Rowhouses formed a perpetual zigzag cutting through the horizon. Some featured whole roofs, while others sported gaping holes covered by little more than tarps - perhaps a worthwhile tactical pursuit. Some were occupied by families, others weren't, but the lack of maintenance in the rooftops themselves looked quite apparent to loitering civilians. Beyond the precarious roofs, small fenced yards offered overgrowth and abandoned children's toys.
The rooftops offered a pleasant view of the Circle K, though. Beyond the fencing, onlookers could see the exchange between Schörl and Cinnabar, with their captive knight, and his senshi accompaniment. While they could not hear the responses, body language communicated the lapse in cooperation. The civilians could see the flare Cinnabar shot into the sky, signaling for them to power up.
And when they powered up, the agents could feel power in the distance. Order was coming, summoned by Scylla's phone and by their broadcast signatures. They needed to hold off the incoming forces long enough for Schörl and Cinnabar to incapacitate their knight and take home the goods.
Posted: Sun Mar 05, 2017 3:47 pm
Map & Attendance
This ORP has a map system for ease of organization, and to keep post counts to a manageable level for anyone who needs to catch up. Each section is color zoned to keep things simple and straightforward.
The zoning map is available here. The detail map is available here. Both maps were made by the awesome Ivynian!
All players will be quoted into their respective threads and told which of their characters are in that thread. This is your initial location, not your permanent one!
All characters are allowed to relocate to a completely new zone twice. All characters are free to return to visited zones any number of times. If Kairatos starts in the red zone, then goes to the orange zone and then the purple zone, that's all the moves he can make. But he can jump between these three zones any number of times.
As all separate threads are part of the same battle, this ORP will count as one battle regardless of the zones jumped.
If you're wondering how to jump zones, please see the mechanics post!
Everyone's starting zone is recorded in the 'starting zone' tab of the spreadsheet here!
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Posted: Sun Mar 05, 2017 3:47 pm
Goals
It's good to have goals, but keep them realistic. You can't pet every cat on the planet, I say dejectedly.
For the general battle scheme:
The anti-Negaverse side wins overall when every Negaverse agent's HP reaches 0. The Negaverse wins overall when every anti-Negaverse character's HP reaches 0. If the battle is ended before one of the above requirements is met, HP totals will be tallied to determine which party 'won' tonight (don't get your jimmies rustled, Negas - it's all percentage-based).
For Scholomance's fate:
Scholomance will remain a Knight if Schörl and Cinnabar are eliminated and there are no remaining agents in his zone. Scholomance will be corrupted into Cuspidine if Scylla and Scholomance are eliminated, and Schörl or Cinnabar withdraws from battle with Scholomance's unconscious a**. An alternative deal may be struck by PER characters to keep Scholomance a knight, but Schörl isn't leaving without a new toy. If none of these are reached before the end of the battle, then Scholomance's fate will follow the same percentage-based battle calculations as above.
Since this battle has surefire victory requirements, I will announce the winning side at the end of the battle. Henceforth, characters looking back on this battle are free to ICly refer to the battle as a victory (or defeat) for their side.
This battle faces an inevitable end when the cops finally decide they want to protect the city. Rubber bullets hurt, so you might not want to stick around when they show up. This provides a concrete end to the ORP.
Posted: Sun Mar 05, 2017 3:47 pm
Dice Mechanics: General Guide
As I said before, this battle carries dice mechanics. This post is dedicated to explaining them in all their complicated glory.
Read the accuracy section in full, then reference other sections at need. This may keep things from seeming overwhelming.
Everything will be broken down by situation, with a general overview of accuracy, magic, energy, perception and physical damage at the top. You might have to reference this post a lot through the course of the event. It may seem like a lot at first, but it hopefully won't be very complicated once put into practice. If there are major problems, I may adjust things throughout the battle.
As a disclaimer, character classes are not necessarily balanced. There are a lot of magic attacks out there with a lot of caveats and a lot of extra abilities, so I've tried to distill them down into the mechanics below.
If you have questions or complaints, please PM me or catch me on Discord/AIM!
All posts are considered 10 seconds long for magic purposes. All posts are allowed one action. You can talk as much as you want, internal dialogue, or chew the scenery (personal favorite), but you can only do one thing. Actions include:
Persuading someone Physically attacking someone Using magic Changing zones
Click the spoiler for an example style for posts.
