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Posted: Thu Oct 07, 2010 12:17 pm
[[*Follows suit with the formula and coordinate bolding*]]
Baskin smiles and nods in response and moves past him, patting him upon the shoulder that isn't bleeding. He continues moving, for a total movement of three spaces to the right [5, 3].
He is now standing in between the two remaining enemies. He glances between them a couple of times.
Grunt 2 stares him down determinedly, as if begging him for an honorable fight, or even demanding it of him.
Grunt 3 stares fearfully, apparently not very fond of the supposed "blessings" he'd been given before the fight anymore.
Though Grunt 3 is the easier kill and a potential long range nuisance, Grunt 2 is the person he decides is more worthwhile to fight.
Hit Chance = (9 (due to Flame of Determination) + 95) - 2 = 102% (Roll for second hit: 8 ) = One hit. Potential Damage = (10 + 3) - 6 = 7 damage Critical Potential = (0 + 15 + 2) - ((9 x 2) + 2) = No critical chance. Chance to Poison = 5% (Roll: 7) = DAMN IT, CLOSE BUT NO.
Baskin deals 7 damage to Grunt 2. HP Remaining: (12 ---> 5)
Baskin gains 12 EXP. (47 ---> 59)
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Posted: Thu Oct 07, 2010 1:31 pm
Grunt 1 has 2 turns to be revived.
---
Grunt 4 has 3 turns to be revived.
---
Grunt 2 has 5 HP remaining.
He cries out at the sting of the blow to his side and swings ferociously at Baskin, remaining at coordinate [5, 2].
Hit Chance = (6 + 95) - 15 = 86% ((Dice roll: 10)) Potential Damage = (8 + 3) - 9 = 2 Crit Chance = (0 + 15 + 2) - ((8 x 2) + 15) = 17 - 31 = no Crit chance. Chance to Poison = 5% (Roll: 7) No poison. [[You gotta be kidding me. XD;]]
2 damage is dealt to Baskin. HP remaining: (10 ---> 8 )
Baskin gains 2 Exp. Exp: (59 ---> 61)
---
Grunt 3 has 8 HP remaining.
He moves 2 spaces down, to [5, 6], in the beginning of a desperate attempt to escape from the battlefield.
Suddenly, Sera appears in a flash of pink light on space [5, 7], effectively blocking his path.
"Silly maaaaaaan~! There is no escape." She grabs him by the collar and lifts him into the air, before hoisting him over her shoulder and then chucking him across the battlefield at Hasani with great strength.
Hasani takes 7 damage. HP remaining = (8 ---> 1)
Grunt 3 bounces off of Hasani head first, and then back a few spaces, onto coordinate [4, 5], taking 7 damage. HP remaining = (8 ---> 1)
Hasani gains 2 EXP! EXP = (66 ---> 68 )
---
The boss for this stage, Sera, has appeared.
Some bosses will appear at the very start of a stage. Some stages will have no bosses or even multiple bosses-- but Sera's plenty for this fight.
Sera unsheathes her weapon for this fight: Sera's Tutorial Baseball Bat of Ultimate Death.
Boss stats:
Sera (Ultrin Tutorial b***h)
Lvl: 95 Move: 0 HP: 101 Str: 101 Skill: 101 Speed: 0 Luck: 0 Def: 101 Res: 101
Boss Skills:
~Infinity Brigade: Innate, Tutorial Skill Can move and act any number of times on any turn, in any phase.
--Sky Bonk: Tutorial Version MP Cost: 0 Rains down random objects from the sky. Always deals 9 damage to the target. Never misses.
Toss: Tutorial Version MP Cost: 0 Can toss any object or unit into any other object or unit. Deals 7 damage to all parties involved except for the user. Never misses.
--Teleport: Tutorial Version MP Cost: 0 Can move to any space on the map instantaneously in place of regular moving.
--Move Again: Tutorial Version MP Cost: 0 Can cast instantaneously on another unit, ally or enemy, allowing them to move and act twice within a turn.
---
The victory objective for this stage has appeared.
Sometimes the objective will be given at the beginning of a stage. Sometimes there will be multiple objectives or options. Sometimes the victory objective will change mid-battle.
In this case, the objective is:
Reach Lvl 2 as both player units!
