, CANNOT TARGET CA55-ED (1/1)
[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 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: 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 0/1)
[PASSIVE: BIG HEART] If near a friend, there is a 50% chance to reduce the damage they take by half.
HP: 11/14
ATK: 1
DEF: 1
INIT: 8
CA55-ED
CORNERED, CANNOT MOVE OR TARGET ANYTHING BEYOND THE IMMEDIATE AREA
[APATHETIC CHARM] The target is prevented from directing moves at another target. 50% chance of cooldown. (Cooldown 1/1)
[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: 8/12
ATK: 3
DEF: 1
INIT: 4
CIL
[DEFENSE.EXE] Take all incoming damage for one ally until Cil's next turn. (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: 10/10
ATK: 1
DEF: 2
INIT: 8
THE MOTHMATICIAN
CANDY GRABBER, HOLDING 2 SERVINGS OF CANDY THAT CAN HEAL 1D4 HP EACH. 50% CHANCE TO DROP ON BEING HIT WITH ANY ATTACK.
[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 1/2)
[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: 6/10
ATK: 2
DEF: 0
INIT: 20
A TURTLE
SHELLED UP!, +2 DEF, INVULNERABLE TO EXTRANEOUS EFFECTS
[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: 2)
[???]
[???]
[PASSIVE: ATTENTIVE] Always has priority on contested initiative rolls.
[PASSIVE: ???]
HP: 6/10
ATK: 4
DEF: 0
INIT: 12
Posts: 625
Joined: Mar 2016
Pronouns: He/Him
Location: Over here.
RE: Fyte Placan Season Five [Round 5: You'd better not cry! ♪]
10-21-2016, 02:35 PM
While Santar Clog was getting pummeled to 1 HP Ted could only watch, but now, he can finally help. Dr. Ted lets Buff Robo hold Ca55 off for now and hugs the SHIT out of Santar Clog. (not literally)
Posts: 2,669
Joined: Oct 2014
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Location: A City on the Moon
RE: Fyte Placan Season Five [Round 5: You'd better not cry! ♪]
10-21-2016, 07:41 PM
(This post was last modified: 10-21-2016, 08:05 PM by Justice Watch.)
Finding first aid to be of more importance than offense, Ted leaves CA55 and Buffrobo to heal Santar Clog again for 3 HP. He looks a little confused with a mouthful of candy; perhaps The Devil of Xmux doesn't often get hugs like this.
CA55-ED is no longer cornered.
It's THE BUFFROBO's turn!
SANTAR CLOG [20 +4] (24)
Cameron [9 +12] (21, Priority)
The Mothmatician [1 +20] (21)
Cil [11 +8] (19, Priority)
CA55-ED [15 +4] (19)
Dr Ted [10 +8] (18)
THE BUFFROBO [14 +0] (14)
A Turtle [9 +0] (9)
Show Content
SpoilerSANTAR 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: 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 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: 4
DEF: 1
INIT: 4
THE BUFFROBO
FLEX, +1 ATK, (1/2)
APATHETIC CHARM, CANNOT TARGET CA55-ED (1/1)
[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 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: 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: 11/14
ATK: 1
DEF: 1
INIT: 8
CA55-ED
[APATHETIC CHARM] The target is prevented from directing moves at another target. 50% chance of cooldown. (Cooldown 1/1)
[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: 8/12
ATK: 3
DEF: 1
INIT: 4
CIL
[DEFENSE.EXE] Take all incoming damage for one ally until Cil's next turn. (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: 10/10
ATK: 1
DEF: 2
INIT: 8
THE MOTHMATICIAN
CANDY GRABBER, HOLDING 2 SERVINGS OF CANDY THAT CAN HEAL 1D4 HP EACH. 50% CHANCE TO DROP ON BEING HIT WITH ANY ATTACK.
[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 1/2)
[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: 6/10
ATK: 2
DEF: 0
INIT: 20
A TURTLE
SHELLED UP!, +2 DEF, INVULNERABLE TO EXTRANEOUS EFFECTS
[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: 2/2)
[???]
[???]
[PASSIVE: ATTENTIVE] Always has priority on contested initiative rolls.
[PASSIVE: ???]