[b]Character Name[/b]
Your post goes here
HP: actual / total DMG: calculate any damage you did this round. Effects: Are you under any effects like ATK +5 or accuracy -1? NRG: actual / total ; Negaverse only (energy)
Accuracy
Quote:
Accuracy is what determines whether or not you'll hit something. Since these are all imperfect humans attacking other imperfect humans, there's seldom going to be surefire hits. Unless you're picking on the weak and helpless.
Except for when you're targeting yourself or changing zones, all actions have an accuracy roll. Your accuracy changes depending on your rank, your target's rank, and any modifiers (like if someone gives you an accuracy boost). Roll numbers for accuracy are based off of percentages.
For first stagers:
First stagers must roll 1d10 for their accuracy checks.
Roll 2+ to hit another first stager. Roll 4+ to hit a second stager. Roll 6+ to hit a third stager.
For example, Minkowski decides to punch Carnotite in the face. Attacker and defender are first stage, so Minkowski needs 2+ for her attack to land. She rolls 1d10 and gets a 2, therefore she successfully landed her punch.
Minkowski then decides to punch Quartz in the face. Minkowski is first stage and the defender is second stage, so Minkowski needs 4+ for her attack to land. She rolls a 1d10 and gets a 2, therefore her attack missed.
For second stagers:
Second stagers must roll 1d12 for their accuracy checks.
Roll 2+ to hit a first stager. Roll 3+ to hit another second stager. Roll 5+ to hit a third stager.
For example, Ceraskia decides to punch Meteora in the face. Ceraskia is second stage and the defender is first stage, so Ceraskia needs 2+ for her attack to land. She rolls 1d12 and gets a 2, therefore she successfully landed her punch.
Ceraskia then decides to punch Scylla in the face. Ceraskia is second stage and the defender is third stage, so Ceraskia needs 5+ for her attack to land. She rolls a 1d10 and gets a 2, therefore her attack missed.
For third stagers:
Roll 1+ to hit a first stager. Roll 3+ to hit a second stager. Roll 5+ to hit another third stager.
For example, Thraen decides to punch Cinnabar in the face. Thraen is third stage and the defender is third stage, so Thraen needs 5+ for his attack to land. He rolls 1d20 and gets a 5, therefore he successfully landed his punch.
Thraen then decides to punch Arsenopyrite in the face. Thraen is third stage and the defender is second stage, so Thraen needs 3+ for his attack to land. He rolls a 1d20 and gets a 2, therefore his attack missed.
Please note that there are many attacks in the game that affect your accuracy.
Increased accuracy means that you take your accuracy roll and add to it. For example, Altair has accuracy up by 1 stage and chooses to attack Huntite. Attacker is first stage and defender is first stage, so Altair needs a roll of 3+ to hit Huntite. Altair rolls a 2. 2 (roll) + 1 (boost) = 2; Altair still hits Huntite.
Decreased accuracy means that you take your accuracy roll and subtract from it. For example, Aptera has accuracy down by 2 stages and chooses to attack Schörl. Aptera is second stage and Schörl is third stage, so Aptera needs to roll 5+ to hit Schörl. Aptera rolls a 6. 6 (roll) - 2 (debuff) = 4; Aptera's attack still misses Schörl.
Physical Damage
Quote:
You want to punch some face. Good for you. Revenge solves everything. Physical damage = face punching = good.
Physical damage rolls change depending on the stage of the attacker. Your damage changes depending on your rank, your ATK, and the defender's DEF. The end result is subtracted from the target's HP.
First stagers roll 2d10 when attacking someone. Second stagers roll 2d12 when attacking someone. Third stagers roll 2d20 when attacking someone.
The first number you get is your accuracy roll. If you fail the accuracy check, the whole attack misses. the second roll is your damage roll. Damage rolls are damage that cannot be reduced except by magical means. No matter what, if you roll a 10, the target is taking that 10 damage.
ATK and DEF get factored in thusly: attacker's ATK - target's DEF = extra damage. Extra damage cannot be reduced below 0 (in the event that the target's DEF is greater than the attacker's ATK). An example would be: ATK of 6 - DEF of 4 = 2 extra damage. Extra damage is then added to the damage roll. For example, an attacker gets a damage roll of 10. With this example's extra damage calculation, 10 + 2 extra damage = 12 total damage subtracted from the target's HP. If the target has a higher DEF stat then the attacker's ATK, then you have a damage bonus of 0.
