Author Topic: <Untitled IAQ Project> Round 7: Assemble, Team Brionac! No Midgame FE bosses  (Read 4624 times)

074

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Anyway, yeah.  After being prompted twice to make a boss thread, I'm finally acting upon it.  Insert thanks to Djinn and NEB here.  We can't quite give numbers yet, but we can give general ideas.  It's also a means by which to make me stop rambling about bosses in chat because I have a bad tendency to do that.  Stupid Nama is stupid (desu).



Anyway, might as well start with the earliest-game idea, since I have a general idea of where the PCs are at at the time, but first, a template!  (Because standardization is good):

Name Chapter

Quote, leave blank if not applicable or lacking idea.

Short description.  Because we need one of those.

Party fought: {insert fixed party members here}, insert optional party members here.


Stats: (these should be self-explanatory)
HP:
MP:
STR:
DEX:
VIT:
DEF:
INT:
SPR:
MDEF:
SPD:

ACC:
EVA:
MEVA:
Move:

Elemental Affinities: (use a number here to indicate percentile affinity.  Negative numbers would indicate absorption)

Slashing:
Piercing:
Impact:

Fire:
Ice:
Electricity:
Earth:
Air:
Water:
Light:
Disquiet:

Skills

Passive
Name:  (description of effect)

Active
Same as above


Behavior (optional: Describe any notable fighting patterns if necessary)
« Last Edit: May 06, 2010, 05:49:04 AM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

Dark Holy Elf

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Stat list should also have ATK (ability to overcome DEF, effectively the enemy's "weapon"). And DEX should probably be split into DEXA and DEXD or something like that, for attacking and defending dex. Though if you prefer we can list this as we do for PCs, with DEX (the defensive version) and DEXMOD (a multiplier to the former used to calculate attacking dex). Seems easier to use DEXA and DEXD though, since enemies presumably won't be changing weapons.

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

Talaysen

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Coding wise, it's probably easier to just have DEX and DEXMOD so we can use the same damage calculation algorithms.  Probably best to just do that here as well.  (Always can list what DEXA WOULD be to the side of the DEXMOD if you want to make it easier to figure out, though.)

And hey, a weapon switching boss could be cool.

074

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ATK, I figured, was part of the offensive skill, not part of the stat listing.  Also DEXMOD or DEXA can be notably part of the attack as well.
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

Talaysen

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Mirror PC mechanics as much as possible, please.  Makes things easier.

DjinnAndTonic

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Mirror PC mechanics as much as possible, please.  Makes things easier.

Seconding this.

Also, to make this post less useless, a list of Disquieted Abominations ideas!

Black Noise - our special abomination with limited sentience. Large Mutated Black Wolf-thing. Fought by Isolde's party in Chapter... 2?

Disquieted Seabeast - Some kind of mutated pod of Dolphins/Sharks? Also fought by Isolde. She doesn't mess around.

Disquieted Chicken - ... !!!! Awesome incarnate. After you kill its head, the body continues to attack!

Vipercat - Standard enemy concept. Wildcat mixed with venomous snake. A Sabertoothed version with retractable snake-fangs dripping venom is a possible boss concept.

Argus Lizard - Scaly beast covered in eyes. Can't be critical'd! Awesome evasion. Pity about how much damage a beast covered in eyes takes if something hits it.

Giant Enemy Crab - I can't be satisfied if we don't have one of these. Extra clawed limbs to show Disquieted-ness.

Disquieted Memories - Formed from Erastus' negative emotions when he enters the Disquiet. I imagine they aren't animals, but probably more like Golems shaped from the polluted soil into eerily familiar forms. Possibly misshapen clay bodies with accurately-copied faces of the people that haunt Erastus' (or anyone else with significant problems) memories. Could work as randoms or bosses. It's notable that anyone without Guardian training should be able to cause this kind of reaction in the Disquiet, but generally they have to be significantly disturbed enough for the Disquiet to react to their will so drastically. Isolde, Kasia, and Artur seem like good candidates for creating these, along with Erastus.

Thoughts?

« Last Edit: April 30, 2010, 05:48:12 AM by DjinnAndTonic »

Excal

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Also needs the Move value added.

074

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Note: Not complete.  Posting now so it doesn't get eaten.

Black Noise Isolde 2

Huge sentient black Disquiet-wolf that is capable of sentience and speech.  Can organize other Disquieted, in addition to other talents

Party fought: {Isolde, Faulheit, Katarine, Ilona}


Stats:
HP:High
MP:Not Relevant.
STR:High
DEX:Below-average
VIT:Above-average
DEF:Average
INT:High
SPR:Above-average
MDEF:Average
SPD: Above-average? (~130% or so)

ACC: 55%
EVA: 15%
MEVA: 40%
Move: 2

Elemental Affinities:

Slashing:125
Piercing:125
Impact:100

Fire:100
Ice:125
Electricity:100
Earth:125
Air:100
Water:100
Light:100
Disquiet:0

Skills

Passive
Nightmare Stature:  No creatures may move into Black Noise's hex.  Black Noise can enter PC-occupied hexes.  If it does so, the characters within are moved to random adjacent hexes.

Active
[Offense Mode]
Vicious Fang: Standard bite attack.  Average power, used at standard DEX.  Can be used as a counterattack (18% activation rate).  Piercing/Impact damage.  ACC+75
Mad Rake: Claw attack.  Below-average power, used at 1.2x DEX.  Slashing damage.  ACC+85
Pouncing Slaughter: Range 3 hex-target attack.  Moves Black Noise into the target hex.  All targets within target hex are moved to random adjacent hexes.  High Impact damage.  ACC+60.
Venom Fang: As Vicious Fang, but limited to one hit and has a chance of poisoning the target.
Corrupting Blood:  Black Noise uses its blood as a weapon.  Seeing it as a rather bizarre 'breath weapon' here, visually.  Range 4 Conic AoE, has a chance of inflicting Healblock for 2 turns.  Moderate Disquiet damage.  Magic attack.
Dark Miasma:  Disquiet attack.  Hits all adjacent hexes for moderate-high Disquiet damage.  Magic attack over 5 hits.  Does not penetrate MDEF well.
Fade to Black: Black Noise hides within the shadows, functionally entering Defense mode.  Its EVA and MEVA increase by 90%, its Move is reduced to 1, and it is restricted to its Defense Mode moveset
Dying Fervor: Black Noise's SPD increases by 25% permanently.  Automatic counter when it first drops below 25% HP.

