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Post by skyeraptor59 on Mar 14, 2011 16:58:58 GMT -5
Tobe stands up, then lets loose another Blaster at the eyeball as soon as Kei is ready, though he keeps light on his toes just in case the eyeball attacks again.
------------------------------------------- Initiative 1: Stand up
Initiative 2: 4 into Agility, Defense, if the eyeball attacks and Kei isn't ready to attack yet; if he is, Blaster
Initiative 3: 4 into Agility, Defense, if we attacked during Initiative 2; Blaster if he wasn't ready during Initiative 2
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Post by malice on Mar 19, 2011 2:32:35 GMT -5
Just as a skull-sized ball of fire left Kei's hand Tobe fully regained his feet. The eyeball was also recovering its bearings, and so Kei's Bullet of Fire struck it before it could fully recover, staggering it further.
Before the first Bullet had hit Kei was conjuring another, and as soon as he could Tobe joined the attack with Blaster.
Just as the energy projectiles were about to slam into the creature, the air around it visibly stirred, the gusts highlighted by dust.
Both Kei's Bullet of Fire and Tobe's Blaster stopped in mid-air before the creature, hovered for a moment, and then reversed their courses!
Tobe found himself without Aura, in the open, with his own Blaster bearing down on him! It was nice then that Tobe's latest defense skill, Flash Barrier, required no Aura to use. Tobe put one arm out in front of him, perpendicular with the ground, and from his forearm sprouted a glowing circular shield. It was shame to part with it so soon...
Conveniently, Kei was standing slightly ahead of him and to his left with his own Bullet of Fire coming back at him. Tobe's fellow Esper barely needed to sidestep to cover both of them, and cover them he did.
Kei made a sweeping motion with his arm and the ground before him ignited in flames higher than both he and Tobe's heads. The Wall of Fire formed a protective semicircle in front of Kei, vaporizing his own Bullet of Fire and Tobe's Blaster which struck the far-right edge of the flames.
The fire died as quickly as it had sprouted up, and Tobe glimpsed the tail of the creature as it retreated down the road.
"Getting bored with Blaster?" Kei asked, obviously in reference to the swirling dust at the skills spawns around them. The skills hadn't fully formed yet, but they were close. ____________________________________________________ OOC: The eyeball had a defense skill that turned your attacks back on you, but both of you had defensive skills ready and enough Aura to use them, so neither of you got nailed by your own attack skills.
The eyeball has gone down the road for now, at the moment it has full cover from you but you could get a clear shot with 1 pass worth of movement.
Also in 1 pass the new skills will be fully formed. It'll take about 1 whole pass after that to identify, select, and capture the ones of your choice.
They aren't formed at the beginning of the panel, but the skills that WILL form 1 pass into the panel are:
Laser 1 -Min Cost = 1 -Damage = 1 -Range = Long -Arc
Flame Sword 3 -Min Cost = 3 -Damage = 3 -Range = Short
Laser Shell 2 -Min Cost = 2 -Strength = 4 -Area 2 Shelter
Kei will probably take whatever you don't, although he has two defense skills already, so he'll probably just take whichever attack skill you don't take if you don't take both. At the moment his load-out is pretty workable though, so you get first choice. Both of you could benefit from the balance of either of those attack skills, since you both have really similar load-outs right now (Two defense skills, one medium-range attack skill)
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Post by skyeraptor59 on Mar 20, 2011 1:17:00 GMT -5
OOC: I'm glad you're a generous GM. I totally forgot about my "no aura cost" shield. Tobe grabs the Flame Sword, saying, "I want to say I've always liked fire and swords, but I can't say that in all honesty. But, hey, I really like 'em now." He grins. "Hey, if you take a shot at the Eye, I'll use my sword while it's stunned. I'm kinda running low on aura, so I need the time it takes to get there." He waits for Kei's response, then acts on it. ----------------------------------- Initiative 1: Take Flame Sword Initiative 2: If Kei agrees, 1 to Speed to get the eye Initiative 3: Agility 3 if it attacks; if not Flame Sword to torch-shank it Initiative 4: The reverse of Initiative 3
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Post by malice on Mar 29, 2011 17:07:16 GMT -5
Kei smiled and nodded at Tobe's admission of scrambled memory. Tobe remembered that Kei had grown up below ground, and therefore did not have the extreme amnesia that plagued so many other scouts. He was probably consistently puzzled by the things scouts said, and also accustomed to disregarding such things.
"I'll slow him down with Laser," said Kei, capturing Laser and confidently taking a firing stance.
