The basketball courts cracked from runoff, refuse, and beatings. The concessions stands are still locked, but clever agents still have a few ways of getting inside. The bathrooms, however - no one wants to go in those.
Through the chain link fence dividing the empty lot from the Circle K, onlookers could watch the exchange occur. Schörl and Cinnabar spoke with their quarry, Scholomance and an eternal senshi at his side. A flare from Cinnabar touches the sky, explodes, urges civilians to power up into their Negaverse agent forms. The inevitable happened - the knight tried to break away from his yoke, and now the Negaverse faced an influx of Order to answer his call.
The baseball diamond and the top of the concessions stand remained the most advantageous spots for agents to linger. The basketball court held promise of throwing people through fences, or perhaps hemming in the opposition. Dragging someone into the bathroom for swirlies ensured extra humiliation.
Soon, they could feel the song of approaching stars. Battle was on the horizon. Scylla's phone asked for assistance, and assistance would soon arrive. The excess of Chaos proved a beacon to those who would challenge it.
Posted: Sun Mar 05, 2017 3:46 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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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 3:46 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 3:46 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 3:46 pm
Zone Effects
None! Check back later!
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Posted: Sun Mar 05, 2017 3:57 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!
Syrie
Aegir
Ivynian
Titanlåvenite
litian
Falias
Ghouliboo
Bob
Merurulince
Etoile
Sylent Nyte
Skadi, Vanadinite
Whimsical Blue
Ida
Sirene Naiads
Phact
Ryuthulhu
Imperiatrix
torvil
Sabine
SSBrosB
Arsenopyrite
mewrose
Saponite
Kaori_luv
Neckar
Kyrieko
Seiryuu
Posted: Sun Mar 05, 2017 7:29 pm
Titanlåvenite, General
He hopped onto the roof of the concessions stand to be more visible. It also offered more vantage to see and intercept. If things got too harried, he felt reasonably confident that a concerted hammerblow could compromise the roof and dump some enemies down into the building for a few seconds distraction.
Claiming a Knight. Or taking some other...
The motivations of it were obscure, and seemed far away. He was there for support of Laurelite's maneuvers. Claiming a knight meant another hand for her to use.
There would be opposition to for to kneel. There WAS. Holding the line to begin with meant having enough currently owned hands on the deck to deal with the enemies. Hammer balanced on shoulder and in one hand, his left extended and drew up with lurid force two youma from the rift. "Eat them. They come. "
Having the distress beacon suddenly going off on her phone was a startling and immediately worrying thing. It had happened before, and knowing that that particular alarm meant, she knew someone was fighting for their life.
Leaving off her patrol, Ida made a beeline towards the source of the distress, her phone clutched close as she navigated through the city. It didn't take long at the speed she was traveling to land in the outfield of the baseball field, her boots coming down lightly into dry, brittle grass. It was too cold for there to be much activity here, but her senses were on high alert. If she stretched, she could feel the signatures gathering, and the cluster across the field and down the block by the store on the corner.
That seemed to be the source of the distress, and where most of the chaos signatures were headed. This was going to turn into quite a party, by what she could feel from here... but there was danger a bit closer now as she felt the arrival of a general and pulled up warily short. She turned towards the grey concrete building that was the concession stand, her jaw set at the large figure that loomed there, her hands curled into fists as youma leaped from an open portal.
HP: 200/200 DMG: --- Effects: --- A:10/D:10
Ivynian
I seee youuuu ~
Posted: Sun Mar 05, 2017 8:59 pm
Squire Sherwood, of Earth Sherwood had promised Scholomance that she would be here for him so when the call went out she responded quickly. She felt a familiar signature and moved toward it, pushing herself to run toward it. There was a tight feeling in her stomach and her bow was already in her hands. She didn't attack anyone just yet, trying to get to the senshi she trusted with everything, including her life. She moved toward him but didn't see him just yet.
"Neckar!"
Her mind immediately flicked to Newgrange, worrying about him if he was here, but she didn't feel him close by if he was there at all. There weren't any signatures she was familiar with, in fact. The courts looked all but abandoned and she wasn't comfortable until he finally came into view.
"Neckar!"
She rushed into his arms, throwing hers around him. The hug was quick but indulgent. They were in immediate danger, so if she had a moment to enjoy his presence, before they were fighting for their lives, she wasn't going to be sorry about that. Her green eyes searched him over when she let him go, the wounds on her side not quite healed over from the last time he had to save her. It was easy to see the worry written on her face.
"Stay close to me, ok?"
HP: 200/200 DMG: --- Effects: --- A:7/D:5
Strickenized
Whimsical Blue
Stole your stats layout!
Kaori_luv
KD will feel much better with her boyfriend right now
More action than usual, in Destiny City. Aegir's stomach twisted - the last few times he'd felt this many auras flaring up in one location...well, it usually meant a rescue. If they were lucky. A moment later, his phone called for aid and the eternal moved quickly towards the growing source of Order and Chaos auras. Definitely not good....