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Team_Farleyambient158 Captain
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Daust Masana Vice Captain
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Posted: Fri Oct 08, 2010 8:41 am
Current Coordinates: Hasani: (3, 3) Baskin: (5, 3) Grunt 1: (1, 3) BECAUSE HE'S DEAD Grunt 2: (5, 2) Grunt 3: (4, 5) Grunt 4: (6, 3) BECAUSE HE'S DEAD Sera: (5, 7)
There is no proper words to convey the surprise experienced by the dense lion prince, but he seems to get over it quickly. Perhaps in four words. Realizing that he was beaten up pretty bad, Hasani yanks a herb from his book bag and chomps half-
HP Gain: +5 (( 1 --> 6 ))
- and then, after a moment of chewing, the rest.
HP Gain: +5 (( 6 --> 11 ))
5 EXP gained! (( 68 --> 73 ))
The rest of his turn is utilized to move down two spaces (3, 5) and wait.
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Posted: Fri Oct 08, 2010 9:41 am
Grunt 2 gains a terrified look upon his face. Baskin becomes confused for a moment, noting that the look of terror is not directed at him, but over his shoulder. He glances back in time to see Sera hoist a grunt over her shoulder and chuck him at Hasani with ease.
"...N...No. We cannot stop here." He turns back to face the grunt. "Do you wish to see this battle through?"
The grunt nods numbly.
"Then be on your guard!"
The grunt suddenly reaches out in an attempt to grab Baskin's sword. Baskin retaliates.
Skill Activation: Headbutt of the General's Brother
Hit Chance (this skill counts as attacking without a weapon) = (9 (due to Flame of Determination) + 50) - 2 = 57% (Roll: 3 ) = One hit. Damage = (Str x 1.2) - Enemy Def = (10 x 1.2) - 6 = 12 - 6 = 6 Critical Potential = (0 + 15 + 2) - ((9 x 2) + 2) = No critical chance.
Baskin rushes in to avoid a grapple over his sword and smashes his own head into his opponent's. He deals 6 damage to Grunt 2, and said grunt falls over, defeated, crashing into the stairs behind him.
Baskin used 2 MP. (5 ---> 3) EXP Gain for Baskin: 30 + (1 x 4) = 34 Exp! (61 ---> 95)
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Team_Farleyambient158 Captain
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Posted: Fri Oct 08, 2010 10:35 am
Grunt 1 has 1 turn to be revived.
---
Grunt 4 has 2 turns to be revived.
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Grunt 2 has 3 turns to be revived.
---
Getting chucked far across a battlefield by a pink haired woman in low-cut armor tends to break a good mind or two.
Grunt 3 drops his weapon.
Grunt 3 becomes enraged.
Grunt 3 attacks Hasani bare-handed, as he is standing right next to him. Hit Chance (Close-Range Attack, No Melee Weapon): (50 + 20) - 13 = 57% (Roll: 12) Potential Close-Range Damage (No Melee Weapon): (3 x 1.3 (due to Rage) - 8 = 4 - 8 = Minimum Damage of 1. Critical Chance: (0 + 19 + 0) - ((5 x 2) + 13) = No Critical Chance.
The grunt winds up a punch for a good five seconds, foaming at the mouth for a little, before unleashing the full force of his enraged might-- *Dink*
Hasani takes 1 damage! ((11 ---> 10)) Hasani gains 2 Exp! ((73 ---> 75))
---
Sera begins to whistle, as if bored.
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Posted: Fri Oct 08, 2010 11:01 am
Current Coordinates: Hasani: (3, 5) Baskin: (5, 3) Grunt 1: (1, 3) BECAUSE HE'S DEAD Grunt 2: (5, 2) BECAUSE HE'S DEAD Grunt 3: (4, 5) Grunt 4: (6, 3) BECAUSE HE'S DEAD Sera: (5, 7)
Hasani glances to his side as he feels the equivalent of a heavy piece of paper being crumpled up, chucked at his shoulder, and, in turn, bouncing off. Sera's unofficial contribution to the soundtrack halts production for a moment, in turn slowing the processing power of the CPU running the game. Legal issues are looked into.
Three days later, the Lion Prince respawns readies himself to attack. With the red barrier surrounding his form, there is a distinct feeling of not being able to lose!
