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Messages - Smashy v2

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Unranked Games / Gensou Shoujou Taisen -Red-
« on: June 21, 2012, 10:34:48 PM »
Laconic version: SRW, Embodiment of Scarlet Devil style.

To be done: Figuring out the Crit rate.


Stats:

"Mech" stats

HP: Losing all these turns the character into five Power items, which are less effective in a duel than an actual character.
MP: Think EN.  All characters regenerate 5 MP/turn.
Mobility: A factor in how well the unit evades attacks.
Armor: A factor in how well the unit takes hits.  GST armor is a bit on the low side, but so is base damage.  As usual for a SRW-like, Armor applies to all attacks.
Size: Ranges from SS to L.  Size modifiers are in play: Being larger than your target gives damage bonuses, and being smaller gives evade bonuses.
Species:  Factors into the effects of certain skills.  In GST1 this only matters for Reimu's "Youkai Buster" ability.
Terrain Rankings: Air/Ground/Water/Night.   Night is a per-map thing that modifies the other three, but it ends for the last third of the game so we're going by Air/Ground.
Movement: How far the unit can move in one turn.  There are two values for this: One for normal movement, and one for focused movement.  Focused movement is in parenthesis.

"Pilot" stats

Melee: PAUNCH.
Ranged: PEW PEW.
Technique: Affects crit rate. May affect the activation of some skills.  GST critical hits seem to be a 1.5x modifier.
Defense: Combined with armor and skills to determine how much damage the unit takes from attacks.
Evasion: Combined with mobility and skills to determine how well the unit can dodge.
Accuracy: Combined with accuracy boosts from weapons to determine how accurate the unit is.
SP: Used for spirit commands.
Personality: Determines Power gains.  Specific gains will be listed individually for each character, so this doesn't matter.
Power: GST's version of Morale.  Having more of it increases the user's attack and defense, and unlocks stronger attacks.

Attack stats

Power: Combined with the appropriate attack stat and Power, determines damage dealt.
Attack type: Determines which stat the attack runs off of, Ranged or Melee.
Range: How far away the character has to be to use the attack.  Most of the very basic melee is 1-2 range, and anything range 7 and up is practically sniper range.
Accuracy: Improves the hit rate of the attack.
Crit Rate: Modifies the crit rate for the attack.
(P): Post-Movement.  Attacks with this mark can be used after moving
(L): Laser attack.  Think Beam-type SRW weapons.
(S): Attacks that can be blocked by Parry
(MAP): Map attack.  There are no PC map attacks other than DL-illegal bombs, so this doesn't matter (unless I do bosses <_<)
Attack Ranks: How effective the attack is on an enemy in each terrain.  Everything that matters is A-rank, however.
Ammo: How many times the attack can be used. One use of the attack=one ammo, and in GST there is no unit in the main game with Resupply (NOPE NOT COUNTING AKYU)
MP Cost: How much MP the attack costs.  Some attacks (mostly the finishers) have both Ammo and MP requirements.
Power: How much Power the character needs to use the attack.
Other requirements: Some attacks require the user to be in the air, other attacks require the user to be focused.  These will be noted on a per-attack basis.

Spirit Commands

These are mostly similar to their SRW counterparts.  Spirit costs can vary between characters (see: Keine's 20 SP Trust compared to Daiyousei's 15 SP Trust)

Alert: Causes next attack to miss, is not defeated by ITE.  Lasts until the caster is attacked.
Strike: Grants 100% Accuracy for one turn.
Sense: Casts Alert and Strike.
Focus: Increases Accuracy and Evasion by 30% for one turn.
Guard: Reduces incoming damage by 1/2 for one turn.
Wall: Next attack that hits the caster does 10 damage.  Lasts until the unit is hit.
Accel: Increases unfocused movement by 3, focused movement by 1.5, lasts until the caster moves.
Vigor: Heals the caster by 30% of the unit's maximum HP.
Guts: Heals the caster fully.
Trust: Heals 2000 HP.  Can be cast on any ally or the caster.
Spirit: Increases the caster's Power by 10.
Gain: Doubles the experience gained from the next combat.
Luck: Doubles the points (GST money) gained from the next combat. Since it doubles points, Gato slayer.
Mercy: Causes the next attack to leave the target with 10 HP if it would finish them.
Scan: Reveals the target's stats.  OD-10 slayer.

Upgrades

Unit upgrades work as usual: HP, MP, Mobility, and Armor can each be upgraded separately, up to a maximum of five upgrades. Weapon upgrades work on an all-for-one basis: Buying a weapon upgrade for a character boosts all of their weapons.  Because money is very tight in this game, everyone gets two unit upgrades and no weapon upgrades.

There's also a favorites system, where you can spend points gained from completing levels and getting battle masteries to obtain character specific skills.  Everyone gets their level 1 skill, as quite a few characters get nothing for level two and level three takes over half the availiable points to reach.


Formulas

(All end results are rounded down)

First, the damage formula:

[Weapon Power*(Relevant Attack Stat+Power)*Weapon Rank Modifier-Armor*(Defense+Power)*Defender Terrain Modifier]/200*Distance Modifier*Size Modifier*(1+Terrain Effect+Barrage Effect)

Technically the Power from hitting/being hit is factored into the same attack for the purposes of damage but it tends to cancel out anyways.

Distance Modifier gives a 20% boost to damage at range 1, lowering by 5% until it bottoms out at base damage at range 5 and beyond.

Size Modifier is a cumulative 10% boost/drop depending on the differences in the sizes of the units.  For example, Keine attacking a S-size unit does 120% more damage while the enemy only does 80%.

And the hit formula:

(Hit/2*Weapon Terrain Rank+Weapon Hit-Defender Mobility-Defender Evade/2*Defender Terrain+Distance Correction+140)*Size Correction+Terrain+Barrage

Distance Correction is 0 at range 5, +3 hit for every space you get closer and -3 for every space further away.

Ranks are the same as in normal SRW: 1.1 for S, 1 for A, 0.9 for B, 0.8 for C

All calculations will use the middle of the weapon's range for the purposes of the range modifiers.  If that number's x.5, they'll use the closer spot. Target size will be M.