Tobe didn't wait to watch, the eyeball had a headstart on him and he intended to use his close-range Flame Sword to dispatch it. He took off running after the eyeball which was matching his pace in the same direction with a long range head start.
A light-blue arc of light whistled past him on the right, presumably Kei's Laser. The laser was much faster than either Tobe or the Eyeball, and tagged the eyeball less than a blink of an eye after it had soared past Tobe.
The hit didn't slow the eyeball down much, but it did slow it down, and a second laser followed the first keeping the eyeball from maintaining its lead on Tobe.
The eyeball adjusted its path though, taking a right up a maintenance stair connecting two bits of highway. Tobe's third laser struck the concrete barrier, missing the eyeball. Tobe now saw what the eyeball was headed for... its own batch of skills!
Another of Kei's lasers passed well above Tobe and he assumed hit the eyeball, but he could not see.
That was the last look he got before getting close enough to the barrier that it obstructed his view. Where the barrier by his skill spawn had been about shoulder-height, this barrier was almost twice his full height, and he would not be able to see what the eyeball was doing until he was directly in its firing line at the base of the stairs.
No shot, Kei's thoughts whispered telepathically in Tobe's mind. Kei had to relocate before he could continue assisting Tobe with long-range laser support. ____________________________________________________ OOC: Your movement took most of the panel, and the eyeball was moving just as fast away from you. Kei's lasers slowed it down but it managed to get enough cover to return to its own skill spawn. This means it will have access to potentially dangerous skills (You cannot steal its skills).
When you round the barrier you will be at the base of a straight metal maintenance stairway. The eyeball is at mid-range half-way up the stair and it probably has some new skills of its own with which to fight you.
While you didn't get to attack this round, the lack of action saved you a lot of Aura and Energy.
Tobe's Health 19/20 Energy 11/12 Aura 7/8
EDIT: Btw, I'm sorry it took over a week to update with no more than "you didn't make it to the eyeball this panel." That's pretty lame. I'll have to work on that in the future.
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Post by skyeraptor59 on Apr 7, 2011 23:09:01 GMT -5
Tobe signals to Kei to follow him. As quietly as he can, he tells Kei to hit it with Laser, and that afterward Tobe will hit it with Blaster (or vice versa) and then hit it with Flame Sword. He then rounds the corner and shoots the Blaster then runs up and stabs it with the Flame Sword.
-----------------------------------
Initiative 1: Tell Kei the plan
Initiative 2: Round the corner, with 4 into Agility, defense
Initiative 3: Either use Blaster or let Kei use Laser first, whichever works
Initiative 4: 1 Speed to get up to the eye
Initiative 5: Flame Sword the thing
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Post by malice on Apr 15, 2011 20:09:36 GMT -5
"Moving up," Kei told Tobe. Instead of moving closer, his teammate appeared to be moving closer to where they'd defeated the Andro, in an attempt to get a clear shot on the eyeball.
Tobe steeled himself and rounded the corner to the base of the stairs. The eyeball, further up the stairs, launched violet projectile toward Tobe that strongly resembled a large rock. Learning from experience, Tobe ducked the projectile as he charged up the stairs just as a blue drop of light soared at the eyeball on the side closest to Kei. The creature managed to deflect the laser with a well-timed defensive skill, but doing so left it vulnerable to Tobe who was approaching from a parallel direction.
Kei's laser stunned it just enough for Tobe drive his Flame Sword directly into the center of the eyeball, charring the pupil/iris and greeting Tobe's nose with a terrible burnt smell. The creature shuddered and went limp on Tobe's blade, which became immaterial and evaporated the moment he began to feel weight on it. The body of the eyeball fell to the ground, lifeless.
"Good job you two!" Tsubutaki called from the elevated piece of road to which the stairs led. Kei was trotting down the same road toward Tobe with a grin on his face.
"You worked together and won the fight, two less monsters to worry about. You also won it without getting badly hurt or killed, and you made survival your first priority. I'd say you're ready to be Scouts." ____________________________________________________ OOC: You won the fight, and in so doing, passed your Scout exam! Effectively you've graduated from "talented person" to "licensed-to-be-talented person."
That'll be 5 Lines of Experience, one instance of the Snap skill, and 500 credits. Credits are used to buy skills and such, although most of that comes later. It's good to keep track of your budget anyhow.
As a licensed Scout, you also gain an arsenal. You choose between Close, Medium, and Long Range arsenals. For this fight you and Kei were both using skills from the same arsenal. Having your own arsenal means you get to select which skills are in it. The other option is to go to the surface with NO arsenal and scavenge skills where you can find them, but that's generally sub-optimal.