[Defense Mode]
Vicious Fang Standard attack, only used as a counter in this state.  100% activation in response to a missed attack, 0% otherwise.
Gaze of Madness:Single-target Range 4 attack.  Stuns target for two turns.  Checks MEVA.
Gaze of Terror:Single-target Range 4 attack.  Reduces target's evasion to half its normal value for three turns.  Checks MEVA.  Does not stack.
Menacing Scream:Reduces party's STR by 20% for three turns.  Checks MEVA.  Does not stack.
Baleful Scream: Reduces party's SPD by 15% for three turns.  Checks MEVA.  Does not stack.
Call of Madness: Black Noise summons five "Distorted" monsters to adjacent open hexes.  If there are more than zero, then it summons a number equal to (5-current number)  ("Distorted" are intended to generally be annoying, though deadly if they gang up on a target.)  Furthermore, Black Noise re-enters Offense mode, undoing the changes (EVA, MEVA, and Move return to default values, regains access to Offense mode skillset but loses access to Defense mode skillset)

Behavior
-Black Noise starts the fight in Defense mode.  Its first action will always be Call of Madness.
-When in Offense mode, he will randomly use any of the above attacks in that group randomly except for Fade to Black.  The probability that he will use that is equal to (100-20*#living Distorted)%.  If he does not use that, then he will use any other move in the Offense set.
-Fade to Black changes Black Noise to its defensive mode.
-When in Defensive mode, a strict pattern is followed:
Turn 1: Use one of the following: Gaze of Madness, Gaze of Terror, Menacing Scream, Baleful Scream
Turn 2: Use one of the moves that wasn't used last turn
Turn 3: Use Call of Madness--reverting to offense mode.  The pattern starts over again.

Hard Mode changes:
-Black Noise has access to both movesets regardless of mode.  He will still not use Call of Madness in offense mode or Fade to Black in defense mode.  He no longer holds to his basic pattern in defensive mode, aside from Call of Madness on the third turn
-Chance Black Noise will use Fade to Black in offense mode is changed to (100-15*#living Distorted)%
« Last Edit: May 06, 2010, 04:34:44 PM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

Dark Holy Elf

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Disquiet Nobility:  All disquieted beasts adjacent to Black Noise's hex receive a +10% bonus to STR and INT.

Cut this. Giving bosses passives that are hard to detect and require superfluous coding is a bad design practice. Just up the stats of his flunkies slightly. (His other two passives are necessary and easy to detect, so they're fine. I would list the second passive as a counter, though, so it's more obvious when it happens.)

Quote
Gaze of Terror:Single-target Range 4 attack.  Reduces target's evasion to half its normal value.  Checks MEVA.  Does not stack.
Menacing Scream:Reduces party's STR by 20%.  Checks MEVA.  Does not stack.
Baleful Scream: Reduces party's SPD by 15%.  Checks MEVA.  Does not stack.

What sort of durations are you thinking for these?


Just checking, but there's no PC ITE at that point, right?

Design overall looks good and pretty fun. Summoner boss who whores it up if you kill the summons, with a neat way to mess with PC positioning.

Erwin Schrödinger will kill you like a cat in a box.
Maybe.

074

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Thinkin 2- or 3-turn duration for those effects.  As for PC accuracy, what little ITE there is seems to be lategame, though Faulheit and Ilona have enough accuracy to partially mitigate the evasion bonus.
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

OblivionKnight

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Contribution is fun.  I'll try to add something!  Since I had been absent when a lot was going on, I figured I can set my old Myriam design to be a boss in some vein.  


Templar Archon Near Endgame I'd expect

"The will of one person is enough to overcome even death...even the Disquiet...but perhaps not their own ghosts binding them to this world"

Resonance-based boss, assuming I know the story well-enough.  A human tied to the land (perhaps around the Lord's Throne?) that is a beacon of resonance in a field of disquiet.  May be optional, may be required - could be worked into the story as the "one thing" they missed on the return in "The Hunt" chapter

Party fought: Any


Stats:
HP: A+
MP: 0
STR: C-
DEX: C
VIT: C-
DEF: C
INT: C-
SPR: C-
MDEF: C
SPD: C+

ACC: C-
EVA: C-
MEVA: C-
Move: 3

Elemental Affinities:

Slashing: 125
Piercing: 125
Impact: 125

Fire: 125
Ice: 125
Electricity: 125
Earth: 125
Air: 125
Water: 125
Light: 125
Disquiet: 0

Skills

Passive
Aurora Shell:  When struck with an attack, the Archon will gain absorption to that attack's affinity until hit by an attack with a different affinity; will gain absorption to non-aligned physical or magical attacks if struck by one; this affinity over-writes the Archon's bases

Active - Offense
Ripple Edge:  Weak physical damage in a line (10% average HP damage or so); targets struck by this will suffer an accuracy drop at the end of each of their actions equal to 5% of base the first turn, 10% of base the second turn, 20% the third turn, etc., maxing at 50%, and then slowly returning by 5%, 10%, 20%, etc., each turn
Binding Rage:  Weak physical damage towards a hex (10% average HP damage or so); targets struck by this will be unable to leave their hex and will suffer a Berserk status (what I'm envisioning is a "get everyone away from the affected hex!" status, as the afflicted will attack anyone within range); lasts 3 of the afflicted hex's actions
Spirit Shock:  Weak magical damage towards a hex (10% average HP damage or so); all surrounding hexes will be damage for lower damage than the primary target (5% average HP damage or so), but will also be afflicted with misfortune status
Chaos Vortex:  Weak physical and magical damage towards a hex (10% average HP damage or so); 25% of the damage is converted into a random stat bonus for the user (i.e., 200 damage to a character is converted 25% into 50 added to a random stat, such as SPD)
Aurora Blast: Releases all damage absorbed by Aurora Veil as a single, void-elemental blast; targets all hexes around the Archon; after use, Aurora Veil must be cast again

Active - Support
Corporeal Link:  Connects caster and another target together, so that damage taken by one of them is spread out over both of them (ITD damage would ignore this, and instead deal its same damage to BOTH targets); the damage spread out is based on the damage it would have dealt to the initial target; this affects MP damage as well as HP damage; lasts 5 actions of the caster
Reversed Fate: Replaces status and stat effects on one character with another character's, including neutral
Valour: Raises all stats by 5% of BASE stat per casting up to a max of 100%
Frailty Essence: Lowers all stats by 5% of BASE stat per casting up to a max of 100%
Aurora Veil: Creates a shield that absorbs 50% of elemental damage taken and saves it; does NOT reduce damage taken by any amount; damage absorbed via the Archon's passive is NOT included in this


Behavior
- Focuses on support effects primarily:
1) Maintains Corporeal Link whenever possible
2) Aurora Veil with Aurora Blast whenever it is in a position to hit at least one person
3) Focus on disabling threatening characters as much as possible, and staying as far away from combat as it is able (unless it uses Aurora Veil or is in a position where it dominates the group, i.e., maxed Valour/Frailty Essence or a massively disabled group)
« Last Edit: May 08, 2010, 01:47:39 AM by OblivionKnight »
[11:53] <+Meeple_Gorath> me reading, that's a good one

[19:26] * +Terra_Condor looks up. Star Wars Football, what?
[19:27] <+Terra_Condor> Han Kicks First?
[19:27] <%Grefter-game> Vader intercepts.
[19:27] <%Grefter-game> Touchdown and Alderaan explodes in the victory

074

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Seraphin Undetermined, likely endgame Guardian Path form here.  I'll try to downgrade it for an earlier form at some point for an earlier boss appearance.

