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Practice Statistical Battle ~ In the Dungeons

Discussion in 'Statistical Roleplays' started by CerberusLycan, Feb 14, 2017.

  1. Location: Castle Barrenhal's Dungeons

    Objective: Rout the Enemy Party!

    Atmosphere: Aether Abound - As you emerge from your cells, memories hazy, you feel something amiss with the air. It feels as if it's imbued with more energy than usual... are these hellish creatures responsible for this? Cycle Mana's effectiveness is passively increased by +7.5% and when an Ally Unit gains 1 or more X-Levels in a single Turn, they gain an extra 0.5 X-Levels.

    Party Limit: 0/4

    Music: Judgment Day


    { } {w} {b} { } { } { } { } { } {w} { } A
    { } {w} {b} { } { } { } { } {H} {w} { } B
    {w} {w} { } { } {J} {A} { } {b} {w} {w} C
    {w} { } { } { } { } { } { } { } { } {w} D
    {w} { } {w} { } {#} {#} { } {w} { } {w} E
    {w} { } {w} { } {#} {#} { } {w} { } {w} F
    {w} { } {l} { } { } { } { } { } { } {w} G
    {w} {w} { } { } { } { } { } { } {w} {w} H
    { } {w} { } { } { } { } { } {b} {w} { } I
    { } {w} {b} { } { } { } { } { } {w} { } J
    -1---2---3---4---5---6---7---8---9-1 0-


    Jerome (Fire Imp)
    HP: 30/30
    MP: 20/20
    Atk: 5
    Def: 2
    Int: 1
    Spr: 1
    Critical: 4%
    Evasion: 3%
    Movement: 3 Cells
    X-Gauge: {/////}{/////}{/////}

    Arnold (Fire Imp)
    HP: 30/30
    MP: 20/20
    Atk: 5
    Def: 2
    Int: 1
    Spr: 1
    Critical: 4%
    Evasion: 3%
    Movement: 3 Cells
    X-Gauge: {/////}{/////}{/////}

    Jahar (Black Imp)
    HP: 15/15
    MP: 35/35
    Atk: 1
    Def: 1
    Int: 5
    Spr: 2
    Critical: 2%
    Evasion: 2%
    Movement: 2 Cells
    X-Gauge: {/////}{/////}{/////}

    { } - Starting Zone
    --- <Unit> starts in <Cell (e.g. I6)>


    { } - Empty Cell

    { } - Nonexistent Cell

    {#} - Oubliette

    {l} - Rusted Lever
    --- (While Occupied) Trigger Command: Pull the Lever! [Causes the Oubliette to open, dumping all its current Occupants to the darkness down below.]


    {b} - Barrel
    --- Cannot be Passed or Occupied
    --- Block Property
    --- Trigger Command: Search! [The Black Imp is eating something out of one of these... what's in here?]
    --- HP: 20/20
    --- Def: 2
    --- Spr: 1
    --- CON: 3/10


    {w} - Wall Cell
    --- Cannot be Passed or Occupied
    --- Block Property
    --- CON: 7/10


    Starting Zones have been set. Units may enter the battle in these Cells!

    • Name: Mireena
      Level: 1
      Appearance:
      [​IMG]

      Profession: Forest Scout - A smart, silent ranger from a longstanding tribe that dwells deep within a secretive forest. Unlike normal warriors, these soldiers fight off invading threats via indirect combat and covert strategies. They are one with the woodlands they protect, and so they can attack from anywhere, at any time... [Basic Attack: Physical] [Hawk's Vigilance I]

      *[Hawk's Vigilance I] In the forest, a serene moment can turn into a panicked fight for life and death in an instant. The unwary will be the first to fall. If an Enemy Unit did not Act in the recent Enemy Phase, the User can Basic Attack them in the consecutive Ally Phase for +10% increased Damage Output and with +1 Maximum Range.