HP: 6/10
ATK: 4
DEF: 0
INIT: 12
Posts: 2,487
Joined: Nov 2011
Pronouns: he/his/him
Location:
RE: Fyte Placan Season Five [Round 5: You'd better not cry! ♪]
10-22-2016, 02:35 AM
I am literally unable to do anything except be engrossed in my own rippling, flexing muscles.
Posts: 43
Joined: Sep 2011
Pronouns:
Location:
RE: Fyte Placan Season Five [Round 5: You'd better not cry! ♪]
10-24-2016, 05:29 AM
TURTLE: UNSHELL
Posts: 2,669
Joined: Oct 2014
Pronouns: He/Him
Location: A City on the Moon
RE: Fyte Placan Season Five [Round 6: Overdue Maintenance]
10-24-2016, 06:43 AM
(This post was last modified: 10-24-2016, 06:44 AM by Justice Watch.)
While he's there, Buffrobo decides to have a good look at his biceps. Nice. He loses 1 HP.
Clattering to the ground, the turtle crawls back out of its shell. Its trip is delayed a bit. How sad, how sad...!
CA55-ED lets loose another bolt of magic, and it hits Mothmatician square in the back for 3 damage! One of his candy grabfuls clatters to the ground!
ROUND 6
A lamp falls from the ceiling, narrowly missing Cil. A stagehand swears, and then apologizes from above (we're on the air, after all).
It's The Mothmatician's turn!
The Mothmatician [12 +20] (32)
Cameron [13 +12] (25, Priority)
Cil [17 +8] (25)
SANTAR CLOG [13 +4] (17)
Dr Ted [6 +8] (14, Priority)
THE BUFFROBO [14 +0] (14)
CA55-ED [1 +4] (5)
A Turtle [2 +0] (2)
Show Content
SpoilerSANTAR 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: 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 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: 4
DEF: 1
INIT: 4
THE BUFFROBO
FLEX, +2 ATK, +1 DEF (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)
[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: 9/12
ATK: 4 (2)
DEF: 3 (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: 11/14
ATK: 1
DEF: 1
INIT: 8
CA55-ED
[APATHETIC CHARM] The target is prevented from directing moves at another target. 50% chance of cooldown. (Cooldown 1/1)
[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: 8/12
ATK: 3
DEF: 1
INIT: 4
CIL
[DEFENSE.EXE] Take all incoming damage for one ally until Cil's next turn. (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: 10/10
ATK: 1
DEF: 2
INIT: 8
THE MOTHMATICIAN
CANDY GRABBER, HOLDING 1 SERVING OF CANDY THAT CAN HEAL 1D4 HP. 50% CHANCE TO DROP ON BEING HIT WITH ANY ATTACK.
[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 1/2)
[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: 3/10
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: 2/2)
[???]
[???]
[PASSIVE: ATTENTIVE] Always has priority on contested initiative rolls.
[PASSIVE: ???]
HP: 6/10
ATK: 4
DEF: 0
INIT: 12
Posts: 7,449
Joined: Jul 2011
Pronouns: they/them/whatever
Location: Coast.
RE: RE: Fyte Placan Season Five [Round 6: Overdue Maintenance]
10-24-2016, 08:27 AM
Damn it all. The moth eats their non-floor candy.
Posts: 2,669
Joined: Oct 2014
Pronouns: He/Him
Location: A City on the Moon
RE: Fyte Placan Season Five [Round 6: Overdue Maintenance]
10-25-2016, 06:45 AM
(This post was last modified: 10-25-2016, 06:49 AM by Justice Watch.)
Mothmatician eats the candy he still has on hand. It's gross candy, though; it only heals 1 HP.
Cameron takes out a handful of jacks, and throws it at Ted for 2 (4 -1 -1) damage. They litter the ground to the left of the couch.
It's Cil's turn!