"Neither flesh nor steel can halt my blade of conviction.  Do not falsely believe you are different."

Second-in-command within the Guardians, and the best swordfighter within the organization, if not the world.  Undoubtedly loyal to Tiercek, despite his disgust with the new direction of the organization.

Party fought: [if Mirek side] {insert fixed party members here} [if Noemi side]


Stats: (these should be self-explanatory)
HP:B+
MP:N/A --has Focus instead
STR:S
DEX:C
VIT:C
DEF:D
INT:Not Relevant (Assign desired value)
SPR:B
MDEF:A
SPD:~150% average

ACC:80%
EVA:40%
MEVA:40%
Move:1

Elemental Affinities: (use a number here to indicate percentile affinity.  Negative numbers would indicate absorption)

Slashing:100
Piercing:100
Impact:100

Fire:100
Ice:100
Electricity:100
Earth:100
Air:100
Water:100
Light:100
Disquiet:100

Skills

Passive
Flashing Blade that Cleaves the Stars: Seraphin ignores a percentage of his targets' DEF equal to how much Focus he has in his gauge.  At full Focus, his STR also doubles.  Focus gauge starts at 20%, increases by 13% every turn, plus 2% per hit delivered or taken.
Moment's Glimpse of Perfection: Against single-target physical attacks, Seraphin has a 0% chance to evade, but a flat 45% chance to parry and interrupt regardless of accuracy.  Attack chains interrupted in this way are broken and the character's action cancelled (occurs once per action).  Increases Seraphin's Focus gauge by 13% on each occurrence.  Counters may still trigger off of this reaction.
Conviction of Soul over Steel: Seraphin's Focus gains double once below half health.

Active
Flash of Seven Strokes: Basic attack at 1x DEX.  Moderate base power.  ACC+80
Wind-Cleaving Glancing Blade: Basic attack that is range 2, but only makes one attack.  Moderate base power.  Also used as counter.  ACC+80
Gentle Breeze of the Divine: Range-4 line-effect wind-elemental attack.  Deals damage equal to basic attack*1.25.  Hits MDEF/SPR/MEVA.  ACC 140.  25% focus.
Tooth against Tooth, Nail against Nail: Melee-range attack that deals no damage, but instead halves the target's ATK for three turns.  ACC+50.  40% focus.
Exalted Heavens' Booming Voice: Range-4 cone-effect wind-elemental attack.  Deals damage equal to basic attack.  Hits MDEF/SPR/MEVA.  ACC 120.  50% focus.
Gleaming Ring of Blades: Attacks all adjacent hexes for damage equal to a basic physical.  Single hit, moderate base power.  ACC+80.  40% focus.
Perfect Form of Seven Strokes: Attacks all in a hex 3+(# of occupants) times.  Low base power (still enough to reasonably penetrate heavy armor).  ACC+40.  Gains quarter-benefit from Flashing Blade that Cleaves the Stars.  70% focus.
The Final Strike Kills First: Activates automatically if a parry would bring Seraphin's focus to 100% or higher.  Seraphin automatically hits the attacker (regardless of range and evasion) for 6x ATK.  Consumes 100% focus.
The Eternity Between Death and Reincarnation: For the next three turns, Seraphin's focus is locked at 100%, before dropping to 0% after the third.  Nothing can reduce this--outside attacks or ability use included.  However, his parrying is disabled for as long as this effect is active.  Takes half as much time to get his next turn after use of this skill.

Behavior: None defined yet, outside of always using The Eternity Between Death and Reincarnation when at 100% focus(and spamming focus attacks while in that state).
« Last Edit: May 26, 2010, 07:36:13 PM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

DjinnAndTonic

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A hulking monster produced of the planet's Disquiet.  It seems to be trying to ravage the world enough to spread its influence.  It seems to have something resembling human intelligence.  However, due to not being in an extended area of Disquiet, it seems to be fairly fragile.

Just noting that I did not intend to have a large amount of sentient Disquieted beasts. In fact, I didn't even intend for the Black Noise to be particularly sentient, certainly not to the point of describing it as 'human intelligence', and it was supposed to stand out as the only one that ever used words.

074

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Still not thinking his powers are suitable for a BBEG here, but here's the endgame Imperial path form of Gier.


Gier Imperial Path Capital

[Quote to be revised]

[Description to be revised]

Party fought: TBD


Stats:
HP:A+
MP:Not Relevant
STR:A+
DEX:F-
VIT:A-
DEF:S
INT:Not Relevant
SPR:A-
MDEF:A
SPD:225%

ACC:70%
EVA:0%
MEVA:0%
Move:1

Elemental Affinities:

Slashing:50
Piercing:50
Impact:50

Fire:175
Ice:175
Electricity:100
Earth:50
Air:50
Water:100
Light:100
Disquiet:100

Skills

Passive
Absolute Guard: Gier reduces all damage taken by 90% under normal conditions. [Unlisted: When Gier is struck for a total of X damage or suffers a Delay or Cancel effect when recovering from one of his attacks, he loses the benefits of Absolute Guard until his next turn.]
Morphing Guard: Gier is immune to critical hits.
Juggernaut: Gier is unable to be moved by outside effects.  In addition, when he moves into a hex occupied by one or more PCs, an attack (ACC+70) is made for very low base power.  All PCs in that hex are moved to adjacent hexes regardless of effect.
Stance Break: Gier's attacks ignore any special stances the target may be in.  If a character is either guarding, or in a stance (lock-on or Mirek's counterstances, as an example of the latter) when hit by Gier, their turn-counter is immediately knocked to zero, and they must wait for another turn to act again. They also lose the benefits of their current stance.