Other Stuff

All characters are taken at level 14-15.  Nobody gets Ace bonus, as for a 15-stage game with very few reinforcements and some stages having very few enemies (hi there Reimu route 13) it's impossible unless you blatantly favor one unit so all units start at 100 Power.

All characters have the ability to go into and out of Focused Movement during their turn before attacking.  This lowers the unit's movement and causes all attacks that would normally miss to 'graze' the unit for (hit-rate)% of the damage the attack would have done.  This counts as a hit for the purposes of Power gains and certain spirit commands.  Some attacks require the unit to focus to be usable, however, and a +10 Hit modifier is added in Focus. Since the main purpose of focused movement is gone (negating the effect of enemy barrages), a GST character should only use it when it's needed for a big move or if they want/need the accuracy boost and don't care about the fact that they're still taking damage on evades.

All characters start in the air, and can land on their turn as usual.  Most characters would prefer staying airborne due to some attacks requiring being in the air and no character possessing a higher Ground rank.

Endgame enemy armor/evasion/accuracy stats, based on the last two chapters:
* EX Patchouli - 900 armor, 96 def/70 mobility, 160 evd/219 acc, +20 Weapon Hit
* Grimoire - 750 armor, 104 def/40 mobility, 129 evd/158 acc, +10 Weapon Hit
* Fairy Maid - 840 armor, 102 def/60 mobility, 139 evd/144 acc, +20 Weapon Hit
* Bat - 840 armor, 94 def/80 mobility, 152 evd/154 acc, +10 Weapon Hit
* Flandre - 1250 armor, 118 def/75 mobility, 188 evd/206 acc, +15 Weapon Hit
* Flandre (FoK clone) - 1050 armor, 111 def/60 mobility, 183 evd/190 acc

* Enemy Average:
** Effective Armor: 956.76
** Effective Evasion: 143
** Accuracy: 244

Yes, this leads to the cast being a bit accurate.  I may put up numbers axing the Grimoire and Four-of-a-Kind clone Flandre later on.

-----------------------

Reimu Hakurei

3520 HP
132 MP
121 Mobility
880 Armor
6 (3) Move
Size M
Human
A Air/A Ground/B Water/B Night

139 Melee
160 Range
179 Technique
92 Defense
203 Hit
208 Evade
63 SP

Attack Success: +2 Power
Attack Fail: -1 Power
Dodge Success: +0 Power
Dodge Fail: +2 Power

Skills:

Shrine Maiden L3 (Boosts Evade and Hit.  This is either a straight boost to stats or it doesn't work, but either way it's factored in.)

Favorites Skill:

Youkai Buster L1 (Next attack does +15% damage to "Youkai" enemies.  OPB)

Spirit Commands:

Sense (25 SP)
Focus (15 SP)
Luck (40 SP)

Effective Armor: 844.8
Effective Evade: 81%

Weapons:

Ascension Kick: 1650 Damage, Melee, 1-2 (P) Range, +20 Hit, +35 Crit, AABA, 1218 average damage, 130.5% hitrate
Homing Amulet: 1800 Damage, Ranged, 1-6 Range, +35 Hit, -20 Crit, 10 Ammo, AABA, 1521.5 average damage, 139.5% hitrate
Persuasion Needle: 1900 Damage, Ranged, 1-5 (P) Range, (S), +10 Hit, +10 Crit, 15 Ammo, AABA, 1664.5 average damage, 114.5% hitrate
Yin Yang Orb: 2250 Damage, Ranged, 3-5 Range, +20 Hit, +15 Crit, 4 Ammo, 105 Power, must be flying, AABA, 2066.65 average damage, 121.5% hitrate
Evil Sealing Barrier: 2800 Damage, Melee, 1 (P) Range, +15 Hit, +35 Crit, 3 Ammo, 40 EN, 110 Power, AABA, 2867 average damage, 125.5% hitrate
Fantasy Seal: 2900 Damage, Ranged, 1-3 (P) Range, +45 Hit, +10 Crit, 2 Ammo, 50 EN, 120 Power, must be focused, AAAA, 3235.22 average damage, 152.5% hitrate

Three turn average attacks: Persuasion Needle x3, 1664.5 average damage.  She can get a turn 3 Yin Yang Orb easily enough with focused movement but it might have problems hitting melee opponents with 3 minimum range.


Marisa Kirisame

4180 HP
144 MP
115 Mobility
990 Armor
7 (2.80) Move
Size M
Human
A Air/A Ground/B Water/B Night

143 Melee
166 Ranged
174 Technique
99 Defense
199 Hit
206 Evade
66 SP

Attack Success: +1 Power
Attack Fail: +0 Power
Dodge Success: +1 Power
Dodge Fail: +1 Power

Skills:

Magician L2 (Increases all weapon power by 50 per level, and range by 1 every 2 levels.  These boosts are already factored in.)
Magic Barrier (Nulls attack if damage is under 1200, 10 MP)

Favorites Skill:

Danmaku Is Power (Next attack consumes an extra 20% MP to deal 15% more damage, OPB)

Spirit Commands:

Gain (20 SP)
Accel (15 SP)
Alert (15 SP)

Effective Armor: 985.05
Effective Evade: 74%

Weapons:

Witch Leyline: 1750 Damage, Melee, 1-2 (P) Range, +25 Hit, +30 Crit, AACA, 1403.4 average damage, 121.5% hitrate
Illusion Laser: 1900 Damage, Ranged, 2-5 Range, Laser, +5 Hit, -10 Crit, 5 MP, AACA, 1727.24 average damage, 95.5% hitrate
Magic Missile: 2100 Damage, Ranged, 1-4 (P) Range, +15 Hit, +10 Crit, 10 MP, AABA, 2111.67 average damage, 108.5% hitrate
Narrow Spark: 2400 Damage, Ranged, 4-6 Range, Laser, +10 Hit, +10 Crit, 30 MP, 110 Power, must be flying, AACA, 2235.24 average damage, 106.5% hitrate
Stardust Reverie: 3000 Damage, Melee, 1-2 (P) Range, +20 Hit, +15 Crit, 2 Ammo, 40 MP, 120 Power, must be unfocused, AABA, 3225.88 average damage, 116.5% hitrate
Master Spark: 3700 Damage, Ranged, 4-8 Range, Laser, +15 Hit, +20 Crit, 3 Ammo, 70 MP, 130 Power, must be focused, AACA, 3964.24 average damage, 108.5% hitrate

Three turn average attacks: Magic Missile x3, one of them boosted with Danmaku is Power, for 2217.25 average damage (the boosted shot is 2428.42 damage).  Pretty much the only thing remotely possible.