Hit Chance: (6 + 85) - 19 = 72% (( Dice Roll: 28 )) Potential Damage: 9 + 5 - 0 = 14 (80 (temp) + 13 + 1) - ((2 x 2) + 19) = 94 - 22 = 72% to Crit (( Dice Roll: 10 )) Damage Multiplier: 14 x 2.5 = 35
Hasani flexes his tan, sculpted, and, in some cases, hair muscles, before lunging forward. Right before Grunt 3 is hit, a spin that could only be described as a plausible rhetorical flourish is performed, causing all the nut in the hammer's chest to smash through the enemy's face. The Lion Prince halts his movement with a graceful kneel, stands, throws the hammer between hands, spins it in front of himself, and points it in no discernible ******** Gained: 30 + (0 x 4) = 30 EXP! (( 75 --> 105 ))
Hasani roars as power courses through his veins!
LEVEL THE UP
Stat Gains: Hasani Lvl.2 EXP: 5 HP: 15 + 1 = 16 (( Dice Roll: 24 )) STR: 9 + 1 = 10 (( Dice Roll: 18 )) SKILL: 6 + 1 = 7 (( Dice Roll: 23 )) SPD: 5 + 0 = 5 (( Dice Roll: 89 )) LCK: 13 + 0 = 13 ((Dice Roll: 88 )) DEF: 8 + 1 = 9 (( Dice Roll: 25 )) RES: 5 + 0 = 5 (( Dice Roll: 52 ))
No spaces are traversed.
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Daust Masana Vice Captain
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Posted: Fri Oct 08, 2010 12:26 pm
Baskin whirls slowly, dramatically around-- just in time to glimpse Hasani's mighty blow and his roar of power and pride.
Across the battlefield he sees Sera, staring directly at him, clearly cocking a grin. He begins to say something, wishing to question the purpose of this exercise, but suddenly is surrounded by two auras.
One is a familiar red aura signifying Omega Critical by an unknown caster. The other is a dark aura seemingly sent by Sera. Suddenly, Baskin is upon his knees, hands to his head. His expression is one of excruciating pain.
Images flash in his head-- images of his past. Ridicule. Isolation. The discriminatory stare most humans gave him, that he had come to fully recognize. Sera is effectively overwhelming him with his personal darkness...toying with him.
"What's the matter, Baskin Joseff?" Sera speaks to him in a taunting voice as he writhes and clenches his teeth, trying his utmost not to faint.
"Not as well trained as you thought you were?! Can't bear any kind of pain as well as your sister can?!" She cackles wildly. "...Maybe I was wrong about you...is that it? Are you merely as pathetic as everyone thinks--"
"THAT'S ENOUGH!!" Baskin screams and lunges to his feet, the dark aura around him suddenly shattering. He dashes towards Sera at an alarming speed, his vision blurring and sword arching to his side to deliver what he intends to be a fatal blow.
Baskin moves down three spaces, to [5, 6]. As he makes the final lunge at his foe, the whole field is engulfed in a flash of white...
Hit: Auto 100% (Sera does not move.) Damage: 10 - 101 = Minimum Damage of 1 Critical: (80 (temp) + 15 + 2) - ((0 x 2) + 0) = 97% (Roll: 10) Critical Multiplier: 1 x 2.5 ~=~ 3.
3 damage dealt. Sera's HP: ((101 ---> 98 ))
Baskin gains 10 + (94 x 2) = 198 EXP. Boss multiplier for EXP is always 2. 198 x 2 = 396 Maximum EXP gain per battle sequence is 100. Thus, Baskin gains 100 EXP! ((95 ---> 195))
Panting is heard in the total whiteness of the background.
LEVEL UP
Stat Gains: Baskin Lvl.2 EXP: 95 HP: 13 + 1 = 14 (( Dice Roll: 6 )) STR: 10 + 1 = 11 (( Dice Roll: 9 )) SKILL: 7 + 1 = 8 (( Dice Roll: 13 )) SPD: 8 + 1 = 9 (( Dice Roll: 11 )) LCK: 15 + 1 = 16 (( Dice Roll: 7 )) DEF: 9 + 1 = 10 (( Dice Roll: 15 )) RES: 5 + 1 = 6 (( Dice Roll: 10 ))
[[...Okay, I've come to the conclusion that the online dice I used got glitched somehow. The lucky rolls stopped happening after I re-loaded the page. But it's just a tutorial level-up anyway, and the context is too great to pass up.]]