The Mothmatician [12 +20] (32)
Cameron [13 +12] (25, Priority)
Cil [17 +8] (25)
SANTAR CLOG [13 +4] (17)
Dr Ted [6 +8] (14, Priority)
THE BUFFROBO [14 +0] (14)
CA55-ED [1 +4] (5)
A Turtle [2 +0] (2)
Show Content
SpoilerSANTAR 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: 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 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: 4
DEF: 1
INIT: 4
THE BUFFROBO
FLEX, +2 ATK, +1 DEF (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)
[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: 9/12
ATK: 4 (2)
DEF: 3 (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: 9/14
ATK: 1
DEF: 1
INIT: 8
CA55-ED
[APATHETIC CHARM] The target is prevented from directing moves at another target. 50% chance of cooldown. (Cooldown 1/1)
[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: 8/12
ATK: 3
DEF: 1
INIT: 4
CIL
[DEFENSE.EXE] Take all incoming damage for one ally until Cil's next turn. (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: 10/10
ATK: 1
DEF: 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)
[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: 1/2)
[???]
[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
An NPC ability has been revealed.
that one guy, that does that one thing.
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RE: RE: Fyte Placan Season Five [Round 6: Overdue Maintenance]
10-25-2016, 11:47 AM
NO. MOTHFRIEND. NO ONE SHOULD EVER SUFFER THE INDECENCY OF BAD CANDY.
defense.exe on the Mothmatician.
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Location: A City on the Moon
RE: RE: Fyte Placan Season Five [Round 6: Overdue Maintenance]
10-25-2016, 03:13 PM
(This post was last modified: 10-25-2016, 06:16 PM by Justice Watch.)
Cil's abilities have been buffed.
[DEFENSE.EXE] Take all incoming damage for the team until Cil's next turn. (Cooldown 0/1)
Posts: 2,669
Joined: Oct 2014
Pronouns: He/Him
Location: A City on the Moon
RE: Fyte Placan Season Five [Round 6: Overdue Maintenance]
10-26-2016, 07:17 AM
(This post was last modified: 10-26-2016, 03:00 PM by Justice Watch.)
Cil takes a heroic stance, ready to defend his allies at a moment's notice!
It's SANTAR CLOG's turn!
The Mothmatician [12 +20] (32)
Cameron [13 +12] (25, Priority)
Cil [17 +8] (25)
SANTAR CLOG [13 +4] (17)
Dr Ted [6 +8] (14, Priority)
THE BUFFROBO [14 +0] (14)
CA55-ED [1 +4] (5)
A Turtle [2 +0] (2)
Show Content
SpoilerSANTAR 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: 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 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: 4
DEF: 1
INIT: 4
THE BUFFROBO
FLEX, +2 ATK, +1 DEF (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)
[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: 9/12
ATK: 4 (2)
DEF: 3 (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: 9/14
ATK: 1
DEF: 1
INIT: 8
CA55-ED
[APATHETIC CHARM] The target is prevented from directing moves at another target. 50% chance of cooldown. (Cooldown 1/1)
[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: 8/12
ATK: 3
DEF: 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: 10/10
ATK: 1
DEF: 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)
[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: 1/2)
[???]
[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
Posts: 2,669
Joined: Oct 2014
Pronouns: He/Him
Location: A City on the Moon
RE: RE: Fyte Placan Season Five [Round 6: Overdue Maintenance]
10-26-2016, 02:59 PM
Cil's abilities have been modified and hopefully finalized. Sorry for the confusion folks; this was deceptively tough to balance.
[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)
Posts: 2,251
Joined: Nov 2011
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Location:
RE: RE: Fyte Placan Season Five [Round 6: Overdue Maintenance]
10-27-2016, 01:38 AM
Ah, ah, a captive audience! Santar Clog busts out the pipes, scampering forth and leaping over the heroic robot in one horrible motion, increasing its own power in a discordant, cacophonic attack. A hit would be lovely, but even if blocked, Santar would continue to spread the XMUX CHEER.
(Activate: Santar Clogs the Pipes, increase own ATK, target CA55)
Posts: 2,669
Joined: Oct 2014
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Location: A City on the Moon
RE: Fyte Placan Season Five [Round 6: Overdue Maintenance]
10-31-2016, 07:50 AM
Santar Clog whips out his traditional whale bone pipes, and leaps across the stage, leaving a fire in his wake - making that spot twice as dangerous as it once was.
CA33-ED seems particularly affected by the noise, and her DEF is lowered to zero, while Santar's ATK is raised to 6!
It's Dr. Ted's turn!