A tl;dr of how to fight:
Roll 2 dice based on your rank. Your first number is your accuracy. If you fail, you're punching air. Congratulations. If you pass your accuracy check, your second die is rolled damage that cannot be reduced except by magic. Target's DEF is subtracted from your ATK (to a minimum of 0) Your rolled damage + any remaining ATK is subtracted from target's HP.
Magic
Quote:
Why punch someone in the face when you can summon magical glitterbombs and give them craft herpes as a distraction? Magic is whatever spells or abilities your character received in their profile stamping process.
Using magic on other people necessitates an accuracy roll. Choose the correct roll for your rank.
Each post is considered 10 seconds long. If your magic has an effect on someone for 30 seconds, the magic lasts for 3 posts by the affected character. This standardization is to keep things simple and fair. Magic lasting some number of seconds that doesn't end in zero has been rounded down. Please check your magic at the top of this post for the necessary numbers and effects.
AoE spells have been altered for simplicity. It's fairly common practice now that people quote those they're directly interacting with - these people are considered 'in close proximity' to your character. Therefore, if your character has an AoE, your accuracy roll will determine if you can hit all of these characters. You just need one accuracy roll, I promise.
Channeled magic has been altered for simplicity. If you're a knight and you decide to use your magic, your magic only affects their targets for 1 post (10 seconds). You can string your channeling together by continuing to quote that target in successive posts, however.
Knight aspects last a long time (up to 10 minutes!) and therefore have no expiration in this battle. Keep in mind that you cannot channel magic and use your aspect simultaneously. It's written into the Knight information thread. Don't do it. Every cat on earth will judge you if you do.
A tl;dr of how to use magic:
Are you casting on someone other than yourself? Roll 1 die for your accuracy check. Quote your target with your staff-approved magic description and the effects I listed in the 'Magic' spreadsheet.
Energy (Negaverse only)
Quote:
Energy is how agents do the dastardly deeds they do. All agents have a certain amount of energy that they use for their abilities. It's sort of like a knight's magic pool, except you get to eat people's souls to refill it. Only Captains and Generals get special abilities, so only Captains and Generals get energy pools.
All agents start with 1 starseed. 1 starseed heals 20 energy.
If your agent has a personal youma, you may choose to have that agent start with their personal youma. This does not impact your energy. Please contact me with the staff-approved details of your personal youma if you wish to start with them. However, if you choose to take your personal youma and it gets dusted on the battle field, your agent will incur an accuracy penalty of 1 stage for the rest of the battle because losing a personal youma feels like hell.
For Captains:
Captains receive 40 energy.
You have three abilities at your disposal that consume energy: youma summoning, lieutenant summoning, and teleportation.
Teleportation costs 20 energy. Teleportation can be used in the same post as your action (in that you can, say, punch someone and teleport in the same post). Teleportation lets you swap zones, too. You can use this to 'hit and run'. It's also a useful tool for breaking duration damage (ie, taking x damage for 2+ posts). Lieutenant summoning costs 20 energy. Summoning a lieutenant requires that you receive player permission for summoning said lieutenant. Summoning that lieutenant allows them to swap zones without taking any remaining damage. Summoning takes 1 turn. Youma summoning costs 10 energy. Captains may control a maximum of 2 non-personal youma. These youma have 1/10th the HP of the summoner and do 5 flat damage to the specified target. They last 3 rounds or until killed and they do not receive accuracy rolls. Beware that many magic attacks will instant kill your youma! Once you summon 2, you may not summon more.
For Generals:
Generals receive 60 energy.
You have three abilities at your disposal that consume energy: youma summoning, agent summoning, and teleportation.
Teleportation costs 15 energy. Teleportation can be used in the same post as your action (in that you can, say, punch someone and teleport in the same post). Teleportation lets you swap zones, too. You can use this to 'hit and run'. It's also a useful tool for breaking duration damage (ie, taking x damage for 2+ posts). Agent summoning costs 15 energy for a Lieutenant and 30 energy for a Captain. Summoning an agent requires that you receive player permission for summoning said agent. Summoning that agent allows them to swap zones without taking any remaining damage. Summoning takes 1 turn. Youma summoning costs 10 energy. Generals may control a maximum of 5 non-personal youma. These youma have 1/10th the HP of the summoner and do 10 flat damage to the specified target(s). They last 3 rounds or until killed and they do not receive accuracy rolls. Beware that many magic attacks will instant kill your youma! Once you summon 5, you may not summon more.