(Note: Zero- and one-point level-ups are not allowed. If you get that unlucky, we'll allow you to allocate 1/2 points to any stats of your choice, so long as they do not stack on top of each other or on top of another stat that did get a bonus.)
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Posted: Fri Oct 08, 2010 12:28 pm
The objective "Reach Lvl 2 as both player units" has been achieved!
BATTLE COMPLETE.
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Team_Farleyambient158 Captain
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Posted: Sat Oct 09, 2010 8:28 am
[[For the sake of the effectiveness of scenes, we may decide that players need to collaborate on posts. We GMs (Guild Moderators, ahahaha--) can edit the posts to include the collaborative effort of all the people in the scene, and we will make a note of it so people know what the heck's going on with someone else's character being played in someone else's post.]] -Cutscene-
The screen begins to fade back into focus as the camera pans from some man's fancy arcane shoes all the way up to his face. He appears to be walking down the stairs located at the north end of the battlefield. He is clapping slowly, rhythmically.
Baskin, who is standing, wobbly, past Sera (their backs to each other, turns around to see the source of the clapping.
"Bravo," says Max. "Both of you. Bravo!"
He shoots a small beam of gray light at both Hasani and Baskin; the red auras disappear.
Behind him walks a cat boy who shoots beams of white light out to the fallen grunts. They get up, brush themselves off, and start clapping too. As does Miles.
More people follow Max and Miles down the stairs, and all of them join the applause, some cheering: Jayken the Archer boy, Raison the Assassin, Hasani's shadow Markus, various Clerics, Blademasters, Venomancers...All the faces that are to become familiar in this story, they're all there.
A mysterious picture. Coming to life and completeness.
Sera joins in on the clapping, and offers both heroes a grin. "Well done, you two! I think you're ready for reality now-- as ready as one can hope, anyway." Baskin notes a small stream of blood trickling from Sera's chest.
"...Was this...all a dream...?" He glances at Hasani, showing clear signs of puzzlement.
She giggled. "You guys don't even know...just what it is you're dealing with."
Perfect World: Dwn2Bsnss
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Posted: Thu Apr 14, 2011 6:12 pm
Tier Level Up PenaltiesAt the end of every Tier (see, lvl. 20 for tier 1 moves on to lvl.1 of Tier 2), we will balance the growths of each character in order to maintain a balance. This will be done on a character-to-character basis in the following method:
Hasani's Tier 1 Growths HP: 73% Str: 54% Skl: 41% Spd: 56% Lck: 30% Def: 43% Res: 31%
Hasani's Tier 1 Starting stats (at level 1) HP: 15 STR: 9 SKILL: 6 SPD: 5 LCK: 13 DEF: 8 RES: 5 First, we will find the stat aims for each Tier. These determine how high the stat should be, ideally, and will help to determine the penalty or bonus the character receives in the oncoming Tier.
To find out what the Aim is, you take a percentage and divide it by ten. So, Hasani's HP stat would be divided down to 7.3. Now, you round to the nearest whole number. In this case, that is 7. We will assume that for every ten levels, Hasani should have gotten 7 points in HP.
For Hasani, his Stat probabilities are: HP: 7/10, Str: 5/10, Skl: 4/10, Spd: 6/10, Lck: 3/10, Def: 4/10, Res: 3/10
Given he has twenty levels to work for, Hasani should ideally get 14 points in HP, 10 points in STR, 8 points in SKL, 12 points in SPD, 6 Points in LUCK, 8 points in DEF, and 6 points in RES.
You pile these ideal gains onto the base stats to finally find the stat aims for the end of Tier 1:
HP: 15 + 14 = 29 STR: 9 + 10 = 19 SKILL: 6 + 8 = 14 SPD: 5 + 12 = 17 LCK: 13 + 6 = 19 DEF: 8 + 8 = 16 RES: 5 + 6 = 11
If your stat is within one point of its aim, the growth rate remains unchanged. For example, Hasani's HP aim is 29. If the actual stat ends at 28, 29, or 30, the growth remains unchanged.
For every point that stat is above that threshold, your growth rate drops by 3%. For every point below that threshold, your growth rate raises by 3%. Luck does not take a gain or a penalty no matter what. (Remember: This is just like the check and balance system you used to first make your character in the first place, except for one thing: the negatives cannot be re-added to other things. That bonus was a one time deal.)
