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| | Drug Bust Dungeon | |
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Admin Admin
Posts : 1233 Join date : 2016-05-16
| Subject: Drug Bust Dungeon Sun Sep 09, 2018 1:30 pm | |
| Old Agricultural University Run-Down with a broken clock.
Some labs. Noted to be a lot makeshift, but some of the equipment is ridiculously expensive. Both Kuzunoha's will wonder who exactly is sponsoring this operation. (Turns out to be the Devil's Auction)
QAS of holding cells full of demons. Including Bugbear .Bugbear can warn Kuzunoha that there are other places like these. They're spreading. Also warns Kuzunoha that Genbu is taken elsewhere to some kind of auction place. Party can help Raidou fend off a horde of demons and Jest.
Pipes and test tubes part of QAS? Or mechanic? Every miss has a 30% chance of hitting test tubes, breaking open another enemy.
Lab where all the drugs are being made and tested. QAS on whether to destroy it or not. Search for evidence and information.
Cryo-tubes. Break and a new enemy pops up.
Poisonous/Toxic Fluid? Poison ailment on all enemies. Situated near [team or enemies] If near party, it hits the party. Inflicts 350 damage on boss.
Spill flammable fluid, target it for damage and fire DoT. Situated near [team or enemies] If near enemies, hits the enemies. Hit with fire or gun, searing burn damage increases. Just inflicts 400 damage on boss.
Rooms that are full of fumes or frozen which can be bypassed through hacks on computers.
Sneaking mechanic.
PvS Skirmish
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Mission is to destroy all of the pills and confront the scheming overseers of this operation.
Test Tubes that were once human bodies with tubes sucking out of their brains. Some mutating into demons. Showing the drugs are made from humans. They can destroy this whole place. One of the humans may even ask to die. Use a terminal near it to turn off life-support.
He won't know anything, except they were introduced to some kind of club as wait staff. Thought it'd be nice at first for free drugs and money to go along with it, but were abducted to this place on gunpoint by a bunch of clowns. Fused to a demon with machines. Also knows they are grinding down demons and other weird stuff into pills. Forcing humans to take them as experimental subjects. Same with him. Has no idea why he's kept alive. Carrying him is impossible, needs all this tubing. Some demons and humans are sent away with some company. To an auction, but no one wanted him. So they put him into the experiments.
Use SMT sad music for him.
>Turn it off >Leave it be >Ask Questions
Hallways occupied by noxious fumes, frozen too cold.
Sneaking
Cameras
Doors and Keys (Understanding Rank 2 to pass through easily, can use key from guard to get through easily)
Guards to steal keys from optional. Key from Aka Manto as well.
Doppelganger give hints. Like how Aka Manto will ask questions to anyone. Wrong question and it'll attack. But people avoid it, though somehow they gave it a key to guard over. Knowing most people can't catch to it.
Also gives some information on test tubes. Been experimenting on people. They don't sound like your usual drug operations. Rather, an experiment for something much bigger. Can't say much on it. Watch out for the test tubes, you might not like what you see.
Last edited by Admin on Mon Mar 11, 2019 9:20 pm; edited 26 times in total | |
| | | Admin Admin
Posts : 1233 Join date : 2016-05-16
| Subject: Re: Drug Bust Dungeon Sun Oct 07, 2018 1:55 pm | |
| They can use the dealer to find where this auction place is at.
Barrels exploding causes 200 damage. Fire from gasoline barrels and ailment from toxic barrels.
Last edited by Admin on Sat Feb 09, 2019 9:28 pm; edited 2 times in total | |
| | | Admin Admin
Posts : 1233 Join date : 2016-05-16
| Subject: Re: Drug Bust Dungeon Mon Oct 08, 2018 7:42 pm | |
| - Armored Behemoth, Level 15:
>Is currently facing the Front... - Boss Stipulation:
>Only 2 parts attack per turn. When a part is taken down, 3 parts attack per turn. >Each part attacks only once. When a part is taken down, Head gains another action when acting.