A tl;dr on energy use:
Pick a thing to do with your energy from the list above. Do the thing. Subtract the cost from your total energy. If you're summoning youma, keep track of their HP in your posts.
Perception
Quote:
Perception/persuasion (PER) is the ability of a character to nonviolently interact with other characters or the environment. These interactions can prove exceedingly useful in swaying the outcome of the battle. If you happen to get terrible rolls, then maybe your character can look nice while uselessly flapping their gums.
Perception is a niche role in this game. Characters who have a PER stat can still use magic or physically attack others, but you don't have an ATK stat so it's not recommended.
PER rolls are primarily used to influence the events in the battle. PER rolls can demand the attention of Schörl, Cinnabar, Scholomance or Scylla and allow the character to propose a new deal. While I have not required that other characters set an internal PER value for persuasion attempts, you may ask someone to set a PER value for their character if you truly want to persuade them. Be warned that PER does not force someone to agree with your character. A successful PER roll only dictates that the target has to acknowledge and respond to what your character said in their next post. If your successful PER roll exceeds their internal PER score by 5, you may stop them from taking an action in that post.
PER rolls may also impact the setting and alter the mechanics of battle somewhat. For example, a character might be exploring an abandoned building while looking specifically for flammable items. I will set a PER value for this. If the character rolls high enough to reach the PER value specified, then the character may discover and interact with the flammable items. The resultant actions taken may incur a blanket accuracy decrease by 1 stage for the entire zone. Similarly, a character may explore a region while looking for nothing in particular. I will list a number of items and their PER values in a quote; if the character rolls high enough to hit multiple PER values then the character has 'seen' these items and can interact with them.
As a result of these flexibilities, PER characters may require a lot of thought, planning, and creativity to use. If you decide that PER is not for you, please tell me ASAP and I will change your stats. You may only do this once.
PER rolls are affected by stage.
First stagers roll a 1d10 then add their PER stat. Second stagers roll a 1d12 then add their PER stat. Third stagers roll a 1d20 then add their PER stat.
A tl;dr of how to to use PER on places:
Pick a target. Your target can be a building, a bush, anything. Quote Strickenized with the thing you want to investigate. Are you looking for something in particular? If yes, add the thing you're looking for into the quote. Wait for Strickenized to quote you back with the PER value for the object(s) in the area. Roll your stage's base PER value and then add your PER stat. If your combined PER value meets or exceeds any PER values listed by Strickenized, your character has 'seen' these objects and may interact with them accordingly.
A tl;dr of how to use PER on people:
Don't roll for accuracy. Accuracy is for people who hit things. You're above that. Roll your stage's base PER value and then add your PER stat. If your combined PER value meets or exceeds that character's internal PER score, they will respond to you in their post. Successful PER rolls do not guarantee that the target will agree with your character. If your total PER exceeds the character's internal PER score by 5 or more, you can delay their action.
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Posted: Sun Mar 05, 2017 3:47 pm
Dice Mechanics: FAQ and Examples
If you have specific questions, or the guides above don't cover the situation you're in, I will try to incorporate all answers below. The FAQ will have questions and comments regarding the mechanics themselves, and the Examples section covers scenarios that you may encounter.
FAQ:
Quote:
Can a third stager really drop my first stager in 5 hits or less?
Yes. The stage discrepancies are very obvious here, so be cautious about fighting above your rank. For example, Obsidian can drop a first stager in three hits and he doesn't really have to try for it, either. Said first stager has a rough 50% chance of hitting him.
I don't agree with the magic you gave me. What do I do?
Get ahold of me via AIM / PM / Discord and we can discuss changes! I do not claim to have a perfect interpretation of your character's magic, and mistakes happen!
I have to ask someone to set a PER value? Why not ask everyone to set one in the beginning?
Doing so asks too much (since it's picking a number in a vacuum) and assumes PER will be used on that character. PER wasn't intended for use on everyone, so if you really want someone to put up a PER check, please let them know in a PM or quote before you do the roll.