      Weapon: Tribal Bow - An exquisitely-crafted armament, created using the strongest wood to be found in the forest that the bow's User has sworn to defend. [BA Range: 3 Cells] [+1 Atk]
      Armor: Hunter's Garb - A light outfit made of basic but durable materials. A similar uniform is worn by all the ranger's of the User's tribe. [+1 Def]
      Accessory: Unity Markings - An array of body paint that mirrors the imprints on the User's bow. This is done to represent the User's connection with their weapon, and thus, their dedication to their role in the tribe. [+5 MP]

      A-Ability: Disciple of the Wood

      + Bite of the Snake: Silent as a watchful serpent, the User nocks an arrow that has had its head tainted with cobra venom. Most victims of this attack don't figure out what's wrong until it's much too late... 120% Atk. Damage. Chance of Poison (Mod. 0). Range: 3 Cells. 10 MP.

      + Ranger's Snare: Using whatever materials are available to them, the User constructs a crude but effective trap. Now to wait for the prey to wander in... Creates a Trap Cell ({t}) for 5 Turns. Any Unit that Passes or Lands on the Trap Cell has their Movement Command cancelled and is given a Chance of Stun (Mod. +3). Range: Adjacent. 5 MP.


      R-Ability: None.
      S-Ability: None.
      B-Ability: Art of Ambush - The User becomes Camouflaged for the Duration. Basic Attacks augmented by Hawk's Vigilance will not reveal the User, and gain +20% Damage Output for the Duration. If Hawk's Vigilance is activated by multiple Enemies in the same Turn, the User gains an extra Act Command in the subsequent Ally Phase. Duration: 4 Turns. 1 Use Counter.

      E-Trigger: Vindictive Shadow: Redoubling their efforts, the User becomes as true hunter of the forest-- quick, powerful, and above all, lethal. The User gains Agility and Stride Property. On activation, the User can also mark a single Enemy Unit, against whom their Basic Attacks will gain an extra hit for the Duration. Duration: 3 Turns. Requires 5 X-Levels.
      X-Ability: LOCKED


      ~ Statistics ~

      HP: 20
      MP: 20 (+5 from Unity Markings)
      Atk: 4 (+1 from Tribal Bow)
      Def: 2 (+1 from Hunter's Garb)
      Int: 2
      Spr: 3
      Critical: 4%
      Evasion: 3%
      Movement: 2 Cells (+0 from Forest Scout Profession)
      X-Gauge: {/////}{/////}{/////}

    • Name: Serani
      Level: 1
      Appearance:
      [​IMG]

      Profession: Emissary of the Ice - The one who claims this Profession is the last vestige of a race long forgotten. In desperation, they seek to engrave the name of their people on the world in any way they can... no matter whether it means they will be remembered fondly, or with fear. [Basic Attack: Magical] [Winter is Coming I]

      *[Winter is Coming I] "So many secrets buried in ice." If the User Casts a Skill without Moving in the same Turn, a future Cast of the same Skill becomes Foretold to take place in 3 Turns. If the Skill is Cast on that Turn, its MP Cost is reduced by 40%.

      Weapon: Shard of True Ice - Dark and unforgivingly cold, the ice the User controls is rumored to never be able to melt. [BA Range: 3 Cells] [+1 Int]
      Armor: Iceborn Full Plate - An ornate armor worn proudly by the User as one of the last remaining evidences of culture of their near-extinct race. [+1 Def]
      Accessory: Reflective Visor - A large, ornamental construction fashioned partly out of true ice. It hides the wearer's eyes and intent, and gives them an ominous visage. [+5 MP]

      A-Ability: Enclosing Cold

      + Cascade: With a calculating coldness, the User flings a fragile icicle at their victim, which shatters upon impact and sends shards flying everywhere. 110% Int. Damage (Target) / 90% Int. Damage (Splash). Cast Time: Instant. Range: 3 Cells / Splash: Adjacent Cells. 8 MP.

      + Ring of Frost: "There will be no thaw." 120% Int. Damage. Chance of Immobilize (Mod. +4 / Duration: 1 Turn). Cast Time: Charge (1 Turn). Element: Ice. Targeting Range: 3 Cells / Effect Range: Surrounding Cells of Target Cell. 9 MP.

      R-Ability: None.
      S-Ability: Age of Ice - If the User Damages multiple Enemies with the same Area of Effect Skill, they gain an MP Battery equal to 50% of their Base Int. Stat for 2 Turns (On Stack: Refresh). If a Foretold Skill is Cast while the User bears this MP Battery, that Skill will pierce through 50% of the Enemy's Defensive Stats.
      B-Ability: None.

