Cycle 5: The Angel Descends
[THEME]
Conditions:
Win: Defeat D.Angel.
Lose: Party wiped out.

...HMPH!!
Zia once again released a charged blast from her hands, this time at the angel. Then her face that had been fairly composed for most of this battle finally broke into a look of horror.The attack fizzled as it hit the angel of terror. Like it's brethren, it did not so much as flinch. That was not the cause for her concern however.

The... barrier. Curses, I may have overexerted myself here.... for my own ambition... Is this really... all I can do?.
The pillar of light faded as she fell to her knees gasping. The fog quickly beginning to converge on the Central Square.

...What am I doing... fuck it. I can't lose my cool here... I'm... I'm coming guys! Hold yer horses!
Kiri finally noticing the Angel and gave one last look to the Tyrant. Then rushed towards the group, performing a dashing slash of blue flame through the D. Wing that was about to attack Zia. Her eyes widened at Zia's condition.

H-Hey now! I'm supposed to be the beginner right? Shit now what ...Naw... I already know right...?
She turned and placed her katana back on her shoulder, glaring up at the Angel. A tired but smug look crossed her face...

If I want dat sweet promotion. I'm gonna have to take it to the next level... whether there is one or not.
Hylia began to quickly backstep past Zia as the Angel loomed over her. Several drops of sweat coming down her face. Yet she kept performing all the while and her voice never cracked. This was the closest to her dream that she'd ever have and she was living it now. For better or worse.

....
Enea saw the party advancing beside her and a strange look was on her soft features.

One more!
She ran forward with her guardian in tow. However made it to the top of another building very quickly. Far ahead of the knight.

What was.. oh right! I think that's the one! Mm-mm, time to try...!
She aimed as several rings of light converged over the arrow tip of the crossbow. Finally releasing a stream of shots from the tower into the D. Angel. Magically charged explosions engulfed it's left side.
And then...
The shots suddenly stopped...
A look of surprise as she looked at her not working weapon and a sigh followed...
She then fell like a sack of bricks of the tower edge and hit the ground hard, very ungracefully. Crumpling into a heap next to Angel.