Examples:
Quote:
I want to use magic on myself!
Skip accuracy roll; assume you hit yourself with your own magic. Proceed with magic details as listed in the spreadsheet.
I want to AoE someone!
Good for you! Why burn one person when you can light the whole building on fire? AoE hit everyone that you've been actively quoting as part of your proximity. Roll one die for accuracy. You have one chance to hit them all.
I want to gang up on people!
ICly, all's fair in love and war. OOCly, approach the player who owns the target and make sure they're OK with their character being targeted by multiple people.
More than three people attacked before I wrote my next post!
If more than three people rolled successful damage rolls on your character, take the first three hits in your next post and discard the rest. You must take all successful non-damage status effects. If 3 people attack you, then someone casts a status effect on you that also does damage, disregard it.
I got immobilized / incapacitated / stunned!
Write your reaction to this status effect. All incapacitation-style attacks last one post unless otherwise specified. You may post again after someone else in your zone posts. If someone else doesn't post after you, you may post again in 1 hour.
My HP reached 0!
Congratulations, you got your a** handed to you! Reaching 0 HP doesn't have to mean you passed out, but you are too damaged to risk being in the area. You cannot attack or cast any more magic, and continued attacks against your person will incur severe consequences. It is highly advised that you escape.
I want to starseed someone!
You have to get the owner's permission for the target character to get starseeded. You don't have to do an accuracy roll for this if participating players choose not to. Starseeding does not do damage to a character's HP. The starseed must be returned before the end of the ORP for the character to survive.
I want to switch zones!
Switching zones takes 1 post. You cannot use this to circumvent damage. Write your exit in the current zone (you cannot attack or use magic in this post). Pick your zone, then write your entrance (you may attack or use magic in this post).
I want to do something creative / scripted / not listed above!
PM / AIM / Ping me on Discord!
Posted: Sun Mar 05, 2017 3:48 pm
Zone Effects
None! Check back later!
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Posted: Sun Mar 05, 2017 3:58 pm
Event is open! Negaverse agents are assumed to already be in the area, so Order characters are free to make their appearance at any time! Good luck and have fun!
Parue
Disneya, Malayaite
SSBrosB
Alphubel
Kyrieko
Fenrir
Daekie
Chrysocolla
Torvil
Leucite
Ryuthulhu
Kairatos
Sirene Naiads
Meteora, Stibnite
Noir Songbird
Kerberos
Ivynian
Haüyne
Meighei
Alpha Leporis, Beta Leporis
Shazari
Hvergelmir
Kitomyx
Sinope
Posted: Sun Mar 05, 2017 7:07 pm
Haüyne, Super Corrupted of Execution
Oons oons oons oons The corrupted of super celebratory bounced as signatures started sparkling around like a fireworks show. All ends pointed to this being a crazy operation with LOTS to do. Stick it to Yolomance to laze out on a partnership. Generals'll set 'im right. And that blackbird next to him. Maybe two in the bush with one stone or somesuch? Yeah!
It would work better if there wasn't a mosh pit in the convenience store parking lot, which meant pulling attention and cutting some bodies. A good way to do that was with sound, and volume was never a struggle for Haüyne:
"Do you have to yell," Chrysocolla winced, her face tight from where she stood close tp to Haüyne. "Um. Haüyne of Execution, right? Offensive magic? How's your physical combat, how's your starseed grabbing under stress...?" Unlike some people - well, she wasn't sure who, but definitely some of them - Chrysocolla had done her research, and she knew her comrades. "They're coming, but -- it'd help, if I knew. Um." She clutched her wrist and looked away.
"...We come out of this with someone. No matter what. Even if it's kicking and screaming all the way."
HP: 210 / 210 DMG: 0 Effects: N/A NRG: 60/60, carrying two energy orbs (+10)
Ivynian
Kitomyx rolled 1 10-sided dice:
7Total: 7 (1-10)
Posted: Sun Mar 05, 2017 10:44 pm
Sinope; DMS of Slyness
Far from the action, but with a great view of it - that was Sinope's idea of an ideal location when it came to a fight. And what a fight this seemed like it was shaping up to be. He'd heard the talk of the whole situation regarding powered beings described as an unseen war, but as a relatively new senshi, this was the first time the young teen had ever experienced anything that made it feel like anywhere near large and influential enough to earn the title.