The "arsenal" is a test tube-sized capsule that contains concentrated dust. When you go to the surface you bring it with you and open/burst the capsule, which releases the dust and the skills within in a random order. You were already using an arsenal this game, so you know how it feels to use one, but YOUR arsenal will be coded to YOU so that only you can use the skills it spawns (Assuming your enemy hasn't brought the skills that allow them to steal skills).
Your first arsenal is free, built by someone else and granted when you gain your license. You then buy skills and such to customize it to your liking.
You will determine most of the skills you get when you choose either Long, Medium, or Close-Range arsenal. You also have one instance of the Snap skill, randomly rewarded for successful completion of this mission (Snap costs 2, does 0 damage, but knocks enemies down which costs them 3 initiative passes. You can increase its damage with status skills like Heat). Each successful mission will give you credits and a random skill. Missions that encompass an issue (like this one) also get you lines.
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Post by skyeraptor59 on Apr 15, 2011 23:54:22 GMT -5
Awesome. Hey, are we continuing this in the oneshot area or are we gonna move this to an actual game board? If we're doing it here, I'll update my CAD here.
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Post by malice on Apr 16, 2011 0:01:42 GMT -5
I think for now we'll continue it in the One-Shot area. We'll move pertinent information along with us as we go.
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Post by skyeraptor59 on Apr 16, 2011 0:10:56 GMT -5
Okay, cool. I'll update my CAD when I can.
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Post by skyeraptor59 on Apr 22, 2011 10:56:11 GMT -5
Okay, here's the updated CAD thus far:
Name: Tobe Height: 5'10" Weight: 178 lbs. Eyes: Blue-Green Hair: Brown Species: Human/Esper
Abilities: Intelligence: 3, Strength: 2, Agility: 4*, Speed: 1, Durability: 4
Health: 20 Energy: 12 Regeneration: 4
Actions and Skills ================== Locked: Close Combat 4 -Dual-Wielding
Locked: Ranged Combat 4
Locked: Charisma 4 -Social Skills and Leadership
Locked: Ranger 3 -Acrobatics and Black Ops -Agility Bonus
Locked: Mastery of Phantom Dust 4
Skill boxes:
1. Snap
2.
3.
4.
Modifiers: Dust Affinity Dust Resistance 3 Improved Initiative 2--3w Targeting 1--3w
Equipment: Wrist Timer Medium-Range Arsenal
Challenges: Compulsion to stick up for the innocent/helpless--5 Conflicting interests--5: Seeking humans in need vs. seeking skills, riches, fame, etc. Esper--2 Guilty conscience--2 Psychological, per symptom--5: Impulsive, hot-head, stubborn, depressed, overconfidant
Credits: 500
LoE:
Issue 1: 5
Do I still have Blaster?
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Post by malice on Apr 25, 2011 13:31:16 GMT -5
Snap doesn't go right into your CAD. It's just a skill you own that you can choose to put into your arsenals if you want. You will have so many skills that you own, but you don't take them all with you on missions. You instead insert the ones you need into an arsenal case and bring it to the surface. Your arsenal has the following skills (Total of 30), their schools are listed in parentheses: Bomb (Psycho) Stone Shot (Psycho) Sonic Boom (Nature) Bullet of Fire (Nature) Piece Fire (Nature) Piece of Ice (Nature)Wall of Fire (Nature) Psycho Shell (Psycho) Power Shell (Psycho) Crystal Wall (Psycho) Wall (Psycho)Levitate (Psycho)Aura Particle x18 (Eighteen Aura Particles) or Bomb (P) | Stone Shot (P) | Sonic Boom (N) | Bullet of Fire (N) | Piece of Fire (N) | Piece of Ice (N) | Wall of Fire (N) | Psycho Shell (P) | Power Shell (P) | Crystal Wall (P) | Wall (P) | Levitate (P) | Aura Particle | Aura Particle | Aura Particle | Aura Particle | Aura Particle | Aura Particle | Aura Particle | Aura Particle | Aura Particle | Aura Particle | Aura Particle | Aura Particle | Aura Particle | Aura Particle | Aura Particle | Aura Particle | Aura Particle | Aura Particle |