      E-Trigger: The Cold Never Bothered Me Anyway: Raises the User's Int. Stat by +10% for every Skill currently Foretold (Max: +40%). When the User activates Age of Ice, they gain an External Barrier with a Strength equal to double the MP Battery's value for 2 Turns (On Stack: Refresh). Duration: 4 Turns. Requires 5 X-Levels.
      X-Ability: LOCKED


      ~ Statistics ~

      HP: 15
      MP: 25 (+5 from Reflective Visor)
      Atk: 2
      Def: 2 (+1 from Iceborn Full Plate)
      Int: 4 (+1 from Shard of True Ice)
      Spr: 3
      Critical: 3%
      Evasion: 2%
      Movement: 2 Cells (+0 from Emissary of the Ice Profession)
      X-Gauge: {/////}{/////}{/////}

    • Name: Jerome / Arnold
      Level: 1
      Species: Fire Imp - A small red devil with rough skin that openly bears evidence of the creature's belligerent nature. Often shouts and screams while engaged in its second-favorite pasttime, combat. Its first favorite? Doing crosswords with a nice cup of tea on a calm Sunday morning. [Basic Attack: Physical / Range: Adjacent] [SI: 1] [Hot-Tempered]

      *[Hot-Tempered] Fire Imps have temperaments much akin to the flames they command, all agree. You can rile them up in the span of an instant, and scare them into submission in much the same way. Fire Imps gain +10% Atk. every time they receive Damage, up to a Maximum of +30%, at which point the next Damage Instance resets the buff to +0%.

      Weapon: Battered Sword - A short falchion with a broad blade that is virtually falling apart; rust has speckled the metal, and the edge has been allowed to dull to the point of being nearly unusable. [+1 Atk]
      Armor: None.
      Accessory: Ragged Pelt - A roll of fur the Imp wears on its shoulders. It's so bloody and dirty you can't actually tell what sort of pelt it is. [+5 HP]

      A-Ability: Savagery

      + Rough Cleave: Typically accompanied by a manic battle cry, the Fire Imp raises their weapon high and carves it down through the air and anyone in its path. Single Hit. 120% ATK Damage. Chance of Wound (Mod. +2 / Duration: 2 Turns). Cast Time: Instant. Accuracy: 100%. Variance: -10% ~ 10%. Range: Adjacent. 8 MP.

      + Petty Arson: With a restless stamp of the foot, the Fire Imp summons a halo of flames to set the area around them ablaze. Anyone got some marshmallows? Sets Flame Cells in all Cells within Range (Represented as {~} / Deals 40% Piercing Fire ATK Damage to Enemies who end their Turn while Occupying / Duration: 3 Turns). Cast Time: Instant. Range: Surrounding Cells. 12 MP.


      R-Ability: N/A
      S-Ability: N/A
      B-Ability: Sulphuric Shield - Ready to throw themselves into the thick of a battle, the Fire Imp summons a coal-black suit of armor that coats their skin. It does at well at blocking simplistic attacks, but anything with some finesse will pierce right through, as if an illusion. Reduces the User's Damage Input from Basic Attacks by -20% for 3 Turns. 1 Use Counter.

      E-Trigger: N/A
      X-Ability: N/A

      ~ Statistics ~

      HP: 25 (+5 from Ragged Pelt)
      MP: 20
      Atk: 4 (+1 from Battered Sword)
      Def: 2
      Int: 1
      Spr: 1
      Critical: 4%
      Evasion: 3%
      Movement: 2 Cells (+1 from Fire Imp Species)
      X-Gauge: {/////}{/////}{/////}

    • Name: Jahar
      Level: 1
      Species: Black Imp - A cousin species of the Fire Imp, which harbors a secret jealousy for its more famous and iconic kin. As their name suggests, Black Imps have skin of a deep purple hue, and are smaller and less sturdy than their Fire Imp brothers. [Basic Attack: Magical / Range: 3 Cells] [SI: 2] [Dark Sorcery]

      *[Dark Sorcery] Now with 50% more darkness. Black Imps can opt to convert a Cast Time of Instant into Charge (1 Turn) to grant the Skill Cast an added Maximum Range of +1 Cell and the ability to replicate the effects on another Target in Range.