A flare from a pair of Negaverse Generals and a call from a Knight and Eternal Senshi. That was all it took to get others everywhere to come running. Sinope had to admit he was impressed by the numbers. He'd always been aware that his own court was small compared to the forces of the Negaverse and the White Moon Court, but now he could actually get an idea of the difference in scale with his own eyes. And here he had started to doubt whether either faction's members really stood behind one another when push came to shove.
What was all this about, though? Could people really have been coming just for the sake of others they might not even have known? Powered or not, they were still human, weren't there? And as far as Sinope was concerned, humans were selfish creatures who cared only for their own well-being when they thought rationally. Was this proof of just how many irrational souls risked their lives for others regularly?
The possibility both disgusted and intrigued the redhead. He had to know. So long as no one tried to involve him. Unlike whoever else may have shown up, he was going purely for his own self-interest. There was no way he would ever be stupid enough to endanger himself for the sake of another, but that didn't make the stupidity of others any less entertaining. And thus Sinope made up his mind to find out what the hullabaloo was all about.
Entering the area that seemed to mark the perimeter of the soon-to-be battlegrounds, the Dark Mirror Senshi sensed a couple of Chaos signatures just as their owner's voices reached his ears. Both outranked him in terms of power, but Sinope wasn't one to back down just because he was at a disadvantage. That was probably what also got him beat up all the time at school, but he figured what didn't kill him made him stronger. He just hoped the pair would buy that he wasn't the enemy and actually opt to kill him.
Following their example, the DMS decided to speak up in order to announce his presence to the two Corrupt Senshi so as to keep them from suspecting he was trying to sneak up on them. He'd never met an actual corrupted senshi before, though, so he wasn't sure how difficult they would be to reason with. He wasn't sure how much rationality anyone in the Negaverse had at all, let alone senshi with such twisted, chaotic energy signatures.
"...You guys staging a kidnapping or something?" he asked, catching Chrysocolla's last few statements with a raised brow. "Huh. And the White Moon Senshi think our energy is chaotic...your guys' is off the charts. I'd heard of Corrupted Senshi before, of course, but I didn't think I'd get to meet two in person just for showing up here. You've already made it worth my time."
HP: 100 / 100 DMG: — Effects: —
Strickenized
Sinope is attempting to look around, using PER on the area, but without searching for anything in particular.
"I don't like this... they're going to go after civilians if they think it'll change the tide of battle, or ********, they'll do it just to spite us."
Kairatos growled under his breath, eyeing the housing around them. On the one hand, the rooftops meant they had that means of travel, and that potential high ground, but the unfinished ones could be treacherous underfoot, and who knew what tools might be inside overnight.
That wasn't a train of thought he planned to let himself board. It went ugly places he knew he'd have taken back in the day.
"I'd tell you to be careful but I think you know that." He smiled thinly at Meteora, trying not to worry. He damn well planned for this not to be the last time he saw her in a white dress.
He didn't like this. He didn't like the number of signatures, he didn't like the vague information... he didn't like that Chaos was waiting. Chaos didn't need permission to ******** you up. They had what they wanted in their hands and they were greedily hoping to gulp down more like an overfed snake. The only reason he could figure that they were waiting was because they were waiting to see if the hook would take.
...With apparently some schoolyard level yelling...
Attack: 13 Def: 5 HP:250 DMG: Effects:
Sirene Naiads
Posted: Mon Mar 06, 2017 7:31 am
Meteora, Page of Cosmos
"You don't like anything having to do with the Negaverus." Met responded as she shook her head with a smile. She was trying to be positive but in truth, Met was just pissed to have YET ANOTHER date ruined by this war. Their walk between things that evening had come to an end when both of them had seen a group heading in this direction. Met had been damn close in trying to get Kai to 'ignore it' but she knew her bull well enough.
He wouldn't.
"You be careful. I'll be fine." Met finally said as she caught the sound of someone yelling. Well that was new...