Active

Sweeping Claw: Moderate slashing damage, ACC+75 accuracy, melee arc-target (3 hexes in front).  Used as counter to melee.
Steel Obelisk: Moderate-low piercing damage, ACC+85 accuracy, range-4 single-target.  Used as counter to ranged attacks.
Chain Snare: Moderate-low piercing damage, ACC+75 accuracy, range-3 hex-target.  All PCs hit by the attack are pulled to the nearest adjecent hex to Gier.  If two or more are equally close, one is chosen at random.  1-turn recovery.
Dead Cleave: Moderate slashing damage, ACC+70, single-target melee.  Halves target defense for 3 turns.  1-turn recovery
Lance Mine: Low-Moderate piercing damage, ACC+85, hex-burst 1 within 3 hexes.  Adds Immobilized and Bleeding.  1-turn recovery.
Execution Line: Low-moderate piercing damage to a 3-hex line.  ACC+85.  Reduces MOV by 1, EVA by 20.
Descending Massacre: Heavy impact damage, ACC+75, range-4 hex target.  All PCs hit by the attack are stunned for one turn and moved up to two hexes away(minimum 1).  Gier now occupies the target hex.  0.5 turn chargeup, 1 turn recovery.

Armor Purge(Automatic reaction to being dropped below 67% HP): Mid-heavy slashing/piercing damage, ACC+75, hits all adjacent hexes.  Adds Bleeding.  Gier permanently loses the benefits of Absolute Guard, 20% Defense and Magic Defense, all his elemental affinities revert to 100, and he can no longer access his current attack set, but gains +4 Move, 60% Evade and Magic Evade, (unknown quantity Y) DEX, and the below set of attacks.

Sweeping Claw: Moderate slashing damage, ACC+75, melee arc-target (3 hexes in front).  Used as counter to melee.
Steel Obelisk: Moderate-low piercing damage, ACC+85, range-4 single-target.  Used as counter to ranged attacks.
Megaton Slam: Moderate impact damage, ACC+75, melee single-target.  Sends target back in a linear path until they hit the edge or a hex with other party members.  In the former case, the target is dealt secondary damage and stunned for one turn.  In the latter, the occupants of the hex each take secondary damage equal to that dealt to the target.  The target now occupies the hex their travel ended in.
Jagged Cleave: Moderate-high slashing damage to a single adjacent hex.  Inflicts Weakness(25% mHP loss) to all targets hit.  ACC+70.
Rapid Needle: Range-4 single-target attack.  Low power, ACC+70, DEX*1.4.  Has a low chance of inflicting Paralysis and Bleeding with each hit.
Bloodletting Hydra: Range-4 conic AoE attack.  Moderate power, slashing damage.  ACC+80.  Reduces EVA by 20, MOV by 1, and inflicts Bleeding.
Siege Hammer:Range-2 Hex-target impact attack.  Moderate-high power, ACC+70.  Has a chance of inflicting Stun for one turn and reducing target's VIT by 20% for three turns.
Pile Bunker: Melee-range single-target piercing attack.  Moderate power, ACC+85, ignores half target DEF.
Imperial Massacre (Unlocks at 20% mHP): Melee-range single-target attack.  Deals extreme Slashing/Piercing/Impact damage, ACC+75.  Cannot be used after moving.  0.5 turn chargetime.

Behavior
Above 67% HP, generally smart behavior.  Will try to attack groups with status and GT moves if possible, weakened single targets with power moves.  Prioritizes defending characters over non-defending.  Descending Massacre is used if an opening and proper grouping seems likely.
Between 67-45%: As above, only with a new moveset.  Will attempt to move every turn if viable to take advantage of his new Move rating in tandem with Juggernaut.
Between 45%-20%: Fights less intelligently, prioritizing the power moves out of the set, regardless of effect.
Below 20%: As above, only adding the use of Imperial Massacre if a target starts adjacent to him.


Edited out for the sake of adding three different 'forms' of Gier in in future posts.
« Last Edit: October 12, 2010, 09:16:16 AM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

Excal

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Hmm, oh, right.  I've been doing Boss design.

Disquieted Chicken  Introductory Boss

Erastus: Look out!  Here comes the first boss!
Noemi: Oh no!  It's a killer!
Shao: Really?  Looks like a giant chicken to me.


First Form:

Stats
HP: E
MP: D
Str: C
Atk: C+
Vit: C+
Def: C+
Int: E
Spr: D
MDef: D
Acc: C+
Eva: C
MEva: B-
Dex: D
DexMod: C
Spd: D+
Mov: 1

Elemental Affinities (Lower is better)
Slash: 1.5
Pierce: 1
Impact: .75

Fire: 2
Ice: 1
Elec: 1
Earth: 1
Air: 1
Water: 1
Light: 1
Disquiet: .5


Moves

Passive

Eleven Herbs and Spices
   Gain 5% Regen when hit with Fire


Active

Attack! - ST, Pierce
   Basic Physical

Peck! - HT, Pierce
   Basic Physical

Buh-GAWK! - ST, Disquiet
   10% average damage

Chickenscratch - GT Burst 1, Air, Physical
   20% average damage


Behaviour:

Disquieted Chicken will use attacks at random, with a possible injunction not to use Chickenscratch if it was used in the previous turn.  When destroyed, will become the following two bosses.  Decapitated Chicken, and Floating Chicken Head.



Decapitated Chicken

Stats
HP: B
MP: G
Str: C+
Atk: B-
Vit: B-
Def: B-
Int: G
Spr: D-
MDef: D
Acc: D
Eva: D-
MEva: E
Dex: D
DexMod: C
Spd: C+
Mov: 2

Elemental Affinities
Slash: 1.5
Pierce: 1
Impact: .75

Fire: 2
Ice: 1
Elec: 1
Earth: 1
Air: 1
Water: 1
Light: 1
Disquiet: .5

Moveset

Passive

Eleven Herbs and Spices
   Gain 5% Regen when hit with Fire


Active

Attack! - ST Pierce
   Basic Physical

Chickenscratch - GT Burst 1, Air, Physical
   15% damage

Fowl Rampage - HT, Impact
   Moves through a Hex containing PCs.  Does 25% damage.  Must end turn in Hex with no PCs.


Behaviour:
   Completely random.  After all, it's a chicken with its freaking head cut off.




Floating Chicken Head

Stats
HP: D
MP: C-
Str: E
Atk: E
Vit: D-
Def: D-
Int: C+
Spr: C+
MDef: B-
Acc: B+
Eva: B+
MEva: A-
Dex: B-
DexMod: B
Spd: D
Mov: 1

Elemental Affinities
Slash: .75
Pierce: 1
Impact: 1.5

Fire: 2
Ice: 1
Elec: 1
Earth: 1
Air: 1
Water: 1
Light: 1
Disquiet: .5



Skills:

Active:

Peck! - HT, Pierce
   Basic Physical, feel free to mock.

