Physical Damage: 1d8 Magical Damage: 10 (1d6 but -1 die for Chibi) - 2 uses remaining Tokens Remaining: 1 Amplifying Magic: When using a talisman to amplify magic, add one extra die of the appropriate kind to your roll. (An extra d6 for direct damage) Amplifying Physical Attacks: When using a talisman to amplify a physical attack, use the indirect damage magic roll appropriate for your character’s level. (10 + 1d4 for first stage). Banishing Harmful Effects: If using a talisman to banish a harmful effect, your character will simply succeed! The affected character can roll 1d10 and quote me, and a blessing may be bestowed, depending on the roll!
The skeleton wasted no time in attacking and he had been hit quite quickly. Not terribly, but he still felt the sting of it. And before he could really do anything to counter attack, aka throwing more stuff at it, another Knight had decided to go and blind everyone, which made it even harder for him to do anything other than cover his eyes.
He had to wait until that was over before he could look around again. More monsters had popped up and now they were either being randomly buffed or randomly attacked and he wasn't sure which one was which.
But, there was one thing that could! He took the harp from his back and started to let out a tune on it. "Hope this works!" He yelled to anyone in the vicinity. He wasn't sure if it would debuff all of the other things they were fighting against, but at least it should buff all of the Senshi and Knights that were within the correct amount of feet! He wasn't sure how well it would work though, especially if he was interrupted while playing.
Quote:
For whomever is within 8 feet of Sumner! When the harp is played, allies within range (up to 8 feet) gain a slight boost to defense - any attack against them during this time now deals half damage. Opponents that are within range (up to 8 feet) take a hit to their defense - any attack against them during this time now seems twice as strong. Lasts 35 seconds
Super Sailor Monoceros HP: 60/75 (Imbrium shielded from the 5 DMG) DMG: 12 (+1 from Article of Strength bracelet) = 13 Talismans: 1
A knight he didn't know shielded him from the attack and he threw her a grateful smile before he threw himself headlong at the monster's ankles. He was tired of staying too far back now, and released his Quill Burst with a loud warning to the people nearby. Grim satisfaction pulsed through him at his direct hit. Good.
Sailor Monoceros leaps up to the bad guy, getting close, before letting loose a burst of quills from his entire body. (Allies beware!) The Burst is less aim-controlled than the Flash, but more intense. These quills will likely puncture more deeply from being close up and attempts to remove the quills before disappearance will cause a sharp, hot pain where the quill is pinned, and a more dull ache in the surrounding area, making the muscles more sore. A user can choose to have this attack cause permanent damage or the injury will fade when the magic expires. This attack will last about 30 seconds and can be used twice per battle.
The attacks had come in too quickly for her to really do anything else other than dodge and throw things. As much as she wanted to try and trap some of the other entities that had appeared, she didn't want to trap any of the Knights or Senshi that were fighting. Unfortunately she had learned the hard way that her magic worked both ways, so unless she was sure that they would be out of the way, she couldn't use her attack until then.
However she did want to try to get her healing magic out. She hadn't tried it before, so now would be a good time, right? "Waterlily Purification!" She yelled and held her hands out. A water lily, 5 feet around appeared and she only hoped that it would do what it was supposed to!
Quote:
Waterlily Purification Larissa summons a giant water lily, about 5 feet in length. Those within a 10 foot range of it are healed a bit. Small cuts are totally healed, but deep gashes/very deep cuts only stop bleeding (they'll still clot though!), they do not heal otherwise.
Amplifying Magic: When using a talisman to amplify magic, add one extra die of the appropriate kind to your roll. (An extra d6 for direct damage or d4 for indirect damage or healing.). Banishing Harmful Effects: If using a talisman to banish a harmful effect, your character will simply succeed! The affected character can roll 1d10 and quote me, and a blessing may be bestowed, depending on the roll!
The monstrosity was not happy about the attacks thrown it’s way, and it lashed out at everyone within reach. Ida watched with a creeping horror as it sucked in a deep breath, pulling her own from her lungs… and then breathed out a dense, putrid fog across the area. The senshi threw up an arm to shield her face… and found that the fog parted around her, and a number of others. Her darting gaze found a knight in dark blue with flaming hair, holding up a rounded shield like some old greek hero… and the magic that poured from her kept Ida safe from the skeleton’s miasma.