After you calculate the new percentages, you do get one special privilege: a bonus you can add to any stat growth % you want (even luck)! Classing up to second tier allows a 1% boost, third tier is 5%, fourth tier is 10%, and fifth tier is 15%! That's a grand total of 31%!
(Every Tier has the levels 0-20. Thus, tier 1's level-up rolls fall on 1-20, tier 2 is 21-40, tier 3 is 41-60, tier 4 is 61-80, tier 5 is 81-100. The flaw with this is on tier 1, where most characters are stuck on level 1 instead of level zero-- and so they miss out on one potential level-up. So here's the fix. You level up to twenty. When you level up again, you do not reach level 21; you reach level 20+. Storyline wise, this basically means that the level 0 characters merely earn that extra experience in advance. So, the progression for most characters is 19 --> 20 --> 20+ (still tier 1) --> 21 (on tier 2). Isn't it greeeeeeat?
Also, the growth changes take place on the first level in a tier, so after level 20+ (level 20 for Miles), the growth changes become calculated for the next levelup. In other words, the first time you will use your new growth rates are on the following levels: 21, 41, 61, 81. Bam.)
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Daust Masana Vice Captain
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Daust Masana Vice Captain
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Posted: Tue May 10, 2011 7:53 pm
Amorros Colt
Starting Stats (Lvl.5) HP: 10 STR: 11 SKL: 13 SPD: 14 LUCK: 18 DEF: 12 RES: 8
Tier 1 Growths HP: 73% Str: 40% Skl: 69% Spd: 49% Luck: 30% Def: 37% Res: 35% Cultivation 1 Skills - Amorros ~~ Pistol Whip it! (Cultivation 1) - The discovery of firework powder and hollow cylinders working together, genius! --- (Amorros can use pistols) --- Innate, Passive Skill. ~~ There’s something on my bullet, YOUR FACE! (Cultivation 1) - For when you gotta get up close and personal. --- At 1 range: guns receive +10 hit, At 2 range: guns receive +5 hit --- Innate, Passive Skill. ~~ Reflex - a natural sense of dodging weapons. --- Dodge modifier: current dodge% + (0.4 * Level) --- Innate, Passive Skill. ~ Suplex (Cultivation 1) - use against those who say: "I'M NOT HURT!!!" --- Damage Multiplier = Strength x 0.5 --- Ignores enemy defenses (Can not be used on bosses unless they dazed, paralyzed, or asleep) --- Active Skill / MP Cost: (0.25 *Strength) --- Requisite Level: Cultivation 1, Level 1 ~ Lvl 8 Skill: Lucky Bullets? - Who says you can't shoot more than once a turn? --- Fires up to 3 Bullets at once(Each bullet = Gun's Mt* 0.4) --- Dice roll(100): roll(1-33) =1 Bullet(Adds knockback: 1 space), (34-66) =2, (67-100) =3 --- Active Skill: MP Cost = 1* Bullet amount(1-3) --- Requisite Level: Cultivation 1, Level 8 ~ Level 15 Skill: Disable: Legs - Murphy's law do your stuff! --- Stops movement until a saving roll is made(20+ 10t, excluding first turn: t = 0) --- Dice roll(100): roll(1-(30+ Skl* 0.5)) --- Active Skill: MP Cost = 3 --- Requisite Level: Cultivation 1, Level 15
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Posted: Thu May 19, 2011 2:41 pm
Miles Beoulve
Starting Stats (Lvl. 0) HP: 8 Mag: 12 Skl: 11 Spd: 11 Lck: 13 Def: 6 Res: 9
Cultivation 1 Growths HP: 58% Mag: 52% Skl: 48% Spd: 48% Lck: 36% Def: 40% Res: 44% Cultivation 1 Skills~~ Serenity - Miles really just wants to help everyone. But his allies will have to do. --- Effectiveness of all curative spells increases by (0.77 x Miles' level) --- Innate, Passive Skill. ~~ Medical Knowledge - Miles knows the weak points of the sentient body all too well. Actually, it gives him insomnia sometimes. --- Melee-based skills gain a critical chance of (0.77 x Miles' level) when Miles is wielding a staff. --- Innate, Passive Skill. ~ Unfocused Blessing - This is a skill that Miles did not have to research. The power to heal was inside of him all along. --- Restores a base of 5 HP to an