Buh-GAWK! - HT, Disquiet
   20% average damage

Fowl Beam - ST, Disquiet
   50% average damage, and Delays


Behaviour:
   Between each useage of Fowl Beam must be at least two Buh-GAWK!s or one Peck!

Excal

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Alright, since it looks like he's going to get in a few fights against the party, here's a basic form of Josef to be modified as necessary.


Josef

Stats
HP: A
MP: Focus
Str: B-
Atk: C+
Vit: B+
Def: B-
Int: D
Spr: S
MDef: A-
Acc: B+
Eva: C+
MEva: D+
Dex: B-
DexMod: B+
Spd: D+
Mov: 1

Elemental Affinities
Slash: 1
Pierce: 1
Impact: 1

Fire: 1
Ice: 1
Elec: 1
Earth: 1
Air: 1
Water: 1
Light: 1
Disquiet: .5


Passive Skill:
   Draw Fire
      Draws dissonant attacks cast to him.  Power depends on focus, ranging from affecting ST spells centred on his hex to him, to reducing MT dissonant attacks to ST one aimed at him.  Gains 10% focus when hit with Dissonant Attacks.


Attacks:
   
Combat Meditation
   Gain 20% Focus

Backbite Blast - HT, Slash
   10% average damage and adds Backlash 100%

Warding Strike - ST, Pierce
   20% average damage and Backfire, 100%

Release Power - Special, Slash
   Releases the stored Flow power.  Will do from 30-70% average damage, and targetting will be from HT-MT, hitting everything that is hit by Draw Fire at the time of use.  Focus drops to 0% after use.


Behaviour:

Josef will use his attacks intelligently, using Combat Meditation at the starts of fights and right after Release Power in order to get Draw Fire back to a useful range.  Will then use Warding Strike to harry casters and Backbite Blast to punish the player for grouping PCs, while staying close to his allies so that he can cover them with Draw Fire.  Release Power will see use when it will hit most of the enemy force.

AndrewRogue

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Tiercek (Guardian Path Finale)
"The time for talk is long since past."

The current leader of the Guardians who ascended after the death of the previous leader during the Guardian Betrayal. Having claimed the power of the UIM, his powers to repel Disquiet and Dissonance alike have increased a thousandfold.

Party fought: {insert fixed party members here}, insert optional party members here.

Stats: (these should be self-explanatory)
HP: F+
MP: Focus
STR: C
DEX: S
VIT: D+
DEF: D+
INT: B
SPR: S
MDEF: S
SPD: S

ACC: A
EVA: B+
MEVA: G
Move: 2

Elemental Affinities: (use a number here to indicate percentile affinity.  Negative numbers would indicate absorption)

Slashing: 100%
Piercing: 100%
Impact: 100%

Fire: 100%
Ice: 100%
Electricity: 100%
Earth: 100%
Air: 100%
Water: 100%
Light: 100%
Disquiet: 0%

Skills

Passive
Master of the Guardians: Gains 100% focus each turn.

Active
Devastation's Wake: Moves 2 spaces, can move through squares with PCs in them. Any PCs in squares he moves through take small physical damage and Bleeding.
Belated End: Marks a PC. 100 CT after the mark is made, the PC takes large physical damage.
Quick Strike: Small damage to a PC, can immediately use either Devestation's Wake or Belated End.
One Thousand Cuts: Deals a small amount of ongoing melee damage. Stacks with itself.
World of Silence: Immediately dispels all active buffs, locks out Dissonant/Disquiet abilities and reduces Resonant effects by 50%. Lasts two turns. Deals Quieting damage to all PCs at the start of their turn. His evasion/spirit/MDef drop significantly after this ends.
Desperate Struggle: Only usable after he is reduced to 30% or less HP. Stops using World of Silence, but begins double acting. Gains access to Fatal Onslaught.
Fatal Onslaught: Usable only if a PC is below 40% HP. Deals enough damage to reduce them to 1 HP.

Behavior (optional: Describe any notable fighting patterns if necessary)
Eh. I'll do it in a few.

074

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And now for the four-on-four I've mentioned so far back.  Long post incoming.  Feel free to change any flavor details if needed/desired.


Selena Isolde 6

"It ends now, Stolz.  I shall obtain vengeance by my own hands if need be."

Former coworker, rival, and friend of Isolde, completely embittered towards her after that incident where she killed her brother.  Specializes in light-based magic, a less-than-common combat focus in the Empire.

Party fought: {Isolde, Faulheit, Katarine, Ilona}


Stats:
HP:F
MP:C-
STR:C
DEX:D
VIT:D-
DEF:D
INT:A+
SPR:D+
MDEF:A
SPD:132%

ACC:40%
EVA:40%
MEVA:20%
Move:2

Elemental Affinities:

Slashing:100
Piercing:100
Impact:100

Fire:100
Ice:100
Electricity:100
Earth:100
Air:100
Water:100
Light:100
Disquiet:100

Skills

Passive
None.

Active
Ein Bolzen: ST light-element spell. High defense piercing, ignores Reflect.

Eine Lanze: Range 4 Line-Target light-element spell. High defense piercing, ignores Reflect. Slower chargetime than Ein Bolzen.

Strahl-Bombe: MT (radius 1.5 hexes) burst target light-element spell. Decreases target ACC, m.ACC, EVA, and m.EVA by 30 in addition to damage. Ignores reflect, low defense penetration.

Verfolgen Strahne: ST multi-hit light-element spell. Good defense piercing, ignores Reflect. Lower per-hit damage than Ein Bolzen.

Gespenst-Barriere: ST Reflect spell. Adds reflect status to target.

Gespenst-Sinnestauschung: Self-only buff. Creates four mirror images of oneself. This grants a special negation chance versus ST attacks equal to (#images)/(#images+1). When an image is struck by a ST attack, it negates the attack, but is destroyed. Any form of MT ignores this evasion, but fails to destroy any images. Incompatible with Gespenst-Barriere.

Gespenst-Sklave:Creates a mirror image of Selena in her hex. This image follows her when she moves, and is allowed to act on her turn--upon whence it may use any of the four offensive spells she knows. The image is separately targettable from Selena, and is destroyed if it takes a hit, but it benefits from any active buffs that Selena may have (including Gespenst-Barriere or Gespenst-Sinnestauschung).  When targeting the image, the player is given the same readouts as they would were they targeting Selena herself, even when directly scanning.



Behavior Open with Gespenst-Sinnestauschung, and may throw Gespenst-Barriere out on Jade as soon as possible.  Uses Gespenst-Sklave afterwards.  Will attempt to stay in a hex with Jade and Nadine at all times.  Will usually try to refresh Gespenst-Sinnestauschung and Gespenst-Sklave ASAP.  Verfolgen Strahne unlocks at 50% HP.