.....
Enea layed sprawled on the ground as her knight bent over her and literally covered her entire body under his enormous frame.
The D. Crawlers hit Zia hard with more ranged attacks. Her energy spent body not able to deflect them properly. She raised her sleeves but it wasn't fast enough as she became battered by attacks. The trio of Titans all combined their full field attack and unleashed a trio of waves hitting everyone regardless of location.
The gold winged Dissonance took all of the Astorean's attacks. It shrugged off the flawed blast from Zia. Even the barrage of what looked like several dozens of energy arrows from Enea simply caused ripples in it's flesh. As it raised it's tendril like arms into the sky and the entire city began to quiver. Not just the ground, but the air and the sky. Everything that existed within the vicinity warped and swayed as if in a mirage. The Dissonance all around began to moan as darkness from the sky, the earth, even some of those fighting all flew towards them. They seemed... rejuvenated? The strange effect then faded from the area.
The area above the Angel's upraised appendages began to distort now. It started small but began to expand as a rip filled with black and dark lightning. Golden chains began to wrap around it like making some kind of horrific gift.. and indeed it was.
The tendrils shifted towards the centralized group as the orb of destruction descended upon them faster than they could blink. The area exploded into black as the chains burst into a ironically golden energy. Were these Dissonance possibly... like gods? If so, could mere mortals like this defeat them?
D. Crawler A
- DEAD HP
- Zone F8
D. Crawler B
- 400 HP
- Zone C2
D. Crawler C
- DEAD HP
- Zone G4
D. Crawler D
- 400 HP
- Zone G5
Conditions (All D. Crawlers): Ǫ̴̢r̵̨̡̀r̴̕͜͜'̴̨̧͏e̢̡̛ ̷́̀͞͠g̸͢͠o͏̕k̷͏̵̶l̸n̡̧͠͡͝'̸͏ģ̀͡͝h҉̶a҉̴̢ // Ḿ҉̶͘g̶̛͢e̵̕ḩ̀͝y̷͢ȩ̷͘͟'̸l̀͢l͜͞o̶̧͝į̸͝g̶̀͠ ͜s̵h͟͝͡u̶̧ǵ̡ņ̀͘̕͝á̸̡͘͠h͟͝͝
D. Wings A
- DEAD HP
- Zone A9
D. Wings B
- DEAD HP
- Zone B8
D. Wings C
- DEAD HP
- Zone B9
D. Wings D
- DEAD HP
- Zone E8
D. Wings E
- DEAD HP
- Zone E7
D. Wings F
- DEAD HP
- Zone D4
D. Wings G
- DEAD HP
- Zone F4
D. Wings H
- DEAD HP
- Zone G3
Conditions (All D. Wings): Ǫ̴̢r̵̨̡̀r̴̕͜͜'̴̨̧͏e̢̡̛ ̷́̀͞͠g̸͢͠o͏̕k̷͏̵̶l̸n̡̧͠͡͝'̸͏ģ̀͡͝h҉̶a҉̴̢ // A͟h͞͝҉͝'̴͏̵l̷҉̶̛l̨͟͜͏o̴͟i̴̢͟͟g̛̀͝͞͏s͜͢͠͡͞h̷̛̛͜͝o̸g̵ģ͡ ̶͡s̛͏̴͘h̴́͝u҉̀͢͠g͜͞͠͞n̸̷͢͞͠a̢̛͘̕h̷́́́
D. Tyrant A
- 609/999 HP
- Zone A5
D. Tyrant B
- 749/999 HP
- Zone I5
D. Tyrant C
- 999 HP
- Zone E9
Conditions(All D. Tyrants: Ǫ̴̢r̵̨̡̀r̴̕͜͜'̴̨̧͏e̢̡̛ ̷́̀͞͠g̸͢͠o͏̕k̷͏̵̶l̸n̡̧͠͡͝'̸͏ģ̀͡͝h҉̶a҉̴̢ // Ḿ҉̶͘g̶̛͢e̵̕ḩ̀͝y̷͢ȩ̷͘͟'̸l̀͢l͜͞o̶̧͝į̸͝g̶̀͠ ͜s̵h͟͝͡u̶̧ǵ̡ņ̀͘̕͝á̸̡͘͠h͟͝͝
BOSS: D. Angel
- 611/ ???? HP
- Zone 2
Conditions:Í̀m̴̡p̵̵͟u҉̴̛̀r̡͘͠e̛͘̕͞ ̡́͢͞ǹ̀͠n̡͢ǹ̨̕͞'̶̴̢̡͜d̡͡͡r̵͟n̡͘̕͢ // S̨̀͡h̵u̴҉g̶̶̀̀n̡̢͜a̷̛h̨̧́͘҉ ́҉̕̕͢o̕͞͞t̸̸̨͝ ͠ȩ̡̧̨͟p̕͠s̷h̷̢u̶̴̡̕͡g҉g̶͡͞o̴̸̧͝͡g̵͟͞
RESISTED ROLAND'S ATTACK BY 10
Zia
- 38/500 HP
- Zone E5
Conditions: Exhausted
Hylia
- 122/250 HP
- Zone E6
Conditions: Performing Full Concert! +40 Offense, 20 HP Regen per cycle to Zone, Ailments Blocked.
Kiri
- 134/250 HP
- Zone G4
Conditions: Tiring, G4
Enea
- 90/100 HP
- Zone C3
Conditions: Unconscious
Enea's Guardian
- 323/500 HP
- Zone B4
Conditions: Protecting Enea
Locations, Damage & Buffs:
Roland D4 (Cannot Enter Zone 2), 50 HP Damage, 50 EN Damage (AOE, D. Angel )
Vina D5, 50 HP Damage, 50 EN Damage (AOE, D. Angel )
Comet F6, 50 HP Damage, 50 EN Damage (AOE, D. Angel )
Seigi C5
Seraphy F7
Majolica F5, 50 HP Damage, 50 EN Damage (AOE, D. Angel )
Entire Party sustained a total of 21 HP Damage from D. Tyrants A, B, and C
NPC Actions:
Zia used Soul Force (Failed): 140 Damage to D. Angel, Exhausted
Hylia Performs Full Concert: +40 Offense, 20 HP Regen per cycle to Zone, Ailments Blocked
Kiri recklessly attacks: 200 HP Damage to D.Wing, Defeated D. DWing
Enea uses Soul Force: 777 to D. Angel, Unconscious
Enea's Guardian: Protects Enea
Code:
[bg] [health]###[/health] [energy]###[/energy] [zone] -- [/zone] [/bg]
[b2]Condition[/b2]
Post here
[CENTER][b2]Action (mention others if it affects them)[/b2]
[score]Roll + Bonuses = Total[/score]
Roll / Tracker
[/CENTER]