HP: 8000 SP: 1000 PEnd: 75% MEnd: 60% Ppstr: 110 Pmstr: 78 Dx: 55 Lk: 110
- Armored Behemoth Head:
Malaques | Inflicts a moderate amount of Water damage to all enemies. | 12 SP | Tier 2 Dekaja | Remove stat increase from all enemies. | 15 SP | Tier 2 Flailing | Remove stat decrease from all allies and begins using an additional body part to act for three turns... | 30 SP | Tier 3 >Head is pulling backward, something appears to shake and 'bubble'... Aquadyne | Inflicts a heavy amount of Water damage to one enemy. | 12 SP | Tier 3 Abominable Acid | All water attacks has a 20% chance of inflicting poison. | Passive | Tier 2 >Head is beginning to heat up... Destructive Blast | Inflicts a heavy amount of Blast damage to one enemy, 20% chance of inflicting Shell-shock. Next dexterity attack inflicted will be a guaranteed critical. | 12 SP | Tier 3 Poison Boost | Increases odds of instilling Poison by 25% | Passive | Tier 2 Poison Mist | 25% chance of inflicting the Poison ailment to all enemies. Poison does constant 15% damage to enemy's current health. | 10 SP | Tier 2 War Cry | Decreases all enemy attack and defense for three turns. | 36 SP | Tier 3 Evil Smile | 25% chance of inflicting the Fear ailment to all enemies. 50% chance fear may stop their next attack. If immobilized, will have a 10% chance to flee battle. Wears off after 3 turns. | 10 SP | Tier 2 Ghastly Wail | Instantly kills all NPC (Generic Shadows) targets who are suffering from the Fear ailment (unavoidable). PCs are dealt 50% damage to their current health if suffering from Fear. | 15 SP | Tier 2 Heavy Set | Cannot be downed, unless Legs are downed or KOed. | Passive | Tier 3 - Boss Stipulation:
>When KOed, overall accuracy decreased by 25% and attack for all other parts decreased by 20%
Null: Earth Resist: Strike, Gun, and Light HP: 418/2000 SP: 1000 PEnd: 25% MEnd: 60% Ppstr: -- Pmstr: 78 Dx: -- Lk: 110
- Armored Behemoth Axe-Arm (Right):
Rolling Slash | Inflicts a moderate amount of Slash damage to one enemy with a 10% chance of skipping their next turn (boss immune). | 19% HP | Tier 2 Cover Up | Can take damage up to two body parts for a turn, including AoE attacks. Damage received is furtherr educed by 25% for single target only. | Passive | Tier 2 Wide Sweep | Inflicts a small amount of Slash damage to all enemies with added miss chance of 10% and added crit chance of 10%. | 8% HP | Tier 1 >Axe-Arm is winding up from the right... [Hit the left] Chop Chop | Inflicts a heavy amount of Slash damage to a single enemy. If missed, repeats the attack again. | 12% HP | Tier 2 >Axe-Arm is brandishing its blade... Cut Down | Inflicts a moderate amount of slash damage to all enemies. If not guarded, cannot attack the next turn. | 18% HP | Tier 3 >Axe-Arm is holding its blade threateningly... [Use twinkle in eye] Gash | Inflict small slash damage to all enemies. If guarded, PEnd is nulled for a turn. | 22% HP | Tier 3 Sharp-Edge | Dexterity slash attacks have a 20% boost to crit. | Passive | Tier 2 Heavy Set | Cannot be downed, unless Legs are downed or KOed. | Passive | Tier 3 Slash Dexterity - Boss Stipulation:
>When KOed, reduce defense by 20% for all
Null: Strike Resist: Pierce, Wind, Gun HP: 630/2000 SP: -- PEnd: 30% MEnd: 60% Ppstr: 110 Pmstr: -- Dx: 25 Lk: 64
- Armored Behemoth Claw Arm (Left):
Heat Wave | Inflicts a moderate amount of Strike damage to all enemies. | 14% HP | Tier 2 >Claw Arm is forming a fist and is winding up from the left side... [Hit the right] Smash | Inflicts a large amount of Strike damage to an entire side, 20% increased chance to inflict critical. | 18% HP | Tier 3 Berserk | Inflicts a small amount of Strike damage to all enemies with a 20% chance of inflicting panic. Must recover; user loses next turn. | 10% HP | Tier 1 Hell Thrust | Inflicts a moderate amount of Gun damage to one foe with a 20% chance to reduce the enemy's defense by 30% | 15% HP | Tier 2 >Claw Arm is flexing its fingers and beginning to reach out towards (insert direction, except behind, can't share it with another attack)... Vice Grip | Inflicts a small amount of Strike damage to foes in Front and Left of Behemoth. Forces Behemoth to remain in the same position as last turn for this turn. If hit, enemies are grabbed by the Behemoth for three turns and cannot act during said turns. If Claw Arm is attacked, damage inflicted on it also is inflicted on the grabbed enemy and vice versa with any other skills. | 15% HP | Tier 3 Squeeze | Only used on enemies under Vice Grip. Squeezed enemies suffer 30% HP loss for three turns including this turn. | 15% HP | Tier 3 Hurl | Inflicts moderate strike damage on another enemy with a grabbed enemy from Vice Grip. Damage stat is added with enemy's current HP before calculating with tier. 30% additional chance to miss. Grabbed enemy is now out of Vice Grip and is on the same square as the other enemy that was thrown at. | 15% HP | Tier 3 Heavy Set | Cannot be downed, unless Legs are downed or KOed. | Passive | Tier 3 Strike Dexterity. - Boss Stipulation:
>When KOed, all Block resistances are nulled and Luck is increased by 25%.