      Weapon: Amethyst Wand - Dark as the Black Imp's soul, this standard-issue wand is made of an unforgiving steel, ornamented by a small amethyst crystal. [+1 Int]
      Armor: None.
      Accessory: Faded Tome - An old book with weathered pages written in small scrawl. The Black Imps would never admit it, but half the time they can't even read the text within. [+5 MP]

      A-Ability: Black Magics

      + Malevolent Arrow: After reading the incantation smugly from its spellbook (why can't they just MEMORIZE the dang thing?) the Black Imp conjures a large, frightening mass of dark energy that is loosed as if from a bow at its target. Single Hit. 130% INT Damage. Cast Time: Instant. Accuracy: 100%. Element: Dark. Range: 3 Cells. 9 MP.

      + Vile Enchantment: With a ceremonious wave of their wand, the Black Imp rejuvenates and empowers one of their comrades. How is that evil, you ask? Well... just because you're a bad guy, doesn't mean you have to be a bad guy. No Damage. 110% INT Healing. Raises Target's Damage Output by +10% for 2 Turns. Cast Time: Instant. Range: 2 Cells. 11 MP.

      R-Ability: N/A
      S-Ability: Evil in Excess - "The evil power! I can feel it! It is coursing through my veins! It is heightening my existence! It is... it is... probably just that bean burrito I had for lunch, actually." After successfully Casting a Skill with a Charge Time, the Black Imp gains an External Barrier equal to their Int. Stat for 2 Turns.
      B-Ability: N/A

      E-Trigger: N/A
      X-Ability: N/A

      ~ Statistics ~

      HP: 15
      MP: 30 (+5 from Faded Tome)
      Atk: 1
      Def: 1
      Int: 4 (+1 from Amethyst Wand)
      Spr: 2
      Critical: 2%
      Evasion: 2%
      Movement: 2 Cells (+0 from Black Imp Species)
      X-Gauge: {/////}{/////}{/////}

     
  2. [Mireena starts at J4]

    [Serani starts at I6]
     
  3. ‘I SWEAR I RIP YOUR THROAT APA-...huh...where the hell is this…’ A confused man awakes from his slumber to an eerily quiet space. Attempting to pick himself up partially dazed from what he thought was a drunkard’s brawl, he consistently fails and falls back onto the floor from the weight of the armor. ‘I thought I was in the middle of some fools lookin for some trouble. Hhehehe, I guess I lost.’ Finally getting up, a bit of fire spewed from his gauntlets as a chuckle escaped from the cluster of armor. ‘Seems like they want me to play some game of theirs, for them to bring me in the middle of this shithole, wherever this is.’ Walking forward in the building, he could see nothing, pure emptiness and silence. ‘It’s too quiet in here...did I die and go to hell or somethin’? Is this hell?’ Curious to know what’s going on, he proceeds to yell. ‘HEY! ANYONE HERE? I’M A LITTLE CONFUSED AND COULD USE A DRINK OR TWO...and maybe some suckers dumb enough to try and stand against me. Nothing like smacking down a few fools after a good nap.’

    [Cremisi at J-7]


    Name: Cremisi

    Gender: Male

    Age: 34

    Appearance: Appears to look like an armored unit, a mixture of refined metal alloys and dangerous gadgets and contraptions hiding a mentally insane human. The combination of such dangerous apparatus mixed with an unstable mind calls only for ruin and destruction. His face remains hidden to his employers and his own comrades.


    Profession: Pyrobat > ????? > ????? > ?????


    Weapon: Combustion Gauntlets: Gauntlets riddled with wires and valves. A key piece of equipment to create and disperse fire. [+1 Int]

    Armor: B-11F Training Armor: Outdated training armor forged using common alloys, but effective enough to protect the user from fire. [+1 Def]

    Accessory: Incinerator Tanks: Outfitted pair of tanks containing extremely flammable liquids. [+1 Int]


    A-Ability: Playin’ with fire, kid.


    + Burn Wolver: A close range punch engulfed in fire. 110% Int Damage. Lowers Def by 10% (20% Stack Limit). Range: 1 Cell. Element: Fire. 9 MP.