But then she flagged, her magic pool depleted. Ida had seen it enough to know the signs. Well. One good turn deserved another, really. Gathering herself now that she’d regained her breath from the first attack, Ida darted across the space to the… Squire’s? side. Her boots ground against the old stones as she braced her feet apart, throwing her hand up in another trail of glowing petals.
“Thanks for the help!” She called over her shoulder with something like a smile. “Heavenly Orchid Arrows!”
The light flared between her hands and the conjured arrow flew towards the monster, burning like a tiny comet as it arced up and then down again in a smooth curve.
Eternal Sailor Attack: Heavenly Orchid Arrows! [What it does] An out-flung hand casts a trail of petals that form a bow-like shape. She takes it up and uses it to fire arrows of light with hardened petals as arrow heads. The arrows have an 'aura' of power to them and explode on contact. The explosion is more concussive, causing a pressure that can push a target backwards a foot or two, but doesn't do much in the way of actual damage. Unbalanced enemies could be knocked over, if they were caught unaware. Particularly heavy opponents may not be moved by the attack, but could be distracted or slowed by the pressure of it. Each arrow takes a lot of power to cast and her limit is three, which exhausts her and can force her to retire until she's rested.
It was clear that the attacks were having some effect. Pieces of the skeleton were beginning to crumble into strange black mist, falling to the ground and pouring out around it. It was dark and choking at the monster’s feet, but as it spread out it became thinner and easier to breathe.
The creature’s legs, in particular, seemed to be disintegrating the fastest, and it seemed to be struggling to stay standing.
Aokigahara lit the third lantern, and a bright bloom of light cut through the darkness.
”We’re almost done! Only two lanterns left!”
Quote:
Everyone within 10 feet (check your magic ranges! ;D) will take 16 damage from the monster!
Next post will drop at approximately 1:30 AM EST August 2nd (in 72 hours)!
BANES:
SUMNER: You find yourself suffused with rage. While you can still tell friend from foe, you are compelled to attack: no shields or heals, only damaging magic or physical attacks. ARA: The woods call to you. Lose your attack this round, and your character MUST be stopped before they wander into the woods (if no one else wrangles them, Aokigahara will!)
BOONS:
TJILAKI: A bright point of light floats towards you, and bursts into a shower of chrysanthemum petals that feel as if they are restoring you. Heal 5 HP TACHIBANA: A shield blooms in front of your character and any characters close to them, as if something on the Wonder wishes to protect you (or just really hates big ol' skellyman! Either way...) You and anyone within 5 feet of you take no damage this round, if you were targeted. If you were not, heal 5 HP. BASILUZZO: A strange stillness settles over you. It does not feel threatening, and in fact makes you feel a bit stronger. Heal 5 HP.
Physical Damage: 1d12 Magical Damage: 10 + 3d4 - 40 seconds remaining Aspect Damage: 10 + 3d6 - 10 minutes remaining Magical Healing: 10 + 3d4 healing Tokens Remaining: 1 Article of Strength - An ancient piece of jewelry customized by the player. The Article of Strength will take the form of any wearable piece of jewelry the player likes, either a ring, bracelet, necklace or earrings (or other approved jewelry, with staff approval). When worn, this item will grant +1 to all IC Dice Rolls in any staff run roleplay hosted by The Space Cauldron. This may not carry over to player run events and is at the discretion and decision of the player host. The item is non-transferable and can only be worn by the player who claims it. It can be worn and used as a civilian, or when powered up. Article of Resilience - An ancient piece of jewelry customized by the player. The Article of Resilience will take the form of any wearable piece of jewelry the player likes, either a ring, bracelet, necklace or earrings (or other approved jewelry, with staff approval). When worn, this item will grant -1 to all damage done to a character through IC Dice Rolls in any staff run roleplay hosted by The Space Cauldron. This may not carry over to player run events and is at the discretion and decision of the player host. The item is non-transferable and can only be worn by the player who claims it. It can be worn and used as a civilian, or when powered up. Amplifying Magic: When using a talisman to amplify magic, add one extra die of the appropriate kind to your roll. (An extra d6 for direct damage and d4 for indirect damage) Amplifying Physical Attacks: When using a talisman to amplify a physical attack, use the indirect damage magic roll appropriate for your character’s level. (10 + 3d4 for third stage). Banishing Harmful Effects: If using a talisman to banish a harmful effect, your character will simply succeed! The affected character can roll 1d10 and quote me, and a blessing may be bestowed, depending on the roll!