Jade

The head of the private mercenary team under Selena.  Hot-headed and is occasionally at odds with her two partners, prefers to fight up-close.

Party fought: same fight

Stats:
HP:B+
MP:D
STR:A+
DEX:B-
VIT:B+
DEF:A
INT:C+
SPR:F+
MDEF:F
SPD:~90%

ACC:55%
EVA:0% (see passive)
MEVA:15%
Move:3

Elemental Affinities:

Slashing:80
Piercing:80
Impact:80

Fire:40
Ice:100
Electricity:100
Earth:100
Air:100
Water:100
Light:100
Disquiet:100

Skills

Passive
Full Block:P:When any physical attack would affect an ally in her own hex, Jade instead takes the hit, negating the hit to the ally.  If the attack is AoE, she negates all hits to those other than herself.

Active
Flash Knuckle:Basic physical; low ATK, Impact-element, 1.7x DEX.  ACC+85
Boost Knuckle:Physical attack; Single hit, Impact/Fire-element, high ATK.  ACC+85.  Range 2.  Used as a counterattack to any physical hit.
Detonation Kick:Physical attack followed by magic attack, range 3.  Physical: High ATK on single target, Piercing/Fire element, ACC+55.  Magic attack: Moderate power attack to the target's hex, fire-element.  ACC 120.
Energize:The ATK of Jade's next attack is multiplied by 1.5x.  Counterattacks neither benefit from nor expend this bonus.

Behavior: Remains in the same hex as the other three to start.  If Nadine goes down in the fight, will separate from group to go on the offense.  Typically uses Energize every other turn when defending the others.




Nadine

Member of the private mercenary team under Selena.  Has a tendency toward off-color snark and bad puns, sometimes at Jade's expense.  Specializes in offensive Dissonance use.

Party fought: same fight


Stats:
HP:C+
MP:A+
STR:F+
DEX:C
VIT:F
DEF:F+
INT:A-
SPR:A
MDEF:A
SPD:85%

ACC:40%
EVA:30%
MEVA:0%(see notes)
Move:2

Elemental Affinities:

Slashing:100
Piercing:100
Impact:100

Fire:100
Ice:100
Electricity:100
Earth:100
Air:100
Water:100
Light:100
Disquiet:100

Skills

Passive
Full Block:M:When any magic attack would affect an ally in her own hex, Nadine instead takes the hit, negating the hit to the ally.  If the attack is AoE, she negates all hits to those other than herself.

Active
Flash Bolt:Moderate power single-target range-4 magic attack.  Used as a counter to any magic damage received.  Accuracy 140.
Pressure Burst:3-hit low-power range-4 radius-2 Wind-element magic attack, adds Bleeding status.  Accuracy 130.
Flame Blast:Moderate power range-4 radius-2 Fire-element magic attack, adds Burn status.  Accuracy 110.
Maelstrom:2-hit low-moderate power range-4 radius-2 Water-element magic attack, reduces Move and Speed by ~15%.  Accuracy 110.
Seismic Bomb:Moderate-high power range-4 radius-2 Earth-element magic attack, adds Stun for one turn.  Accuracy 110.

Behavior Remains in the same hex as the other three to start.  If Jade goes down in the fight, will separate from the group and head away from the party, keeping her distance and blasting with area spells.  These spells are used intelligently.




Tanja

Member of the private mercenary team under Selena.  An amateur writer of romance novels in her off-times, and possesses a disturbing tendency to 'ship' people together based on the loosest of observations.  Specializes in supportive dissonant magic.

Party fought: same fight

Stats:
HP:C+
MP:B+
STR:Irrelevant
DEX:D
VIT:C+
DEF:C+
INT:B-
SPR:B
MDEF:B
SPD:110%

ACC:60%
EVA:40%
MEVA:40%
Move:2

Elemental Affinities:

Slashing:100
Piercing:100
Impact:100

Fire:80
Ice:80
Electricity:80
Earth:80
Air:80
Water:80
Light:80
Disquiet:100

Skills

Passive
None

Active
Type-V Arbalest:Range-4 single-target Piercing attack, moderate power.  STR is half of the ATK score instead, independent from character STR.  May add poison to the target.
Repulsion:All enemies in adjacent hexes are pushed on a linear path to the edge of the battlefield.
Reactive Field:Targeted ally gains the following benefit for three turns: If hit by someone from an adjacent hex, attacker is subject to a magic attack (low power, ITE)
Force Armor:Targeted ally gains a significant boost to DEF and MDEF for three turns.  Afterward, they gain +50 to Slashing, Piercing, and Impact affinities
Recovery:Targeted ally is healed a significant amount of HP, but affected by Healblock for the next three turns.
Revival(OPB):Revives a fallen ally to 25% mHP, but their mHP is reduced by 25% for the rest of the battle afterwards.

Behavior: Will intelligently buff and heal allies, attempting to stay in a hex with Jade and/or Nadine(preferably Jade) if possible.  If a kill is likely or there are no other options at the moment, she will attack with her crossbow.
« Last Edit: May 20, 2010, 01:54:28 AM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Selena Isolde 7

Quote TBD

Driven to desperation for revenge, Selena has opted to use a discontinued Flow amplifier to boost her power--at the risk of her own life.  Each second with it active is one step closer to her death...but now with power comparable to the high-ranking Imperial commanders, can Isolde last that long?

Party fought: Guardian Path:{Isolde, Katarine, Claire}, Imperial Path:{Isolde, Faulheit, Katarine}


Stats: (these should be self-explanatory)
HP:F
MP:Not Relevant (Too much)
STR:Not Relevant (No [need for] physical attacks)
DEX:D
VIT:D-
DEF:D
INT:A+
SPR:D+
MDEF:A
SPD:190%

ACC:Not Relevant
EVA:60%
MEVA:60%
Move:2

Elemental Affinities: (use a number here to indicate percentile affinity.  Negative numbers would indicate absorption)

Slashing:100
Piercing:100
Impact:100

Fire:100
Ice:100
Electricity:100
Earth:100
Air:100
Water:100
Light:100
Disquiet:200

Skills

Passive
Verurteilung:Player wins fight if Selena takes more than X turns. (Unlisted: Selena cannot be recruited later on if the battle is won in this manner)