The Mothmatician [12 +20] (32)
Cameron [13 +12] (25, Priority)
Cil [17 +8] (25)
SANTAR CLOG [13 +4] (17)
Dr Ted [6 +8] (14, Priority)
THE BUFFROBO [14 +0] (14)
CA55-ED [1 +4] (5)
A Turtle [2 +0] (2)
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, +2 ATK, +1 DEF (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)
[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: 9/12
ATK: 4 (2)
DEF: 3 (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: 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 1/1)
[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: 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: 10/10
ATK: 1
DEF: 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)
[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: 1/2)
[???]
[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
Posts: 625
Joined: Mar 2016
Pronouns: He/Him
Location: Over here.
RE: RE: Fyte Placan Season Five [Round 6: Overdue Maintenance]
10-31-2016, 09:22 PM
Dr. Ted has been feeling hurt emotional and physically by all of these acts of meanness to him and his friends. He just needs to take a second and do some Self Love.
Posts: 2,669
Joined: Oct 2014
Pronouns: He/Him
Location: A City on the Moon
RE: Fyte Placan Season Five [Round 6: Overdue Maintenance]
10-31-2016, 11:50 PM
Pulling out a needle and thread, Ted performs a delicate surgical procedure on his own arm, healing 4 HP to himself. That PhD didn't earn itself!
It's THE BUFFROBO's turn!
The Mothmatician [12 +20] (32)
Cameron [13 +12] (25, Priority)
Cil [17 +8] (25)
SANTAR CLOG [13 +4] (17)
Dr Ted [6 +8] (14, Priority)
THE BUFFROBO [14 +0] (14)
CA55-ED [1 +4] (5)
A Turtle [2 +0] (2)
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, +2 ATK, +1 DEF (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)
[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: 9/12
ATK: 4 (2)
DEF: 3 (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: 13/14
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 1/1)
[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: 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: 10/10
ATK: 1
DEF: 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)
[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: 1/2)
[???]
[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
Posts: 2,487
Joined: Nov 2011
Pronouns: he/his/him
Location:
RE: RE: Fyte Placan Season Five [Round 6: Overdue Maintenance]
11-01-2016, 01:55 AM
suplex cil
Posts: 2,669
Joined: Oct 2014
Pronouns: He/Him
Location: A City on the Moon
RE: Fyte Placan Season Five [Round 6: Overdue Maintenance]
11-07-2016, 06:36 AM
Buffrobo swiftly runs up to Cil and gives him the flip, dealing 1 (3 -2) damage. Cil somehow manages to keep his concentration, and is still protecting his teammates.
It's CA55-ED's turn!
The Mothmatician [12 +20] (32)
Cameron [13 +12] (25, Priority)
Cil [17 +8] (25)
SANTAR CLOG [13 +4] (17)
Dr Ted [6 +8] (14, Priority)
THE BUFFROBO [14 +0] (14)
CA55-ED [1 +4] (5)
A Turtle [2 +0] (2)
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: 13/14
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 1/1)
[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: 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
[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: 1/2)
[???]
[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
Posts: 2,669
Joined: Oct 2014
Pronouns: He/Him
Location: A City on the Moon
RE: RE: Fyte Placan Season Five [Round 6: Overdue Maintenance]
11-07-2016, 06:37 AM
Buffrobo's Suplex has been modified
[SUPLEX] Does damage with ATK equal to THE BUFFROBO's missing HP. Cannot reduce HP below 1. (Cooldown 2)
Posts: 3,242
Joined: Jul 2011
Pronouns: She/They/He/Whatever
Location: Kelowna, BC, Canada, THE MOON
RE: RE: Fyte Placan Season Five [Round 6: Overdue Maintenance]
11-07-2016, 09:23 PM
Ca55 is gonna stand a bit closer to like, the edge of the studio, rather than against a wall, and fire a Tracking Software assisted piece of magic at Ted.
Posts: 43
Joined: Sep 2011
Pronouns:
Location:
RE: RE: Fyte Placan Season Five [Round 6: Overdue Maintenance]
11-07-2016, 10:34 PM
(This post was last modified: 11-07-2016, 10:44 PM by pharmdrugs.)
TURTLE: MOVE FORWARD. APPROACH CENTER OF ROOM.
Posts: 2,669
Joined: Oct 2014
Pronouns: He/Him
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.
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