It had been, thus far, a really bad day. Titanite had punched such a lovely rainbow, and she had a cat stuck in her leg (who may still be there, she had not looked down to see, but the pain was still there! The life of a scratching post was most certainly a terrible one. ) There was a massive fight going on, and there were people of all ranks of the Negaverse (and of Order) who were sure to judge her for her absolute failure as a Captain. Could she be demoted except via death? Titanite was a bit worried that she was going to be looking at an involuntary demotion.
She needed to find someone who was not tiny or cute to attack. Or who could defend themselves well enough that she would feel a little less bad about dropping a youma or a fist on their head. Probably a youma. Yeah; a youma sounded like an excellent idea. Pausing just long enough to take a breath, she called upon the power inside her to summon her very first youma, watching them wriggle their ugly asses from the ground with curiosity. They were pretty disgusting, as could be expected. But they were herd, and she was oddly proud.
There was a dark moon senshi over talking to a couple of corrupts, then there were two members of order over yonder. One of the order members looked familiar. That one had introduced himself on a rooftop as Kairatos of Mars; Titanite felt it as her teeth bared, and she tried to send the monsters over in his general direction- he would be fine, along with his Orderly female companion; even better, it would be an appropriate distraction for him, to keep him and the other page from attacking the corrupted senshi, who were her allies, and that... other one. The dark moon one. Right? Excellent plan.
Wrong.
One of the youma went in his direction, which was, in itself a victory, all things considered. It wriggled out from the ground, sniffed itself a little, and obediently lazed in the general direction it was supposed to. (She couldn't even properly control a youma?) The other of the summoned, on the other hand, went in the opposite direction, attracted, as all youma were, to the senshi. Oh, right; even in the rift, youma liked to attack the corrupted. And she hadn't the... welp.
A heads up might not be amiss, but as she opened her mouth, lifting a finger, her leg throbbed again. Oh well- they'd figure it out when the other youma jumped on the Dark Moon senshi. Or not.
HP: 192/200 DMG: 14+ (N/A this turn) Effects: None NRG: 30/40 (1/1 starseed; both youma used)
Strickenized
Titanite went here. She didn't pull Faust out of her leg. He may still be there.
Ryuthulhu
Have a youma. (1/2; 19 HP) The youma will not do damage until *I* post again; it is still wriggling out. So you have time to dust it! Then will deal 5 damage per round for 3 rounds or until dusted.
Kitomyx
You're on the anti-nega spreadsheet, so... have a youma. (2/2; 19 HP) The youma will not do damage until *I* post again; it is still wriggling out. So you have time to dust it! Then will deal 5 damage per round for 3 rounds or until dusted.
Sirene Naiads
I'm attacking yer boyfriend, ruining yer date. YOLO.
(Alas poor youma we hardly knew ye) (Damage = 18+ 13 for a total of 31 points.)
He caught the energy signature, and then saw the approaching youma, summoning his net and moving to intercept it with an swing that would have looked almost dismissive if it hadn't also been devastating.
"Blue, I expect better from you." He called out to the blue haired agent as he recognized her. "Or was that supposed to be the warm up round?"
He thought he saw another, but it was headed toward chaos agents, and if it decided to turn on them... fine. He'd help out if they turned out to be on the same side, but he was pretty sure he'd rather not assume. Corrupted Senshi wouldn't be, more than likely, especially under the circumstances... and if one was Dark Mirror... well they were wild cards to begin with. You waited and found out what side they were coming down on but you didn't assume.
"C'mon if you're gonna kick off the party let's pick up the Beat!" He flicked his net for emphasis, to shake off some of the dust the youma had left behind.
Even if there had been no distress call, Kerberos would have considered coming running just because of the gathering balace fo Order and Chaos auras. Someone was in danger - these sort of gatherings only happened when someone was. So he ditched the coffee he'd been drinking to keep him alert an aware for his patrol and booked it, heading fro the confluence of signatures. It was all rowhouses, where he stopped, because there was a face he knew all too well and it made him hesitate.
Chrysocolla. He'd been worried about her, she hadn't shown up to their monthly chats for a long time, and....here she was, and it worried him. It worried him that she was knee-deep in operations, and that the longer she spent corrupted the harder it would be to get her back out.
This was, e suspected, exactly where he needed to be - especially since he swore he could catch a glimpse of hunter green and white-blonde hair, and he was...
He was ready to admit to himself that he wasn't ready to face Schörl again. Not in the state he was in, underfed and underslept and strung out. But maybe he could do something here.