Active
Strahl-Kugel:(Appearance: Three small orbs of light appear in an arc in front of Selena.  They then converge upon the target's location, each bursting into an explosion upon impact) Three hits of light-element magic damage to the target hex.  Ignores Reflect, MDEF matters little.
Zwilling-Lanzen:(Appearance: One large orb charges in front of her with a screech, before firing a beam towards the primary target and simultaneously charging several smaller orbs around her in an arc.  These then fire in a fan-spray of beams.)  One hit of light-element damage to a line, followed by a second in a conic area, both focused on the primary target.  Ignores Reflect, MDEF matters little.
Leuchtendes Platzen:(Appearance: Selena gets surrounded in a burning aura of light as small motes form around her, firing small lasers at a single target): Hits all targets within 2 hexes for light damage, and a single target within the area for double the effect.  Damage is spread out over -many- hits.  Bad MDEF penetration, ignores Reflect.  May cause Blind.
Sammeln Strähne(Unlocks at 50% mHP):(Appearance: Selena creates four groupings of three motes, each of which attacks the targeted group from a differing direction.  The wisps then, surrounding the group/person, all fire a convergent beam into the center of the space, creating a large explosion of light).  Four hits to a hex, with one last hit to a radius-1 hex burst.  High overall light-element damage to the center hex, moderate to surrounding hexes, ignores Reflect.
Gespenst-Spiegel:Adds Reflect to all combatants on the field.
Gespenst-Trugbild:Creates ten images of Selena in her space, which move with her as she moves.  When Selena is attacked, one of the images takes a hit for her.  Selena cannot be hurt while she has at least one image up.
Gespenst-Weltall(unlocks at 50% mHP):Selena automatically teleports to one of the edges of the battlefield, with four images simultaneously appearing at the same time along different edges.  After acting, or if they hit, the images disappear.  The images have minor variations in turncount in relation to Selena (randomly determined), and cannot be distinguished from her by any means prior to being attacked or acting (visually look identical, any scan brings up Selena's stats, damage preview acts as if the attack was hitting Selena, et cetera).  The images use Strahl-Kugel on their turn and benefit from existing Reflect or Gespenst-Trugbild on Selena at time of casting.


Behavior:
-Starts battle with Gespenst-Trugbild, will refresh this when it is exhausted.
-Second act of the battle is -always- Gespenst-Spiegel.
-Will use Leuchtendes Platzen if two or more PCs are adjacent.
-Prioritizes Isolde as a target over others.
-Below 50% mHP, will start using Sammeln Strahne and Gespenst-Weltall.  She will not use Gespenst-Weltall if Gespenst-Trugbild is still active(Normal mode only)
-On the round after Gespenst-Weltall is used, if Selena has not been hit yet, she will use Strahl-Kugel.  If she has been hit, however, she will instead use one of her more powerful offensive spells.


Hard Mode changes:
-Will not wait for Gespenst-Trugbild to expire prior to using Gespenst-Weltall
-Images created by Gespenst-Weltall do not disappear upon being hit
« Last Edit: May 30, 2010, 03:41:00 PM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

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Reinhild First Practitioner's Island(Guardian Path)

Description to be revised

Party fought:

Stats:
HP:B
MP:A+
STR:A (No attacks use it)
DEX:C
VIT:D+
DEF:D
INT:A
SPR:B
MDEF:B
SPD:~150-180%

ACC:50%
EVA:90%
MEVA:40%
Move:2

Elemental Affinities:

Slashing:35
Piercing:25
Impact:50

Fire:100
Ice:100
Electricity:0
Earth:100
Air:100
Water:100
Light:100
Disquiet:100

Skills

Passive
Dragon Scale:Reinhild starts with six Dragon Scales surrounding her.  These fuel specific moves of hers that specifically require them as listed below.  She can have a maximum of six Scales active at any time.

Active
Reclamation:Reinhild's number of active scales returns to its maximum value
Reactive Scale:Reaction ability that triggers when any action or reaction is taken against Reinhild, triggering before the action or reaction in question is resolved.  Hits for piercing and slashing damage, uses INT in place of STR.  Uses one Scale.  ACC+80.

Linear Cross: Inflicts piercing damage in a Range 4 line.  20% Critical rate, uses INT in place of STR.  ACC+80.
Swallow Wing: Inflicts slashing damage to a single target in range 3.  30% Critical rate, checks accuracy/critical twice and picks the more favorable result.  Uses INT in place of STR.  ACC+60
Stun Bash: Range 1 melee attack.  6% Critical rate, adds INT to STR and ATK, high ATK, deals Impact/Electric damage.  Knocks back and may inflict Stun and Delay.  Single strike, ACC+70.  Cannot be used after movement.

Lightning Fall: Moderate lightning damage to all PCs.  ACC 140.
Magnetic Flux: Immobilizes all PCs in the target hex.  If this hits, the targets also have their EVA and MEVA reduced to 0.  ACC 100.
More skills TBD

Behavior
To be Rewritten

Hard Mode Changes
Reclamation halves the time until Reinhild's next turn.
Stun Bash can be used after movement.

You know what's more fun?  Making good use of the Edit function!
« Last Edit: October 26, 2010, 12:41:12 AM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

074

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Val Guardian Path: campaign,  Imperial Path: First Practitioner's Island





Party fought: TBD


Stats:
HP:C+
MP:Focus
STR:C
DEX:A-
VIT:C+
DEF:C-
INT:S
SPR:B+
MDEF:C+
SPD:~165%

ACC:60%
EVA:80%
MEVA:60%
Move:3

Elemental Affinities: (use a number here to indicate percentile affinity.  Negative numbers would indicate absorption)

Slashing:100
Piercing:100
Impact:100

Fire:100
Ice:100
Electricity:100
Earth:100
Air:100
Water:100
Light:100
Disquiet:50

Skills

Passive
Trickery:Val's focus gauge starts at 25%, increases by 3% per strike executed by or toward her.  Gains 10% per turn.  PCs' dexterity is lowered by 5% for every 25% focus Val has.
Flash Stride:Val can move through PC-occupied hexes.  In addition, her own movement ignores all hex effects.
Amidst the Chaos:Val has perfect evasion against any attack that targets at least one other person than herself.
Desperate Inspiration:Val's focus gains double at/below half HP.