Keine Kamishirasawa

5500 HP
144 MP
66 Mobility
1320 Armor
5 (3) Move
L Size
Human
A Air/A Ground/B Water/B Night

151 Melee
130 Ranged
183 Technique
118 Defense
142 Evade
192 Hit
73 SP

Attack Success: +1 Power
Attack Fail: +0 Power
Dodge Success: +1 Power and INFINITE MOCKING OF THE OPPONENT
Dodge Fail: +1 Power

Skills:

Parry L2 (Chance to block (S) attacks)
Support Attack L1 (Same as in normal SRW)

Favorites Skill:

Teacher (Passive, boosts EXP gain of adjacent units by 10%)

Spirit Commands:

Trust (20 SP)
Strike (20 SP)

Effective Armor: 1438.8 (Takes 90% damage from M units)
Effective Evade: -23%

Weapons:

First Pyramid: 1800 Damage, Ranged, 1-5 Range, +25 Hit, +15 Crit, 15 Ammo, AABA, 1347 average damage, 124% hitrate
Sacred Treasure - Sword: 2100 Damage, Melee, 1-3 (P) Range, +20 Hit, +15 Crit, 10 EN, AABA, 2123.6 average damage, 122% hitrate
Amaterasu: 2700 Damage, Ranged, 4-6 Range, Laser, +40 Hit, +10 Crit, 3 Ammo, 40 EN, 120 Power, AACA, 2363 average damage, 133% hitrate
Headbutt: 3200 Damage, Melee, 1 (P) Range, +25 Hit, +25 Crit, 55 EN, 120 Power, AAAA, 4059.31 average damage, 130% hitrate

Three turn average attacks: Sword x3 for 2123.6 average damage, and there's even less of a chance that Keine gets to a better attack.


Alice Margatroid

4510 HP
168 MP
110 Mobility
990 Armor
6 (3) Move
M Size
Witch
A Air/A Ground/B Water/A Night

127 Melee
153 Ranged
200 Technique
93 Defense
193 Evade
208 Hit
62 SP

Attack Success: +2 Power
Attack Fail: +0 Power
Dodge Success: +2 Power
Dodge Fail: +0 Power

Skills:

Magician L3 (Increases all weapon's power by 50 per level, and range by 1 every 2 levels)
Magic Barrier (Nulls attack if damage is under 1000+(Magician Lvl*100), 10 MP)

Favorites Skill

Hourai Doll (For 10 MP, Alice summons a Hourai Doll to the field. This does not end Alice's turn, and the Hourai Doll can act on the same turn its summoned.  OPB)

Spirit Commands:

Focus (15 SP)
Mercy (5 SP)
Alert (15 SP)

Effective Armor: 955.35
Effective Evade: 62.5%

Weapons:

Kick: 1950 Damage, Melee, 1 (P) Range, (S), +30 Hit, +25 Crit, AABA, 1507.78 average damage, 143% hitrate
Doll Placement: 2100 Damage, Melee, 2-3 (P) Range, +10 Hit, +15 Crit, 10 Ammo, AABA, 1640.75 average damage, 121% hitrate
Artful Sacrifice: 2350 Damage, Ranged, 3-5 (P) Range, +5 Hit, +20 Crit, 10 Ammo, 105 Power, AACA, 2116.78 average damage, 110% hitrate
Shanghai Doll: 3050 Damage, Ranged, 3-7 Range, +10 Hit, +20 Crit, 4 Ammo, 55 MP, 120 Power, AACA, 2901.49 average damage, 112% hitrate

Hourai Doll

2100 HP
40 MP
50 Mobility
400 Armor
4 (2) Move
SS Size
Doll
A Air/B Ground/C Water/A Night

124 Melee
104 Ranged
147 Technique
92 Defense
164 Evade
149 Hit
47 SP

Attack Success: +1 Power
Attack Fail: +0 Power
Dodge Success: +1 Power
Dodge Fail: +1 Power

No Skills or Spirits

Effective Armor: 384 (Takes 120% damage from M units)
Effective Evade: 21.6%

Attacks:

Melee: 1450 Damage, Melee, 1-3 (P) Range, (S), 20 Hit, 15 Crit, AABA, 613.86 average damage, 100.5% hitrate
Explosion: 2000 Damage, Melee, 1 (P) Range, (S), 15 Hit, 25 Crit, 105 Power, destroys the Hourai Doll, AABA, 1231.91 average damage, 98.5% hitrate

Three turn average attacks: Assuming that the Hourai doll can survive the entire time:  Doll Placement+Melee->Doll Placement+Melee->Artful Sacrifice+Melee.  1799.42 average from Alice alone, plus Hourai's 613.86 average for 2413.28 damage.  Obviously if the opponent counters or has any remotely decent AoE there'll only be one Melee from Hourai for 2004.04 average damage. I don't want to discount the extra damage Hourai can do but it's so easy to kill so averaging the two for 2208.66 average damage.



Youmu Konpaku

3740 HP
144 MP
115 Mobility
1210 Armor
6 (3) Move
S Size
Ghost
A Air/A Ground/B Water/A Night

163 Melee
126 Ranged
179 Technique
115 Defense
196 Evade
199 Hit
67 SP

Attack Success: +1 Power
Attack Fail: +0 Power
Dodge Success: +1 Power
Dodge Fail: +1 Power

Skills:

Parry L4 (Chance to block (S) attacks)
 
Favorites Skill:

Swordarm L1 (100% Parry activation against the next attack. OPB)

Spirit Commands:

Accel (15 SP)
Spirit (35 SP)
Focus (15 SP)

Effective Armor: 1300.75 (Takes 110% damage from M)
Effective Evade: 73.65%

Attacks:

Roukanken: 1900 Damage, Melee, 1 (P) Range, +30 Hit, +35 Crit, AABA, 1665.08 average damage, 138.5% hitrate
Half-Ghost: 2100 Damage, Melee, 2-4 (P) Range, +10 Hit, +15 Crit, 10 EN, AABA, 1786.69 average damage, 112.5% hitrate
Meditation Slash: 3300 Damage, Melee, 1 (P) Range, +20 Hit, +20 Crit, 3 Ammo, 65 EN, 120 Power, AABA, 3653.36 average damage, 128.5% hitrate

Three turn average attacks: Youmu probably doesn't want to blow half her SP when it won't even get her to her finisher or give that much of a damage boost, so Half-Ghost x3 without casting Spirit for 1786.69 average damage.