ally. --- Magic is halved for the effect calculation of this skill. --- Range: 1-3 --- Innate, Active Skill / MP Cost: 4 ~ Pyrogram - Shoots a small rectangle of fire. Very weak magic, but easy to use. --- Damage: (Mg + Weapon MT) - Enemy Res --- Range: 1-4 --- Element: Fire --- Innate, Active Skill / MP Cost: 4 --- Requisite Level: Cultivation 1, Level 4 ~ Pretty Okay (Cultivation 1) - So...Apparently Miles can melee with magic. Neat! --- When Miles melee-attacks an opponent, player can choose to modify damage calculation to (magic x 0.5 - Enemy Resistance). Enemy Res has a 25% chance to be nullified. --- Active Skill: MP Cost = 5 --- Requisite Level: Cultivation 1, Level 10 ~ Split Blessing (Cultivation 1) - What a rebel. That Miles. --- Restores a base of 15 HP to an ally. The next portion of damage dealt to that ally is cut to 75% of its intensity. --- Active Skill: MP Cost = 6 --- Requisite Level: Cultivation 1, Level 13 ~ Miracle (Cultivation 1) - Purity begets purity. Or some s**t. --- When an otherwise fatal blow would hit, Miles has a 20% chance to nullify it entirely and a 50% chance to hang on with 1 HP. (If already at 1 HP, only the nullifying roll may be performed.) --- Active, Automatic Skill: MP Cost = 8 --- Requisite Level: Cultivation 1, Level 19
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Team_Farleyambient158 Captain
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Team_Farleyambient158 Captain
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Posted: Thu Dec 08, 2011 12:49 pm
Alma Beoulve
Starting Stats (lvl. 4): HP: 11 Str: 11 Skl: 5 Spd: 9 Lck: 14 Def: 11 Res: 10
Cultivation 1 Growths HP: 40% Str: 37% Skl: 59% Spd: 65% Lck: 55% Def: 32% Res: 46% ~~Survivalist Instinct - User has been one with the wilderness. Can stand ground when in danger. --- When HP falls under 30%, Def and Res are multiplied x 1.75. --- Innate, Passive Skill ~~Slyness - Thieves and Assassins dodge s**t well, what can I say? --- Adds an extra 15% evasion to every attack. --- Nullified by Daze & Sleep --- Innate, Passive Skill ~Betch Slap - Don't touch me! ---Damage Multiplier: Strength x 1.2 ---Active Skill / MP Cost: 2 ---Requisite Level: 1 ~Chin Rocker - I SAID don't touch me! ---Prepares a counter for the next melee attack ---When activated, stops enemy attack and deals damage equivalent to the user's (STR - (0.5 x Enemy DEF)). ---Unit cannot move until attacked once counter is set. Can be interrupted by a long range/magic attack. ---Active Skill / MP Cost: 3 ---Requisite level: 5 Knife Throw, Bleed (Cultivation 1) -- Looks good on you. But pull it out if you can. ---Can throw a knife as far as the unit's movement range. (Throwing knives must be in unit's satchel). ---Initial damage = (9 - # of spaces thrown) ---Roll a six-sided die. Result = number of turns enemy unit bleeds. Bleed deals 2 damage at the beginning of the enemy unit's turn. On the last turn of bleed, it wears off at the end of the enemy unit's turn. ---Active Skill / MP Cost: 5 ---Requisite Level: 10 Knife Throw, Status (Cultivation 1) -- You can't move anymore, but you can feel the effects, no? ---Can throw a knife as far as the unit's movement range. (Throwing knives II must be in unit's satchel). ---Initial damage = (9 - # of spaces thrown) ---Roll a 100-sided die. If result is 1-5, enemy is killed instantly. If result is 6-15, enemy is paralyzed. If result is 13-75, enemy is poisoned. If result is 76 or higher, attack misses. ~Betch Combo (Cultivation 1) -- Ya, Ha, Hi-ya, Die! ---Roll a 4-sided die. Roll dictates number of attacks. ---Attack 1 is a Betch Slap. ---Attack 2 is a Betch Slap (Ignore Defense). ---Attack 3 is a Knife Throw special OR a regular attack with equipped weapon (player's choice). ---Attack 4 is an immediate critical melee strike with equipped weapon. ---Active Skill / MP Cost: 8 ---Requisite Level: 20
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