- minimum of 100 words and maximum of 500 words. No more, no less.
- 1 post per character per cycle, with DM posts resetting the cycle every 24 hours.
- All dice must be rolled in this thread.
- If you want to do some extra communication between party members, do so here.
NPC Advise: The any member of the party may on each cycle make a recommendation for a action to NPCs within the same Zone. This advice is not always followed (is effected by relations/rep), and bad advice can be fatal. Use this well.
Zones There are a total of 9 Zones broken up on the map. They are distinguishable by the darker black lines separating them. When taking actions that mention Zones, remember that the entire set of panels in the Zone is accounted for.
Energy Expenditure: All masteries cost energy to use. Whether a simple sword swing or a powerful lightning bolt. Check the Energy Guide below and use the proper energy costs for every use of your mastery. Dropping to 1 EN will cause your character to become exhausted/mind downed. This will render them unable to move, take any actions, and vulnerable to damage (x3 will be dealt).Your EN will recover by 10 if you survive that turn.
Terrain, Range and Movement: Check the Range Guide below. All masteries have a set range of attack/support. You may move one panel per turn or two panels per turn for 1 EN. Mobility mastery of Adept allows two panel movement without losing a action (still consumes 1 EN). Attacking either on it's own or after a normal move costs the amount given in the Energy Guide. You may not attack while using the two panel move option (unless Mobility is Adept). You may not enter or pass through a panel with a enemy already present. You may not enter a panel occupied by a ally (you may pass through however). Diagonal movement is allowed.
Resting: On any one of your turns. You may decide to simply do nothing and rest yourself. This will recover 25 EN. There are no penalties for this lack of action other than the loss of your turn to contribute.
Terrain Key;
DARK GRAY=Paved Road
The abandoned streets of Valor's Point.
LIGHT GRAY=Inner City.
Rooftops, backstreets, and generally difficult to maneuver locals. You may enter these with normal movement, however you may not use two panel move to cross over one of these panels. Exception for those with Mobility at Adept.
CLOUDY PANEL=The Fog of Dissonance
A fog carrying the Dissonance within it. Drawn to the chaos of the land. Entering the fog and leaving the field generated by Zia may have consequences.
Everyone is allowed to perform one of these actions per cycle. The actions you can take for every cycle is dependent on what masteries you have, as well as what's present on the spreadsheets down below. Use these to calculate what your dice rolls become.
Example: Actions that match the actions available in Tank use Tank's sheet. Heals usually use the Support sheet. Any exceptions will be listed in the Action Guidelines during the Event.
- Tank - Protect allies, disrupt enemies, and mitigate zonal damage.
- DPS - Damage, damage, and more damage.
- Support - Heal, buff, and dispel conditions from allies.
Do not forget to read the Guide below! Especially for your character! It will give you actions you can use with your masteries.
Slashing: RA=Adjacent Panel, EN=15
Slash (damage): Normal Slashing attack. Roll 1d100
Reckless Slash (reckless damage): Reckless Slashing attack. Roll 2d100 (Total Roll over 100 causes Bleeding).
Aeromancy RA=Up to 2 Panels Away, EN=15
Aero Attack (damage): Normal Aeromancy attack. Roll 1d100
Reckless Aero (reckless damage): Reckless Aeromancy attack. Roll 2d100
Enhance Move (passive): Allows one to use wind enhanced movement to bypass enemy occupied panels. Also works on some obstacles.
Turbulence (disruption): Use the power of air to disrupt a target. Roll 1d100 - 1/2
Parry: RA=Adjacent Panel, EN=15
Parry (defense/self): Take a defensive stance. -1/2 Physical Damage to self from the first attack next turn. No Roll
Feint (disruption): Attempt to disrupt a target with a flashy move. Roll 1d100 - 1/2
Acrobat: RA=Self, EN=15