Nitori Kawashiro

5280 HP
156 MP
82 Mobility
1210 Armor
6 (2.7) Move
M Size
Youkai
A Air/A Ground/S Water/A Night

138 Melee
146 Ranged
173 Technique
113 Defense
141 Evade
189 Hit
80 SP

Attack Success: +1 Power
Attack Fail: +0 Power
Dodge Success: +1 Power
Dodge Fail: +1 Power

Skills:

Support Attack L1
Support Defend L1

Favorites Skill:

Extending Arm (Can use consumable items on adjacent allies)

Spirit Commands:

Scan (1 SP)
Guard (20 SP)
Focus (15 SP)

Effective Armor: 1288.65
Effective Evade: 8.5%

Attacks:

Cucumber: 1800 Damage, Melee, 1 (P) Range, +25 Hit, +35 Crit, AAAA, 1422.28 average damage, 128.5% hitrate
Extending Arm: 2100 Damage, Melee, 2-4 (P) Range, +10 Hit, +15 Crit, 10 MP, AASA, 1696.46 average damage, 107.5% hitrate
Monster Cucumber: 2350 Damage, Ranged, 3-6 Range, +15 Hit, +20 Crit, 8 Ammo, 105 Power, AASA, 2030.42 average damage, 109.5% hitrate

Three turn average attacks: Extending Arm x3, 1696.46 average damage.  Unlike Alice or Reimu she has trouble getting to her 105 power attack by turn three and it, much like Yin Yang Orb, has issues with the melee blindspot.


Rumia

5170 HP
132 MP
93 Mobility
1155 Armor
6 (3) Move
S Size
Youkai
A Air/A Ground/B Water/S Night

144 Melee
139 Range
149 Technique
118 Defense
195 Hit
151 Evade
75 SP

Attack Success: +0 Power
Attack Fail: +3 Power
Dodge Success: +1 Power
Dodge Fail: +1 Power

Skills:

Shade (Reduces damage from (L) attacks by 1000, 5 MP)

Favorites Skill

Darkness (Halves target's accuracy for one attack, OPB)

Spirit Commands:

Vigor (20)
Strike (20)

Effective Armor: 1258.95 (Takes 110% damage from M units)
Effective Evade: 35.8%

Weapons:

Melee: 1800 Damage, Melee, 1-2 (P) Range, (S), +20 Hit, +25 Crit, AABA, 1338.38 average damage, 126.5% hitrate
Moonlight Ray: 2000 Damage, Ranged, 2-5 Range, (L), +10 Hit, 10 MP, AACA, 1418.9 average damage, 110.5% hitrate
Night Bird: 2300 Damage, Melee, 1-3 (P) Range, +10 Hit, +20 Crit, 10 Ammo, 15 MP, 105 Power, AABS, 1913.96 average damage, 113.5% hitrate

Three turn average attacks: Moonlight Ray 3x for 1418.9 average damage, and she is happy she doesn't have to drop any further.


Daiyousei

4510 HP
108 MP
104 Mobility
990 Armor
6 (3) Move
SS Size
Fairy
A Air/A Ground/B Water/B Night

118 Melee
137 Range
167 Technique
104 Defense
188 Hit
188 Evade
72 SP

Attack Success: +1 Power
Attack Fail: +0 Power
Dodge Success: +2 Power
Dodge Fail: +1 Power

Skills:

Healing Ability (Heals adjacent allies)
Support Defense L2

Favorites Skill:

Purity L1 (Reduces Heal's MP cost to 0)

Spirit Commands:

Trust (15 SP)
Cheer (30 SP)

Effective Armor: 1009.8 (Takes 120% damage from M units)
Effective Evade: 67.8%

Weapons:

Tackle: 1500 Damage, Melee, 1-2 (P) Range, +30 Hit, +35 Crit, AABA, 651.11 average damage, 133% hitrate
Kunai Bullets: 1850 Damage, Ranged, 2-4 (P) Range, (S), +25 Hit, -20 Crit, 20 Ammo, AABA, 1087.23 average damage, 122% hitrate

Three turn average attacks: Kunai Bullets x3 for 1087.23.  pokepokepoke


Cirno

(Note: Cirno can be recruited fairly easily with two unit upgrades already given.  However, since GST1 is still tight on cash and these upgrades can be missed she'll still get the same upgrades as everyone else.)

3190 HP
144 MP
110 Mobility
880 Armor
6 (3) Move
SS Size
Fairy
A Air/A Ground/C Water/A Night

119 Melee
151 Range
154 Technique
94 Defense
192 Hit
196 Evade
65 SP

Attack Success: +2 Power
Attack Fail: -1 Power
Dodge Success: +0 Power
Dodge Fail: +2 Power

Skills:

HP Regen S (10% HP Regen)

Favorites Skill:

Freeze (Halves target's Move for one turn)

Spirit Commands:

Wall (15 SP)
Guts (35 SP)
Strike (20 SP)

Effective Armor: 853.6 (Takes 120% damage from M units)
Effective Evade: 74.8%

Weapons:

Tackle: 1650 Damage, Melee, 1-2 (P) Range, (S), +20 Hit, +35 Crit, AABA, 815.99 average damage, 125% hitrate
Ice Beam: 1950 Damage, Ranged, 2-4 (P) Range, +15 Hit, -10 Crit, 5 MP, AABA, 1311.63 average damage, 114% hitrate
Icicle Fall: 2050 Damage, Ranged, 3-5 Range, +10 Hit, +20 Crit, 15 Ammo, AABA, 1357.44 average damage, 106% hitrate
Perfect Freeze: 2600 Damage, Ranged, 2-5 Range, +25 Hit, +35 Crit, 5 Ammo, 30 MP, 115 Power, AABA, 2052.37 average damage, 124% hitrate

Three turn average attacks: Ignoring anything that can't get inside Icicle Fall's range, Ice Beam x3 for 1311.63 average damage.