    + Burn Breath: A series of small flames burst from either gauntlet for a ranged attack. 110% Int Damage. Low Chance of Burn. Low Chance of Wound. Range: 3 Cells. Element: Fire.9 MP.


    R-Ability: N/A


    S-Ability: Spitfire Matrix - Interaction and exposure to fire has developed an inhuman resistance, allowing Cremisi to deal with very high temperatures and burns which would kill a normal human being. As a result, interaction with fire and the ability to create a defensive matrix of fire is possible and bearable to both his body and his armor. Provides a 10% Def boost and 5% Spr boost. Can also pass boosts to allies, 5% Def and 5% Spr.


    D-Ability: Volatile Frenzy - Possible psychopathy triggers inhumane behavior, actual causes unknown. Overloading and pushing equipment to its limits allows for maximum damage potential at the risk of equipment malfunction and possible damage to Cremisi’s armor and Cremisi himself. A dangerous mixture of immense heat and oxygen creates a high combustion causing a rain of fire damaging all enemies foolish enough to stand in its way. 100% Piercing Int Damage. High Chance of Burn. Chance of Severe Burn. Range: All enemies. Element: Fire.


    Level: 1

    EXP: 0/10

    HP: 20/20

    MP: 20/20

    ATK: 4

    DEF: 3 (+1 from Academy F-11B Armor) (+1 from Spitfire Matrix)

    INT: 4 (+1 from Combustion Gauntlets) (+1 from Incinerator Tanks)

    SPR: 2 (+1 from Spitfire Matrix)

    Crit: 4%

    Evd: 3%

    Movement: 2 (+1 from Pyrobat Profession)

    Skill Points: 0
     
  4. Location: Castle Barrenhal's Dungeons

    Objective: Rout the Enemy Party!

    Atmosphere: Aether Abound - As you emerge from your cells, memories hazy, you feel something amiss with the air. It feels as if it's imbued with more energy than usual... are these hellish creatures responsible for this? Cycle Mana's effectiveness is passively increased by +7.5% and when an Ally Unit gains 1 or more X-Levels in a single Turn, they gain an extra 0.5 X-Levels.

    Party Limit: 3/4

    Music: Judgment Day


    { } {w} {b} { } { } { } { } { } {w} { } A
    { } {w} {b} { } { } { } { } {H} {w} { } B
    {w} {w} { } { } {J} {A} { } {b} {w} {w} C
    {w} { } { } { } { } { } { } { } { } {w} D
    {w} { } {w} { } {#} {#} { } {w} { } {w} E
    {w} { } {w} { } {#} {#} { } {w} { } {w} F
    {w} { } {l} { } { } { } { } { } { } {w} G
    {w} {w} { } { } { } { } { } { } {w} {w} H
    { } {w} { } { } { } {S} { } {b} {w} { } I
    { } {w} {b} {M} { } { } {C} { } {w} { } J
    -1---2---3---4---5---6---7---8---9-1 0-


    Cremisi (Pyrobat)
    HP: 20/20
    MP: 20/20
    Atk: 2
    Def: 5
    Int: 6
    Spr: 2
    Critical: 4%
    Evasion: 3%
    Movement: 3 Cells
    X-Gauge: {/////}{/////}{/////}

    Mireena (Forest Scout)
    HP: 20/20
    MP: 25/25
    Atk: 5
    Def: 3
    Int: 2
    Spr: 3
    Critical: 4%
    Evasion: 3%
    Movement: 2 Cells
    X-Gauge: {/////}{/////}{/////}

    Serani (Emissary of the Ice)
    HP: 15/15
    MP: 30/30
    Atk: 2
    Def: 3
    Int: 5
    Spr: 3
    Critical: 3%
    Evasion: 2%
    Movement: 2 Cells
    X-Gauge: {/////}{/////}{/////}

    Jerome (Fire Imp)
    HP: 30/30
    MP: 20/20
    Atk: 5
    Def: 2
    Int: 1
    Spr: 1
    Critical: 4%
    Evasion: 3%
    Movement: 3 Cells
    X-Gauge: {/////}{/////}{/////}

    Arnold (Fire Imp)
    HP: 30/30
    MP: 20/20
    Atk: 5
    Def: 2
    Int: 1
    Spr: 1
    Critical: 4%
    Evasion: 3%
    Movement: 3 Cells
    X-Gauge: {/////}{/////}{/////}