Chibi-SailorTachibana HP: 35 DMG: 10 + ? (1d4 with a talisman) = ?
Physical Damage: 1d8 Magical Damage: 10 (1d4 but -1 die for Chibi) - 2 uses remaining Tokens Remaining: 1 Amplifying Magic: When using a talisman to amplify magic, add one extra die of the appropriate kind to your roll. (An extra d4 for indirect damage) Amplifying Physical Attacks: When using a talisman to amplify a physical attack, use the indirect damage magic roll appropriate for your character’s level. (10 + 1d4 for first stage). Banishing Harmful Effects: If using a talisman to banish a harmful effect, your character will simply succeed! The affected character can roll 1d10 and quote me, and a blessing may be bestowed, depending on the roll!
rolling
Posted: Thu Jul 29, 2021 11:52 pm
Chibi Super SailorAra HP: 39 DMG: Wandering Off into the Woods
Physical Damage: 1d10 Magical Damage: 10 (1d6 but -1 die for Chibi) - 1 (2nd stage) / 3 (1st stage) uses remaining Tokens Remaining: 1 Amplifying Magic: When using a talisman to amplify magic, add one extra die of the appropriate kind to your roll. (An extra d6 for direct damage) Amplifying Physical Attacks: When using a talisman to amplify a physical attack, use the indirect damage magic roll appropriate for your character’s level. (10 + 1d4 for first stage). Banishing Harmful Effects: If using a talisman to banish a harmful effect, your character will simply succeed! The affected character can roll 1d10 and quote me, and a blessing may be bestowed, depending on the roll!
Physical Damage: 1d8 Magical Damage: 10 (1d6 but -1 die for Chibi) - 2 uses remaining Tokens Remaining: 1 Amplifying Magic: When using a talisman to amplify magic, add one extra die of the appropriate kind to your roll. (An extra d6 for direct damage) Amplifying Physical Attacks: When using a talisman to amplify a physical attack, use the indirect damage magic roll appropriate for your character’s level. (10 + 1d4 for first stage). Banishing Harmful Effects: If using a talisman to banish a harmful effect, your character will simply succeed! The affected character can roll 1d10 and quote me, and a blessing may be bestowed, depending on the roll!
Tjilaki picked up one more rock. After this one was going to start using her magic and the talisman. She wasn't really sure if it would be seeded, not with everyone also attacking the skeleton. She knew that if it was one on one she would have been done for. K.O. She would have tried to do what she was used to doing when confronted with fights. Try and talk it out or haul a** and fun from the fight. But now looking at the monster the latter would have probably been the best bet. Don't look like there would any talking to the monster.
As she went to throw the rock when she saw a bright light coming towards her. She wasn't sure what would have happened or if she had to jump out of the way. She closed her eyes and braced herself for any impact. She opened her eyes when she felt something like petals land on her. They were soothing. She also noticed her hp was healing.
As much as he wished he had been able to use his magic for longer, somehow suddenly felt the urge to attack. Luckily it wasn't directed at any Senshi or Knights, but it meant that his harp was put away for the time being and his chance to practice his magic had been cut short.
Through this new urge, he could at least figure out that trying to punch the skeleton would be a bad idea, and instead took up an object and swung it at the nearest thing that was attacking a Knight or Senshi. It splintered quite well which meant it probably didn't do much damage, but at least he had gotten the urge out of his system!
Knight Alphubel HP: ??/100 ((can't remember at this point and this is just being backfilled now, I know he's not past 50)) Damage: 8 + 10 ((I believe I was going to have him do magic for this post)
They were almost done.... well he wasn't too sure of it. He couldn't remember how many lanterns needed to be lit and it felt like the battle had just started.
He removed his staff from his back and planted it into the ground a little and started to pour magic into it. From the top of the staff, the lantern gave a bright glow around 12 feet in the area. Any monsters or creatures or whatever was attacking that found itself within the range would be unable to tell who was on their side or not.
He only hoped that it worked. As much as he hated to admit it, in the past it didn't seem very effective, but he hadn't tried to use it against a large group of enemies either. Perhaps it would work better than on just one or two opponents.