Sakuya Izayoi

Note: Because Sakuya is a last map reinforcement, she doesn't get any unit upgrades or a favorites skill and won't be averaged in.  I felt that it'd be silly if she was completely left out because she has her own (post-gameish) route so she'll still be listed.

4800 HP
180 MP
105 Mobility
900 Armor
6 (3) Move
L Size
Human
A Air/A Ground/B Water/A Night

150 Melee
150 Range
194 Technique
109 Defense
199 Hit
191 Evade
67 SP

Attack Success: +1 Power
Attack Fail: +0 Power
Dodge Success: +1 Power
Dodge Fail: +1 Power

Skills:

* Private Square P (At 120 Power, gains a flat 50% chance to auto-evade.  Pretty much SRW Double-Image)
* Elegant (Immunity to critical hits)
* Parry L2

Spirit Commands:

Strike (20 SP)
Focus (15 SP)

Effective Armor: 940.5 (Takes 90% damage from M units)
Effective Evade: 50%

Weapons:

Melee: 1800 Damage, Melee, 1-2 (P) Range, +25 Hit, +35 Crit, AABA, 1707.07 average damage, 133.5% hitrate
Misdirection: 2200 Damage, Ranged, 2-4 (P) Range, +20 Hit, +15 Crit, 15 Ammo, AACA, 2169.82 average damage, 122.5% hitrate
Killing Doll: 2500 Damage, Ranged, 3-6 Range, +15 Hit, +30 Crit, 8 Ammo, 20 MP, 110 Power, AACA, 2504.31 average damage, 114.5% hitrate
Sakuya's World: 3200 Damage, Ranged, 1-2 Range, +35 Hit, +20 Crit, 2 Ammo, 50 MP, 120 Power, Ignores Shield abilities, AACA

Three turn average attacks: Even the last-stage reinforcement/aftergame route character is simple: Misdirection x3 for 2169.82, again with her next best move being too far away and having range issues.

Averages

HP:
Keine (5500)
Nitori (5280)
Rumia (5170)
Alice (4510)
Daiyousei (4510)
Marisa (4180)
Youmu (3740)
Reimu (3520)
Cirno (3190)

Average: 4400

Effective Armor:

Keine (1438.8)
Youmu (1300.75)
Nitori (1288.65)
Rumia (1258.95)
Daiyousei (1009.8)
Marisa (985.05)
Alice (955.35)
Cirno (853.6)
Reimu (844.8)

Average: 1103.97


Effective Evasion:

Reimu (81%)
Cirno (74.8%)
Marisa (74%)
Youmu (73.65%)
Daiyousei (67.8%)
Alice (62.5%)
Rumia (35.8%)
Nitori (8.5%)
Keine (-23%)

Average: 50.56%

Damage:

Marisa (2217.25)
Alice (2208.66)
Keine (2123.6)
Youmu (1786.69)
Nitori (1696.46)
Reimu (1664.5)
Rumia (1418.9)
Cirno (1311.63)
Daiyousei (1087.23)

Average: 1723.88

2
Unranked Games / Re: La Mulana
« on: December 15, 2010, 08:52:53 PM »
Random note: It's possible (but dl-impractical usually) to hit twice with both the whip and the axe.  Whip double hit is done by getting right next to the target, facing away, jumping (a short hop can work if you're fast enough), attacking to hit with the windup, and then turning towards the target to hit with the actual swing.

Axe's multi hit is trying to hit with the first frame of the swing and the last frame. The axe's swing is 3 seperate frames, and I think the axe can hit a target with each frame, although it's a lot harder to pull it off without an enemy moving into the hits.

(Axe is still Lemeza's best main weapon for hitting stuff above him, at least?)

3
General Chat / Re: Let's Play Some Motherf*$&ing Games: 2010!!!!!!
« on: January 28, 2010, 12:20:32 AM »
Touhou Oddessy: Killed off the final some time ago, Chenlevel 135.  I must have missed something or had a good idea/bit of luck with Sword of Rapture because the final wasn't all instant doom like I'd heard.

Screw Djinn Storm, though.


Anyways... aftergame stuff!

Bloodstained Seals: Facemelt on a Plane kinda sucked.  Longname McFacemelt died after I'd gotten about 10 levels from killing off V2 bosses, which let me get WSMR off before it went ensuring everyone's survival and then promptly killed it before it got Final Danmaku off.  The other two are still way out of my league though.

V2 bosses:  Beat Chen, Reisen, Rumia, and Yuugi.  The others are just too damaging for me at the moment, although if I twink properly I should kill off Cirno easily enough.

Everything else?  High 2HKO MT or solid 2HKO MT with durability.  Or just plain facemelting.  Or being Nitori. 

That said, up to around 147 Chenlevel and I still need the Scourge for 100% of the first 10 pages so yeah, still lots of work to do before I even touch 21F.

4
General Chat / Re: Let's Play Some Motherf*$&ing Games: 2010!!!!!!
« on: January 20, 2010, 11:28:43 PM »
Labyrinth of Touhou - 18F boss beaten, Chenlevel 100.  Just needed to survive the early Demises and then made sure none of the really nasty status stuff happened.  Think it was about 4 or 5 resets once I went at it for real.

Those are some shiny stats.

19F: Exploration Chen'd.  Pern Sigil was some kind of What, giving nearly as many resets at 18F boss.  Having him have that much damage with a partial ITD move that he can then use with doubled offense is argh.  Only other reset on the Sigils was one to the uberKnowledge.

20F: Puts not-Pern sigils to shame.  There's at least two things each monster here abuses.  Hoping to see a lot of drops, since evidently they're all fairly epic.

5
General Chat / Re: Let's Play Some Motherf*$&ing Games: 2010!!!!!!
« on: January 05, 2010, 05:04:45 PM »
Labyrinth of Touhou: Exploration Chen'd 18F.  These treasure items are getting all 'Whoa' now, and the drops aren't too far behind (Hi there Blue Saber drop on a fairly common 17F enemy).  Saw the 18F boss, decided I needed about 30 more levels (I am still massively underlevelled.), and went BP grinding for Kaguya.  F.O.E.: Third Strike died easily when it realized that it still sucked against PAR.