Evasive Maneuver (defensive): Brace self for any incoming attacks and attempt avoiding all damage from first attack next turn. Roll 1d100 and add +5 per mastery tier excluding Beginner. If the total is 100 or above you are successful, if it is below, receive x2 damage from the attack.
Movement+ (passive): Allows one to use agility to bypass enemy occupied panels. Also works on some obstacles.
Tinkering: RA=Adjacent Panel, EN=15
Enhance Offense (support): Buff Offense of target. Roll 1d12
Enhance Defense (support): Buffs Defense of target. Adding a SHIELD HP total to protect a target's base HP. Shield isl 1d12 +2 HP per tier excluding beginner. Lasts for 1 cycle.
Enhanced Range (support): Buffs Range of target for physical attacks by 1 Panel for 1 cycle. No Roll
Item Use (utility): Use a consumable only usable by a chemist. No Roll
Beast Taming
If you are a Beast Tamer, your Beast has its own HP and actions. The modifier for their rolls is +5 for every tier of rarity. Refer to the Equipment section of the Wiki for information on Rarity. For example, a Basic pet will have +5, while a Great pet will have +20.
Their maximum HP is 50 + modifier.
They can Attack, dealing d20 + modifier damage in Melee combat.
They can Protect one person in the same Zone as themselves.
They cannot be buffed, and can only be healed by their Tamer.
They can only move two panels away from their Tamer.
Every Action of the pet will cost 10 EN from the Tamer.
Harmonic Magic: RA=Up to 2 Panels Away, EN=15
Harmony (support): Normal Harmonic Magic support. Use Support Sheet and select a action. Roll accordingly.
Harmonic Field (reckless zonal support): Dispel all ailments and debuffs to allies in your Zone, however receive 2x damage if struck before next turn. No Roll
Disharmony (reckless zonal disrupt): Use Harmonics to bring ailments and debuffs to enemies in your Zone, however receive 2x damage if struck before next turn. Roll 1d100 -1/2
inspire (reckless zonal buff): Buff all allies in your Zone using the single buff formula, however take 2x damage if struck before next turn.
Nature Magic:RA=Up to 2 Panels Away, EN=15
Nature's Gifts (support): Normal Nature Magic support. Use Support Sheet and select a action. Roll accordingly.
Entanglement (disruption): Attempt to disrupt a target. Roll 1d100 - 1/2
Plant Growth (obstacle): Grow a plant obstacle on a GREEN PANEL. No Roll.
Early Spring (utility): Bring forth the spring like greenery. Turn all BROWN PANELS in a target Zone into GREEN PANELS. No Roll
Aeromancy RA=Up to 2 Panels Away, EN=15
Aero Attack (damage): Normal Aeromancy attack. Roll 1d100
Reckless Aero (reckless damage): Reckless Aeromancy attack. Roll 2d100
Enhance Move (passive): Allows one to use wind enhanced movement to bypass enemy occupied panels. Also works on some obstacles.
Turbulence (disruption): Use the power of air to disrupt a target. Roll 1d100 - 1/2
Black Magic: RA=Up to 2 Panels Away, EN=15
Dark Attack (damage/disruption): Normal Black Magic attack that can also disrupt. Roll 1d100 -1/2
Health Sap (ailment): Curse the target for them to lose 2 HP per Black Magic tier (excluding beginner) per turn until cured.
Weaken (debuff): Lower a target's Offense and Defense by 1d12 + 2 per Black Magic tier excluding beginner for 2 cycles.
Drain (absorption): Drain HP and EN from a target. Roll 1d100 -1/2
Great Curse (ritual): Charge for 1 cycle and receive 2x damage if struck during. On next turn, activate ritual to cause Dark Attack, Health Sap, and Weaken effects simultaneously to a target Zone. Consumes 50 EN.
Aeromancy RA=Up to 2 Panels Away, EN=15
Aero Attack (damage): Normal Aeromancy attack. Roll 1d100
Reckless Aero (reckless damage): Reckless Aeromancy attack. Roll 2d100
Enhance Move (passive): Allows one to use wind enhanced movement to bypass enemy occupied panels. Also works on some obstacles.
Turbulence (disruption): Use the power of air to disrupt a target. Roll 1d100 - 1/2
Hydromancy: RA=Up to 3 Panels Away, EN=15
Hydro Attack (damage): Normal Hydromancy attack. Roll 1d100
Reckless Hydro (reckless damage): Reckless Hydromancy attack. Roll 2d100