    Jahar (Black Imp)
    HP: 15/15
    MP: 35/35
    Atk: 1
    Def: 1
    Int: 5
    Spr: 2
    Critical: 2%
    Evasion: 2%
    Movement: 2 Cells
    X-Gauge: {/////}{/////}{/////}

    { } - Starting Zone
    --- <Unit> starts in <Cell (e.g. I6)>


    { } - Empty Cell

    { } - Nonexistent Cell

    {#} - Oubliette

    {l} - Rusted Lever
    --- (While Occupied) Trigger Command: Pull the Lever! [Causes the Oubliette to open, dumping all its current Occupants to the darkness down below.]


    {b} - Barrel
    --- Cannot be Passed or Occupied
    --- Block Property
    --- Trigger Command: Search! [The Black Imp is eating something out of one of these... what's in here?]
    --- HP: 20/20
    --- Def: 2
    --- Spr: 1
    --- CON: 3/10


    {w} - Wall Cell
    --- Cannot be Passed or Occupied
    --- Block Property
    --- CON: 7/10



    ~ Player Phase I ~

     
    #4 CerberusLycan, Feb 16, 2017
    Last edited: Feb 18, 2017
  5. Mireena uses Search! on the barrel [J3], and waits to see if anything is found at the bottom.
     
    #5 Kells, Feb 25, 2017
    Last edited: Feb 25, 2017
  6. Judit starts at J5!


    Serani moves to I7! (I6 > I7)

    Serani searches the Barrel at I8!




    Name: Judit Staunton
    Gender: Female
    Age: 19
    Level: 1
    Progress: 0/10
    Appearance:
    [​IMG]

    Profession: Pawn - A Queen in training, this odd profession entitles the user to conjure up chess pieces and inherit some of their moves. [Basic Attack: Physical] [Pawn Influence] [Basic Attack Damage Output: 90%]
    [size=small]Pawn Influence: A single diagonal space can act as an adjacent space once per turn.[/size]

    Weapon: Short Practice Lance - Training lances like these are commonplace for Queens/Kings in the making. [+1 ATK / Range: 2 Cells, Straight Line]
    Armor: Pawn's Armor - Cheap armor issued to every Pawn. [+1 DEF]
    Accessory: Odd Tiara - This odd-looking tiara is standard uniform for female soldiers in Judit's homeland. [+5 Max MP]

    A-Ability: Soul of the Game

    + Pawn Strike: User embodies the strategical strength of a Pawn and strikes the opponent with force in an attempt to destabilize them. If paired with Pawn Influence, the force of this attack is increased. 140% ATK damage, 120% otherwise. Range: Adjacent cell. 7 MP.

    + Castling: An evasive maneuver that can only be used on Allies on the same row or column. The User moves up to the Target and swaps Cells with them. Consumes Move command if used before moving. Can only be used if the path is unobstructed. 8 MP.


    S-Ability: Unconventional Attacker: Non-Adjacent attacks gain a 12% boost in critical-hit rate.

    E-Trigger: Three Moves Ahead: The user gains a sudden boost in their mental capabilities and quickly studies their surroundings, foes and allies. This boosts their strategic capabilities, allowing them to know where to strike and when to dodge. Increases ATK by 20% and Evasion by 30% for 3 turns. 5 X-Levels.
    X-Ability: Checkmate: The user of this fierce attack yells "Checkmate!" at the top of their lungs while ferociously striking a target in an attempt to destabilize nearby foes. 180% Piercing ATK damage. Splashes Mod +3 chance of Immobilize. Range: Adjacent cell. Splash Range: 2 Layers of surrounding Cells. 10 X-Levels. (Pawn Influence: OK)

    ~Statistics~

    HP: 25
    MP: 15 (+5 from Odd Tiara)
    Atk: 4 (+1 from Short Practice Lance)
    Def: 3 (+1 from Pawn's Armor)
    Int: 2
    Spr: 2
    Critical: 4%
    Evasion: 4%
    Movement: 2 Cells (+1 from Pawn Job)
    X-Gauge: {/////}{/////}{/////}
     

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