Your arsenal contains skills from the Psycho and Nature schools. What are schools? There are five schools of skills, Psycho, Optical, Nature, Ki, and Faith. Different schools tend to favor different styles of fighting, have different themes, and also provide different mechanical bonuses. Psycho and Nature skills tend to be pretty balanced for example, while Optical skills tend to have high projectile speeds at the expense of accuracy (Psycho Skills tend to have good projectile speeds too, but usually not as high as Optical skills). Faith skills tend to have really high homing/accuracy but really slow projectile speeds, while Ki tends to have mostly melee skills. In-game that translates to small bonuses to attack and adjustments to shell travel times. Your arsenal case can only have up to 2 schools in it. You don't have Blaster, that was a skill from the recruit arsenal. You now have your own arsenal and can eventually add Blaster if you choose. It's an Optical skill though, so you'd have to get enough skills to keep your arsenal stocked. Here's what each skill in your arsenal looks like: Bomb 3-Min Cost = 3 -Damage = 3 -Area 2 Explosion -Parabola Stone Shot 2-Min Cost = 2 -Damage = 2 -Parabola Sonic Boom 1-Min Cost = 1 -Damage = 1 -Arc Bullet of Fire 2-Min Cost = 2 -Damage = 2 Piece of Fire 0-Min Cost = 0 -Damage = 3 -1 use only Piece of Ice 0-Min Cost = 0 -Damage = 2 -Freeze target's Skill Boxes for 10 initiative passes -1 use only Wall of Fire 2-Min Cost = 2 -Strength = 6 -Barrier Psycho Shell 3-Min Cost = 3 -Strength = 6 -Anti-Pierce -Shelter Power Shell 2-Min Cost = 2 -Strength = 4 -Anti-Pierce -Shelter Crystal Wall 1-Min Cost = 1 -Strength = 3 -Anti-Pierce -Barrier Wall 2-Min Cost = 2 -Strength = 5 -Anti-Pierce -Barrier Levitate 2-Min Cost = 2 -Grants Flight at AN 2 -Must land in second panel When you go to the surface on missions you'll bring your arsenal. When you encounter enemies or challenges four randomly selected skills will be in your skill boxes and three more will be on the ground for you to capture when and in what order you want. However they'll spawn randomly, so while you can capture the spawned ones in whatever order you want, you can't control which ones spawn or when. Since you don't own a lot of skills yet, your list of skills owned is the same as your arsenal plus Snap ( Aura Particles are free and infinitely available, since they're just dust without special chemistry). Snap is a skill from the Ki school, so putting it into your Arsenal right now would require you to remove all the skills from one of the other schools, so it wouldn't really be worth it. There is a store underground where you can spend your credits to buy more skills. With your 500 credits you can buy a "Junk" package of 5 random skills to augment your arsenal. Or you can get a school-specific Junk package (So if you wanted more Ki skills, you could be a Ki-specific Junk), which is 5 random skills from a specific school at the same price (You have a chance of getting a skill you already have though, which gains you nothing). Instead of Junk you can buy specific skills. This tends to be the more expensive per-skill, but you can control what you get. At this stage I'd advise the Junk (Expanding your list of skills owned is more valuable this early than buying specific skills), but if you prefer to buy specific skill I can put a store inventory together.
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Post by skyeraptor59 on Apr 30, 2011 18:28:23 GMT -5
Alrighty, CAD updated.
Name: Tobe Height: 5'10" Weight: 178 lbs. Eyes: Blue-Green Hair: Brown Species: Human/Esper
Abilities: Intelligence: 3, Strength: 2, Agility: 4*, Speed: 1, Durability: 4
Health: 20 Energy: 12 Regeneration: 4
Actions and Skills ================== Locked: Close Combat 4 -Dual-Wielding
Locked: Ranged Combat 4
Locked: Charisma 4 -Social Skills and Leadership
Locked: Ranger 3 -Acrobatics and Black Ops -Agility Bonus
Locked: Mastery of Phantom Dust 4
Skill boxes:
1.
2.
3.
4.
Modifiers: Dust Affinity Dust Resistance 3 Improved Initiative 2--3w Targeting 1--3w
Equipment: Wrist Timer Medium-Range Arsenal -Arsenal Skills: Bomb (Psycho), Stone Shot (Psycho), Sonic Boom (Nature), Bullet of Fire (Nature), Piece Fire (Nature) Piece of Ice (Nature), Wall of Fire (Nature), Psycho Shell (Psycho), Power Shell (Psycho), Crystal Wall (Psycho), Wall (Psycho), Levitate (Psycho), Aura Particle x18 (Eighteen Aura Particles) Extra Skill: Snap
Challenges: Compulsion to stick up for the innocent/helpless--5 Conflicting interests--5: Seeking humans in need vs. seeking skills, riches, fame, etc. Esper--2 Guilty conscience--2 Psychological, per symptom--5: Impulsive, hot-head, stubborn, depressed, overconfidant
Credits: 500
LoE:
Issue 1: 5
And I'll buy a random Junk.
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