Ice Wall (obstacle): Place a Ice wall on a WHITE PANEL. No Roll
Blow Snow (disruption): Blow the settled snow on the ground at a target standing on a WHITE PANEL. Roll 1d100 - 1/2
Illusion Magic: RA=Up to 2 Panels Away, EN=20
Phantasm (disruption): Attempt to disrupt a target with illusions. Roll 1d100 -1/2
Reckless Phantasm (reckless disruption): Attempt to disrupt a target with illusions. Roll 2d100 -1/2
Mirage (utility): Cover self in a veil to appear as another (does not change users action options). Consumes 20 EN until deactivated, however the user may take turns normally while the mirage is in effect.
Zonal Mirage (zonal utility): Cover a Zone in a veil to make it appear however you wish. Consumes 30 EN until deactivated, however the user may take turns normally while the mirage is in effect.
Spirit Magic: RA=Up to 2 Panels Away, EN=15
Helpful Spirit (support): Normal Spirit Magic support. Use Support Sheet and select a action. Roll accordingly.
Spirit Talk (passive): Ability to speak with to Spirits. No Roll
Pyromancy: RA=Up to 4 Panels Away, EN=20
Pyro Attack (damage): Normal Pyromancy attack (turns GREEN into BROWN). Roll 1d100
Reckless Pyro (reckless damage):Reckless Pyromancy attack (turns GREEN into BROWN) . Roll 2d100 (Total Roll over 100 causes Burning)
Area Burn (zonal damage): AOE Pyro attack on self's Zone (turns GREEN into BROWN). Roll 1d100 -1/2
Fire Wall (wall/self): Surround self with a fire wall that damages all enemies that cross it's path. Causes 2 HP damage per Pyromancy tiers excluding beginner (damage doubles for each turn target remains in fire wall). Consumes 20 EN per turn until deactivated.
Incognito: RA=Self, EN=15
Hide (utility): When on a LIGHT GRAY PANEL, attempt to conceal yourself and avoid being targeted. Roll 1d100
Anti Target Aura (passive): Less likely to be targeted if others are in range of enemies.
Martial Arts: RA=Adjacent Panel, EN=15
Martial Attack (damage): Normal Martial Arts attack. Roll 1d100
Reckless Martial Attack (reckless damage): Reckless Martial attack. Roll 2d100
Berserk: RA=Self, EN=15
Get Pumped (support): Buff Offense. Roll 1d12 for self.
Adrenaline (passive): Receive +2 to offense after all mods, -2 Damage from all attacks. No Rolls
Heroic Might RA=Self, EN=15
Push Back (passive): All reckless attacks OR Total Rolls of over 100 cause a 1 Panel Push Back to target.
Power Charge (support): Charge for 1 cycle and receive 2x damage if struck during. On next turn, you may use reckless attack without 2x damage penalty.
Acrobat: RA=Self, EN=2
Evasive Maneuver (defensive): Brace self for any incoming attacks and attempt avoiding all damage from first attack next turn. Roll 1d100 and add +5 per mastery tier excluding Beginner. If the total is 100 or above you are successful, if it is below, receive x2 damage from the attack.
Movement+ (passive): Allows one to use agility to bypass enemy occupied panels. Also works on some obstacles.
Range: RA=Up to 4 Panels Away, EN=15
Ranged Attack (damage): Normal Ranged attack (cannot use against adjacent target). Roll 1d100
Reckless Ranged (reckless damage): Reckless Ranged attack (cannot use against adjacent targets). Roll 2d100
Hunting RA=Adjacent Panel, EN=15
Trap Set (utility): Set a trap that will cause either Action Cancel, or 25 HP damage (choose when setting) on a panel.
Investigation (utility): Check any one targets details in your Zone and find potential weaknesses. May add additional attack modifiers for the user next turn. No Roll
Incognito: RA=Self, EN=15
Hide (utility): When on a LIGHT GRAY PANEL, attempt to conceal yourself and avoid being targeted. Roll 1d100
Anti Target Aura (passive): Less likely to be targeted if others are in range of enemies.
Acrobat: RA=Self, EN=2
Evasive Maneuver (defensive): Brace self for any incoming attacks and attempt avoiding all damage from first attack next turn. Roll 1d100 and add +5 per mastery tier excluding Beginner. If the total is 100 or above you are successful, if it is below, receive x2 damage from the attack.
Movement+ (passive): Allows one to use agility to bypass enemy occupied panels. Also works on some obstacles.