Order white stood out, while Chaos black tended to blend with the darkness. He preferred the higher points and lept from just outside the rusty fence to the basketball courts with their trash - the high point was a rather worn looking building so he went for it directly. It took no time to realize this was perhaps a bad idea - the heavy aura of a general, a familiar face and shape. Titanlåvenite-- And he wasn't alone, there were two youma at the ready, needing dusted.
In the periphery of his vision he put name to swath of muted colour even as his body compacted into a wary, ready pose more for the youma than the man. Ida is here too? Of course. She would help, it's only natural. But will we have to fight him this go? or just his monsters? They looked hungry. And yet...
Aegir had a strange relationship with Titan - and after so much time...he couldn't help comparing him to Bjorn. The thought had crossed his mind often enough - and yet. "Titan." No other words would come, it felt unreal. Are you or aren't you? What should I do here? I don't want to allow anyone to be hurt by you, regardless... Not those he knew, like Ida...not those appearing that he didn't. Titan could easily crush bones, maim. But he was fast and experienced, could he not keep him busy and allow others to go and help?
Aegir could hear much kerfluffle happening across the baseball diamond, by the Circle K, was that the center? Or just a violent scuffle? Purpose brought calm resolution and voice, "General Titanlåvenite," His lips curled into a sharp smile, "Dance with me."
Am I predictable? Yes. Yes I am. I HAVE NO SHAME AND REGRET NOTHING
Whimsical Blue
notice!
Posted: Mon Mar 06, 2017 6:11 am
Falias, Knight of Earth
Falias would have known that something was up even if his knight ring hadn't started making a chiming sound that sounded suspiciously like an alarm...
Because the sudden bloom of auras that he was picking up suggested that something was afoot - and that said something was probably not good.
The auras were a mix of chaos and order both and at least one of the chaos auras had the feel of a General.
His ring had was also displaying a map, in addition to the alarm sound that continued to blare, with dots clustered around-
And so Falias had followed it, map and continuing bloom of auras both, as the trail led him to a set of basketball courts...
And whilst, Falias hadn't as yet, summoned his staff to hand - the bloom of auras suggested that a fight at some point was almost certain.
Quote:
Falias is open for interaction/ to be attacked, but please quote me if you do :3
Quote:
HP: 240 / 240 DMG: --- Effects: ---
Quote:
For my ref: Falias' ATK: 12 Falias' DEF: 7 Falias' Magic effect: AoE protects targets from all damage. Targets cannot use attacks in the circle. May be used for up to 6 posts. Falias' Aspect effect: Accuracy cannot be lowered.
The entire setup really didn't sit well with the senshi of doves. First the call had set her and the girls moving. Then claim the ever growing power signatures. She could feel the chaos as they got closer and every moment of it made her sink in thought back to prior events.
There was no shaking the 'it's a trap' mentality once you have lived through how many?
But it was not until the made the corner and her eyes caught sight of the General with two youma beside him that Phact felt herself stop. One hand reached out to grab the shoulder of the faster Imperatrix and the other went out to the side as a single to stop Sabine. They were not going into this blindly...
"Hold up..." She whispered, eyes watching the General before she flickered them to the other side of the fence. That was when she saw the true battle going on. One of those two had made the distress call.
Something was going on and Phact didn't like it.
"Stay sharp. More are on the move." She said sternly before quickly casting both her friends a glance and made sure they saw the same thing she did in the other area.
HP: 200/200 DMG: - Effects: - ATK: 3/DEF: 7
Torvil
Ryuthulhu
Posted: Mon Mar 06, 2017 7:30 am
"I feel it..." Imperatrix agreed with Phact, knuckles whitening as she clenched her fist around her new bat. She had her eyes on a more expensive model after the youma had bitten through the one she'd had for years, but for now it was a standard wooden bat, sprayed with pink glitter paint and sealant, and a fresh wrap of grip tape around the handle. Budgeting for something stronger could wait, this one would do the job for most things, when her magic or her boxing skills couldn't. "That is just... creepy."
She muttered, giving a shudder as she felt the swarm of energy signatures moving around. And a few of those people on the other side of the fence were strong. Though there didn't seem to be a shortage of strong signatures...
They were a team, they had each others back... but she hadn't been a senshi for long and already wished she was stronger. They needed her. She needed to be strong.
Saponite had expected his evening would involve doing chores, going for a regular patrol, then working on homework. Instead, he was notified that all agents possible were needed for...something. He wasn't sure what, just that it was apparently big and there would be opposition. He still didn't know much about fighting, but like a good little agent, he went where he was told.
And then he pretty much waited where he was instructed to be, near the edge of the baseball diamond, and awaited further orders. There were more Chaos signatures nearby, including at least one General withing shouting distance. Saponite was doubly glad he wasn't alone when the Order signatures started approaching. He knew he should probably fight them, but he hesitated to strike first. Instead he watched and waited, trying to keep track of who was nearby so he could fight back or find a good opening.