And then I fed the group responsible for the BP requirements for Kaguya to a Bloodstained Seal.  Seriously, that was just really bad for a number of reasons:

1) 1000 BP.  Yes you get 4 characters, except...
2) Sanae's going to be in the reserves most of the time, although she'll likely be the biggest source of BP. Also, bit of an obscure pick over Wriggle (Wriggle's IN, Sanae's FOE connection isn't obvious until after you get Kaguya)
3) Eirin's TP is trash.  At least this is fixable, unlike...
4) Reisen.  Reisen has two purposes in this game: Stat Downs, and art that makes no sense.  Seriously.  The art makes it look like her ears are attached to the side of her head (or at the very least, facing the wrong way)
5) Mokou is recruited so late for this purpose.   Any team that can beat Mokou has likely already killed off Dark Forge and Hill Gigas to get to 16F.

So yeah, right after seeing how far ahead I likely am I just slapped +TP on those 4 and punched Kedamas.

6
General Chat / Re: Let's Play Some Motherf*$&ing Games: 2010!!!!!!
« on: January 04, 2010, 09:34:32 PM »
Smashy: Floor 18 has (slightly) easier randoms and Floor 17 has nothing missable, so I highly recommend rushing to floor 18 and going from there.

Sounds fun, although melee angels are going to sap Exploration Chen's SP if she can't level up really soon

7
General Chat / Re: Let's Play Some Motherf*$&ing Games: 2010!!!!!!
« on: January 04, 2010, 06:18:41 PM »
Labyrinth of Touhou: Found a gap in the defenses of Yukari, and somehow managed to win on my third or so attempt on serious tries.  Only using that restore move once helped.

Anyways, onto 17F and the part where everything promptly kicks my ass until I gain like 15 levels.  Holy Angels are probably the most dangerous in a long line of enemies: Either you don't kill them and everything else gets a free turn, or you try to kill them, fail, and eat MT overkill.  At least Reimu's Paralyze seems to work nicely.

(Also, going to try to avoid spoilers from here on out.  Was considering not spoiling the boss but I think the people who just started were around when I won, plus it should be stupidly obvious very early on that you'll wind up fighting Yukari at some point.)

8
General Chat / Re: Let's Play Some Motherf*$&ing Games: 2010!!!!!!
« on: January 01, 2010, 08:53:07 PM »
Speaking of TO...

Touhou Oddessy - Second pair of Flansocks obtained (The first was gotten from EoSD Extra).  Party consisted of something like Tenshi/Meiling/Reimu/Ran/Sakuya/Youmu/Yuugi/Suika/Chen/Sanae/Cirno/Patch, with a massive blitz happening after a ton of buffing and getting to the Forbidden Fruit phase where everyone not named Tenshi, Meiling, or Reimu just kinda melted to the stupid-powerful composite MT flying around. Going to actually grind a whole bunch now, since I literally won on my last attack (0 SP Chen, 2k HP Meiling, Suika finished with dunk which has massive delay, and Sak with her non-existant damage was on the bench).  Will probably go for the high 70s/low 80s before attempting 16F boss, which should let me get the BP to get Kaguya as well so two birds etc.

9
RPGDL Discussion / Re: Season 57 nom pools
« on: December 26, 2009, 09:26:11 PM »
Godlike: Rika (PS4), Luis Virgil (XS), Emelious (G3), Profound Darkness (PSIV), Lenneth Valkyrie (VPs), Lambda Zellweger (WA4).

1. Yesiu.jpg
2. Sure.
3. Female-only playthrough scaling. Hell yeahs.
4. Om nom nom.
5. It has been a long time, Lenneth.
6. Crying as a stat.

Heavy: Tana (FE8), Eileen (S1), Angelo (DQ8), Maya Schroedinger (WA3), Edna Capone (SH3), Rune Walsh (PS4).

1. Sure!
2. Sei's convinced me.
3. Ciato fanservice and token Heavy healer nod.
4. Mocking Janus for being a virgin since 2002.
5. Why not. It's a Nitoriweenmas season.
6. Rune for Godlike hype? Elfboy's on to something.

Middle: Tengaar (Suikos), Florina (FE), Fiora (FE), Sceptile (PKMN), Caina (WA2), Warlock (S4).

1. Talk to the hand, bitch.
2. Yay Peg. Knights!
3. Yay Peg. Knights! mk. 2.
4. God, get in and win matches already. ;_;
5. Yeah. Plus, Sora's mother/father formchain hype or something. Regardless, a strong Middle.
6. I sorta need an Earth Rune quota. That and Warlock is too odd for me to not nom him.

Light: Shabon (S3), Mystina (VP), Priscilla (FE), Meg (Suikos), Sten (BoF2), Mallow (SMRPG).

1. This time, I wanted a pool with Lights that aren't completely worthless DL-wise. Shabon's as good as it gets for a Light dueller.
2. However, I still need to make space for Mystina.
3. Totally wants in Ciato's pants if we're to consider Elfboy = Lucius.
4. Hey look she owns Ryudo.
5. Too many losses for a solid, fast 3HKOer. Those make waves in Light.
6. Also needs to -actually win-.

Beep

10
Forum Games / Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« on: December 24, 2009, 05:59:10 PM »
Fast forward a bit since it's Christmas Eve and stuff, and we find Quachil Uttaus getting 6 lumps of coal. gg

[12:43:24] * Smashy mrfs. So I can go ahead and try to seal my gate right now? <_<
[12:45:48] <Gatewalker> http://irregularwebcomic.net/
[12:45:50] <Yakumo> May as well.
[12:46:03] <Gatewalker> I love the christmas tradition at irregular webcomic
[12:46:11] <Yakumo> I'm leaving in a couple hours and won't be back for a couple days, would be nice to know if this was over or not. :P
[12:47:23] <Smashy> Ok.  4 Lore, +1 modifier from Dreamlands, +1 from Ra
[12:47:46] <Smashy> 6d6 for Six Seals A-Winning
[12:47:48] * Hatbot --> "Smashy rolls 6d6 for Six Seals A-Winning and gets 16." [6d6=3, 2, 3, 4, 1, 3]
[12:47:52] <Smashy> ...
[12:48:00] <Gatewalker> Have you any clues, sir?
[12:48:03] <Smashy> I have one
[12:48:06] <Smashy> 1d6
[12:48:08] * Hatbot --> "Smashy rolls 1d6 and gets 5." [1d6=5]
[12:48:13] <Gatewalker> !!!
[12:48:22] <RandomConsonant> Merry Christmas, people.
[12:48:47] <Yakumo> Hatbot's like the Grinch.  He almost stole Christmas but then he gave it back. <_<
[12:48:59] <Gatewalker> and mine just gets Sign'd, Sealed, Delivered, no rolling needed.