Active
Flametongue:Moderate-low ATK, 1.2x DEX, melee range.  Fire/Slashing dualtype. Critical rate of 20%.  Counter rate of 6% if this was the last weapon used.
Serpent Fang:Moderate-low ATK, 1.1x DEX, melee range.  Piercing type, may add Poison.  Critical rate of 30%.  Counter rate of 15% if this was the last weapon used.
Dragon Talon:Moderate-high ATK, 0.9x DEX, melee range.  Slashing type.  Critical rate of 21%, counter rate of 10% if this was the last weapon used.
Cursed Edge:Moderate ATK, base DEX, melee range.  Slashing type, may add Misfortune.  Critical rate of 9%, counter rate of 15% if this was the last weapon used.  Defaults to this on counter if no weapon has been used yet.
Trickster's Inspiration:Increases Focus by 40%.  4-turn cooldown.  Halves time until next turn

Cluster Napalm:Deals low fire damage to a radius-1 Hex burst, adds Burn and Scorch statii.  Damage is INT-based.
Flashburst Charge:Reduces ACC and EVA for all within a radius-1 hex burst.  Non-stacking.
Acid Burst:Deals moderate water damage to a hex and reduces the DEF of all within by 40%.  Damage is INT-based.
HE Grenade:Deals moderate fire/impact damage to a hex, with a secondary blast dealing low fire/impact damage to a radius 1 hex-burst.  Damage is INT-based.
Concussive Mine:Traps three unoccupied hexes randomly determined within two hexes of Val.  Excludes hexes already trapped with this.  Anyone who voluntarily moves onto the hex in question has their turn ended.  Halves time until next turn.
Choking Gas:Inflicts Poison and Paralysis to a radius-1 hex burst.

Ball Buster (20% focus): Kind of obvious what it does by the name.  One strike(ATK based on STR).  If it hits and inflicts damage, inflicts Stun at a perfect rate.  Halves time until next turn.
Dust Kick (20% focus): Melee-range attack, inflicts Blind on one target.  No damage.  Halves time until next turn.
Provocation (30% focus): May randomly inflict Berserk, Charm, or Delay on a target within Range 4.  Halves time until next turn.
Pommel Smash Combo (50% focus): Single attack at moderate-low ATK.  If this hits and deals damage, she automatically follows up with a strike from each of her four weapons, each at +30% critical rate and perfect accuracy.
What's Next? (minimum 40% focus): Throws one randomly-selected bomb for each 20% focus.  Concussive Mine aside, all bombs land in random hexes in a radius-1 hex burst (C-Mine has its normal area instead).  Consumes 20% focus for each bomb.
Holocaust Cocktail (100% Focus): Full-field attack.  Inflicts moderate-heavy fire/impact damage to everyone aside from herself, and can inflict the following status effects: Poison, Burn, Scorch, Blind, Paralysis, Sleep.  Used as a reaction regardless of Focus to HP being dropped to 0.

Behavior
Begins battle with four underling Guardian-type enemies.
When using bombs, Val will prioritize hitting as large of a group of PCs as possible.  However, her attacks do not discriminate between friend and foe.  Therefore, if it means hitting more targets, she will catch one or more allies in the blast.
Val prefers to close in on isolated targets, moving away from groups of PCs and preferring to use bombs on them when at lower focus, barring the condition below.
Val will use a half-turn move if it would lead to a double.
She will opt to close to melee at medium to high Focus, opting to burn her Focus attacks at higher focus.
At 100% Focus, she will use either What's Next or Holocaust Cocktail.

Hard Mode Changes
Val's attacks do not hit her allies.
« Last Edit: October 22, 2010, 05:35:46 PM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.

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Gier Wahnsinnig Noemi 10, Guardian Path

"Your usefulness has passed the second you got in my way."

One of the ranking Generals in the Empire, and if not the strongest, most undoubtedly the most aggressive, ferocious, and hands-on of the bunch in combat.  Gier has his own machinations for the Empire, and he will be damned if -anyone- is in his way, be it a college graduate brat, or the rebel Guardian factions.  With his steel-oriented Dissonance, he is capable of granting himself defense and offense of unparallelled strength--too great even for Guardian swordsmanship--as befitting the title "Steel Demon".

Party fought: {Noemi}, Erastus, Shao, Isolde, Faulheit, Katarine, Ilona, Mirek, Eirwen, Rafael, Claire.


Stats:
HP:S++ (Same amount as his his endgame form, but at this point it's comparably a lot higher)
MP:Not Relevant
STR:A+
DEX:F-
VIT:A-
DEF:S
INT:A+
SPR:A-
MDEF:A
SPD:225%

ACC:70%
EVA:0%
MEVA:60%
Move:1

Elemental Affinities:

Slashing:50
Piercing:50
Impact:50

Fire:175
Ice:175
Electricity:50
Earth:50
Air:50
Water:100
Light:100
Disquiet:100

Skills

Passive
Absolute Guard: Gier reduces all damage taken by 90%.
Morphing Guard: Gier is immune to critical hits.
Heavyweight: Gier cannot be moved by outside effects.
Juggernaut: Gier automatically inflicts Delay on any opponent he hits.
Stance Break: Gier's attacks ignore any special stances the target may be in.  If a character is either guarding, or in a stance (lock-on or Mirek's counterstances, as an example of either) when hit by Gier, their turn-counter is immediately knocked to zero, and they must wait for another turn to act again. They also lose the benefits of their current stance.

Active
Savage Claw: Moderate STR-based slashing damage.  Hits a 3-hex semicircle in front of Gier, centered on the main target.  Counters attacks at a 50% rate, counters adjacent non-attack spell/technique/item use at a 30% rate
Spike Eruption: Moderate INT-based piercing damage.  Range 4, single-target.  Counters ranged attacks at a 50% rate, counters non-adjacent non-attack spell/technique/item use at a 30% rate.
Megaton Impact: Heavy STR-based impact damage.  Hits any single adjacent hex.  All targets in the hex are moved to a random adjacent legal hex, and the hex in question is 'broken', disallowing any movement within or through for 5 rounds.  1-turn recovery time
Torture Bind: Moderate INT-based slashing damage.  Range 4, single-target.  Inflicts Immobilize (perfect rate if the damage hits) and Bleeding (high rate). 0.5-turn recovery.
Chain Snare: Moderate INT-based piercing damage.  Range 3, single-target.  Moves target to the nearest legal adjacent space to Gier on hit.

Behavior:
Fight automatically ends after either Gier takes 7 turns, or he has taken damage equal to 5% of his max HP.
AI is particularly lazy this fight, and will pretty much just attack PCs at random.
Spike Eruption is saved for counters in general against ranged; he'll use Torture Bind and Chain Snare against distant targets.
If multiple targets are in a nearby or adjacent hex, Megaton Impact will be preferred.  If they're spread across contiguous hexes, if viable, Savage Claw will be employed instead.  If they're spread too far apart, he'll prefer Megaton Impact again.

Hard Mode Changes:
All recovery times are halved.
Healers/support users are prioritized targets.
Fight ends after 10 turns, not 7.
« Last Edit: October 21, 2010, 08:19:28 PM by Namagomi »
<+Nama-EmblemOfFire> ...Have the GhebFE guy and the ostian princess guy collaborate.
 <@Elecman> Seems reasonable.