11
Forum Games / Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« on: December 24, 2009, 05:16:25 PM »
Luke Robinson, the Dreamer

Stats

Sanity: 2/5
Stamina: 3/3
Focus: 1

Speed   O 1 [2] 3
Sneak   4 3 [2] 1   (+1)

Fight       1 2 3 [4]
Will       6 5 4 [3]

Lore       1 2 3 [4]
Luck       4 3 2 [1] (+1)

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$3
6 Clue Token(s)
1 Toughness worth of Monster Trophies (Cultist)
2 Gate Trophies (Another Dimension, R'lyeh)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Luck (Skill: +1 Luck, roll an extra die when using clues for a Luck check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)
Deputy's Revolver (special card, physical weapon, +3 to combat checks, cannot be lost or stolen, 1H)

Personal Story

Irrelevant (But still failed)


----

Luke sleepprods Ursula through the gate, and then shortly after turns the gate into something much more familiar to him: The Dreamlands. Also Ra

[12:09:10] <Smashy> Also, Ra
[12:09:20] <Smashy> 3d6
[12:09:22] * Hatbot --> "Smashy rolls 3d6 and gets 11." [3d6=6, 3, 2]


----

If it isn't obvious, everyone in Arkham needs to stay put so the encounters don't open another gate.  That, or move to the streets to be sure.

12
Forum Games / Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« on: December 24, 2009, 04:00:31 AM »
The whistling may have tried to use the form of a Trout to gain the upper hand, but it was unsuccessful anyways.

[22:49:40] * Smashy pokes people
[22:51:05] * Yakumo slaps Smashy around with a large trout.
[22:51:42] <Smashy> 2d6 to block the +2 Trout of Hideous Whistling with PURE WILLPOWER
[22:51:45] * Hatbot --> "Smashy rolls 2d6 to block the +2 Trout of Hideous Whistling with PURE WILLPOWER and gets 9." [2d6=3, 6]

13
Forum Games / Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« on: December 23, 2009, 04:27:25 PM »
Luke Robinson, the Dreamer

Stats

Sanity: 3/5
Stamina: 3/3
Focus: 1

Speed   O 1 [2] 3
Sneak   4 3 [2] 1   (+1)

Fight       1 2 3 [4]
Will       6 5 4 [3]

Lore       1 2 [3] 4
Luck       4 3 [2] 1 (+1)

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$3
6 Clue Token(s)
1 Toughness worth of Monster Trophies (Cultist)
2 Gate Trophies (Another Dimension, R'lyeh)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Luck (Skill: +1 Luck, roll an extra die when using clues for a Luck check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)
Deputy's Revolver (special card, physical weapon, +3 to combat checks, cannot be lost or stolen, 1H)

Personal Story

Irrelevant (But still failed)


----

Our doom may nearly be at hand, but still I float~

14
Forum Games / Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« on: December 22, 2009, 12:52:10 AM »
Mind.

Edit: Out of Bravery, Luck, and Marksman, I chose Luck.

Luke Robinson, the Dreamer

Stats

Sanity: 3/5
Stamina: 3/3
Focus: 1

Speed   O 1 [2] 3
Sneak   4 3 [2] 1   (+1)

Fight       1 2 3 [4]
Will       6 5 4 [3]

Lore       1 2 [3] 4
Luck       4 3 [2] 1 (+1)

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$3
5 Clue Token(s)
1 Toughness worth of Monster Trophies (Cultist)
2 Gate Trophies (Another Dimension, R'lyeh)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Luck (Skill: +1 Luck, roll an extra die when using clues for a Luck check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)
Deputy's Revolver (special card, physical weapon, +3 to combat checks, cannot be lost or stolen, 1H)

Personal Story

Irrelevant (But still failed)


----

15
Forum Games / Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« on: December 21, 2009, 01:11:12 AM »
Well, if I take Find Gate I should be fine with the Deputy Revolver.  To be honest I'd rather have Strago try it than risk his (effectively) 2 Stamina getting picked off and completely screwing us.

(Alternatively, when RC gets out of gjland (again) we can have someone take the Elder Sign and Find Gate through.  Would give us 3 potential seals 2 turns from now, as opposed to a (all potential) seal in 1, seal in 2, and seal in 3)

16
Forum Games / Re: Alien abductions in Arkham? Turn 12 Movement/Upkeep
« on: December 20, 2009, 02:26:54 PM »
Luke Robinson, the Dreamer

Stats

Sanity: 3/6
Stamina: 3/3
Focus: 1

Speed   O 1 [2] 3
Sneak   4 3 [2] 1   (+1)

Fight       1 2 3 [4]
Will       6 5 4 [3]

Lore       1 2 [3] 4
Luck       4 3 [2] 1

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$3
4 Clue Token(s)
1 Toughness worth of Monster Trophies (Cultist)
2 Gate Trophies (Another Dimension, R'lyeh)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)

Personal Story

Irrelevant (But still failed)


----

After some REALLY bad nightmares, Luke decides to give the City of the Great Race more tourism.  Also grabbing the Deputy's Revolver I think? (aka floating to the gate as planned)

----

@Strago: At this point we really do need as many people with sealing resources in gates as possible.  I can hop out of Yuggoth to seal that without having to deal with anything that's in the way, and the new gate is also City so yay.

17
Forum Games / Re: Alien abductions in Arkham? Turn 11 Encounters
« on: December 19, 2009, 05:29:20 AM »
Luke Robinson, the Dreamer

Stats

Sanity: 3/7
Stamina: 3/3
Focus: 1

Speed   O 1 [2] 3
Sneak   4 3 [2] 1   (+1)

Fight       1 2 3 [4]
Will       6 5 4 [3]

Lore       1 2 3 [4]
Luck       4 3 2 [1]

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$3
4 Clue Token(s)
1 Toughness worth of Monster Trophies (Cultist)
2 Gate Trophies (Another Dimension, R'lyeh)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)

Personal Story

Irrelevant


----

Luke goes all homo-genius on the R'lyeh gate.  And then seals it.

[00:22:29] <Smashy> I think I have the only roll?  Strago has no dice for that roll and I don't think we want to spend those clues when they're enough to seal
[00:22:53] <Smashy> BUT ANYWAYS
[00:23:21] <Smashy> I'm going to mix it up and use my Lore, since to be honest it doesn't matter
[00:23:53] <Smashy> 4 Lore, +1 Ra, -3 R'lyeh
[00:23:58] <Smashy> 2d6 for MINDGAMES
[00:24:00] * Hatbot --> "Smashy rolls 2d6 for MINDGAMES and gets 6." [2d6=5, 1]
[00:24:04] <Cid_Samson> Ew, R'lyeh.
[00:24:08] <Cid_Samson> ...DEAD R'lyeh.
[00:24:17] <Smashy> That's me I'm the failed PS
[00:24:22] <Smashy> (That doesn't matter)

18
Forum Games / Re: Alien abductions in Arkham? Turn 10 Encounters
« on: December 18, 2009, 03:49:33 AM »
Luke Robinson, the Dreamer

Stats

Sanity: 3/7
Stamina: 3/3
Focus: 1

Speed   O 1 [2] 3
Sneak   4 3 [2] 1   (+1)

Fight       1 2 3 [4]
Will       6 5 4 [3]

Lore       1 2 3 [4]
Luck       4 3 2 [1]

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$6
9 Clue Token(s)
1 Toughness worth of Monster Trophies (Cultist)
1 Gate Trophy (Another Dimension)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)

Personal Story

Irrelevant


----

Read RC's post. Also, Voice of Ra was successful, giving +1 to the incoming roll.

[22:11:43] <Smashy> Also, bumping Lore to 4, 3 dice for Ra
[22:11:46] <Smashy> 3d6
[22:11:47] * Hatbot --> "Smashy rolls 3d6 and gets 12." [3d6=5, 1, 6]

19
Forum Games / Re: Alien abductions in Arkham? Turn 10 Encounters
« on: December 18, 2009, 01:04:47 AM »
Luke upgrades to sleeprunning.

[08:56:40] <Smashy> Hrm
[08:57:01] <Smashy> CAN I GET A MINT
[08:57:02] <Smashy> ?
[09:26:47] <Stragursula> ...?
[09:32:17] * Smashy tackles
[09:32:43] <Smashy> Speed -1 to avoid being LiTaS, will probably throw a lot of clues :P
[09:32:56] <Smashy> 1d6 for a minty fresh escape
[09:32:58] * Hatbot --> "Smashy rolls 1d6 for a minty fresh escape and gets 5." [1d6=5]
[09:35:23] <Stragursula> Nice.

20
Forum Games / Re: Alien abductions in Arkham? Turn 10 Movement/Upkeep
« on: December 17, 2009, 12:47:14 AM »
Luke Robinson, the Dreamer

Stats

Sanity: 4/7
Stamina: 3/3
Focus: 1

Speed   O 1 [2] 3
Sneak   4 3 [2] 1   (+1)

Fight       1 2 3 [4]
Will       6 5 4 [3]

Lore       1 2 [3] 4
Luck       4 3 [2] 1

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$3
9 Clue Token(s)
1 Toughness worth of Monster Trophies (Cultist)
1 Gate Trophy (Another Dimension)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)

Personal Story

Pass: Gain 3 Gate trophies - Gain ally of choice (1/3)
Fail: 4 Elder Signs on the board - Cannot gain any more allies (2/4)


----

zzz

(Note: Evidently, being arrested cost me half my money so yeah)

21
Forum Games / Re: Alien abductions in Arkham? Turn 9 Encounters
« on: December 16, 2009, 09:42:56 PM »
Luke Robinson, the Dreamer

Stats

Sanity: 4/7
Stamina: 3/3
Focus: 1

Speed   O 1 [2] 3
Sneak   4 3 [2] 1   (+1)

Fight       1 2 3 [4]
Will       6 5 4 [3]

Lore       1 2 [3] 4
Luck       4 3 [2] 1

Experienced Dreamer - Any Phase: Luke gains 1 Clue token each time he enters an Other World area or is Lost in Time and Space.

Heirloom - Any Phase: Luke's Gate Box cannot be lost or stolen unless he allows it.

Inventory

$6
8 Clue Token(s)
1 Toughness worth of Monster Trophies (Cultist)
1 Gate Trophy (Another Dimension)
Stealth (Skill: Exhaust to reroll an Evade check)
Sneak (Skill: +1 Sneak, roll an extra die when using clues for a Sneak check)
Gate Box (Unique: When you return to Arkham from an Other World, you can return to any location with an open gate, not just those leading to the Other World you were in)
Voice of Ra (Spell: -1 Modifier, 1 Sanity Cost, Upkeep: Cast and exhaust to gain +1 to all skill checks for the rest of this turn)
Wither (Spell: No modifier, no sanity cost, cast and exhaust to gain +3 to combat checks until the end of combat, 1 hand)

Personal Story

Pass: Gain 3 Gate trophies - Gain ally of choice (1/3)
Fail: 4 Elder Signs on the board - Cannot gain any more allies (0/4)


----

Evidently, good question.

[16:28:09] <Smashy> 4d6 to question how I can stare into anything when I sleepwalk all over the fricken place
[16:28:10] * Hatbot --> "Smashy rolls 4d6 to question how I can stare into anything when I sleepwalk all over the fricken place and gets 17." [4d6=5, 5, 6, 1]
[16:28:25] <MishaArsellecLune> ..wow.
[16:28:47] <Smashy> Luke Robinson: Gaining lots of clues via logic


(Also, my other account went all loopy and my old e-mail is gone so whatever)

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