Null: Pierce Resist: Strike, Ice, Gun HP: 0/2000 SP: -- PEnd: 50% MEnd: 30% Ppstr: 45 Pmstr: -- Dx: 55 Lk: 64
- Armored Behemoth Legs:
Auto-Masuku | Begin the battle with Masukukaja cast on all allies. Takes precedence over Auto-Sukukaja. | Passive | Tier 3 Heat Wave | Inflicts a moderate amount of Strike damage to all enemies. | 14% HP | Tier 2 Stomp | Inflicts a moderate amount of Strike damage to all enemies. 20% base chance to crit. | 14% HP | Tier 2 >Legs are bending knees and feet are shifting the entire body in a ready position facing [<insert direction except behind>]... Behemoth Charge | Inflicts a heavy amount of Strike damage to a single enemy. 30% base chance to crit. | 14% HP | Tier 3 - Boss Stipulation:
>When KOed, the entire Behemoth will be downed and can no longer move around facing quadrants. Boost all attacking stats by 50%.
>When Downed, entire Behemoth will be downed.
Null: Gun Resist: Strike, Pierce, Slash HP: 515/2000 SP: -- PEnd: 50% MEnd: 30% Ppstr: 90 Pmstr: -- Dx: 55 Lk: 54
Last edited by Admin on Sat Apr 27, 2019 12:27 pm; edited 90 times in total | |
| | | Admin Admin
Posts : 1233 Join date : 2016-05-16
| Subject: Re: Drug Bust Dungeon Mon Oct 08, 2018 7:43 pm | |
| - Raidou Kuzunoha the CCXIV Tension:
- Skills:
Maul And Tear | Raidou summons Cerberus to pounce and maul the enemy. Inflicts moderate slash damage to a single enemy and reduces enemy defense by 30% for one turn. | Tier 2 | 25%
Fire Away! | Raidou summons Zombie Cop to pepper the enemy with gunshots. Inflicts moderate gun damage to a single enemy and reduces enemy agility by 30% for one turn. | Tier 2 | 25%
Frighten | Raidou summons Bugbear to scare the enemy with its imposing aura. Inflicts moderate amount of dark damage to all enemies and reduces enemy attack by 30% for three turns. | Tier 3 | 50%
Zephyr Blast | Raidou summons Sylph for support. Inflicts moderate amount of wind damage to all enemies and heals all allies' ailments. | Tier 3 | 50%
Frozen Slash | Raidou summons Black Frost to freeze the enemy before following up with a decisive slash. Inflicts moderate ice damage to all enemies, freezes the barrels and protects it from damage for three turns. When a wind attack is used on a frozen barrel, it may be moved to any direction the attacker desires. | Tier 3 | 50%
Deflect Guard | Raidou will use their blade to deflect an enemy attack for the party. The skill will only deflect the following attack away, leaving Raidou and the Party free of taking damage. | Tier 3 | 75%
Dexterity Slash | Inflicts tier 1 slash dexterity damage to one enemy. | 0%
Dexterity Gun | Inflicts tier 1 gun dexterity damage to one enemy. | 0%
Ppstr: 145 Pmstr: 104 Dx: 90 Lk: 110
- Dual Kuzunoha Tension:
Maul And Tear | Raidou summons Cerberus to pounce and maul the enemy. Inflicts moderate slash damage to a single enemy and reduces enemy defense by 30% for one turn. | Tier 2 | 25% Vacuum | Geirin summons Taotie for its voracious hunger and its ability to suck in tremendous amounts of air. Inflicts moderate amount of wind damage to all enemies and redirects barrels clock-wise. | Tier 3 | 50% Zephyr Blast | Raidou summons Sylph for support. Inflicts moderate amount of wind damage to all enemies and heals all allies' ailments. | Tier 3 | 50% Frozen Slash | Raidou summons Black Frost to freeze the enemy before following up with a decisive slash. Inflicts moderate ice damage to all enemies, freezes the barrels and protects it from damage for three turns. When a wind attack is used on a frozen barrel, it may be moved to any direction the attacker desires. | Tier 3 | 50% Ace Ante Up! | Geirin summons Frost Ace to perform its heroism for the party. All ally next attacks are charged by 2.5x. | Tier 4 | 75% Chomp Down | Geirin summons Seiryu to chomp down on the enemy. Inflicts heavy pierce damage to all enemies. If damage is nulled, all enemies skip a turn. | Tier 4 | 75% Tipsy | Geirin summons Mada to induce a state of intoxication on the enemy. All charged states and its follow-up attacks are cancelled. | Tier 4 | 75% - Raidou:
Dexterity Slash | Inflicts tier 1 slash dexterity damage to one enemy. | 0%
Dexterity Gun | Inflicts tier 1 gun dexterity damage to one enemy. | 0%
Ppstr: 145 Pmstr: 104 Dx: 90 Lk: 110
- Geirin:
Dexterity Slash | Inflicts tier 1 slash dexterity damage to one enemy. | 0%
Dexterity Gun | Inflicts tier 1 gun dexterity damage to one enemy three times. | 0%
Ppstr: 120 Pmstr: 99 Dx: 134 Lk: 105
- Zone Combat:
PvS Zone combat follows the same rules of PvS. However, in these battles it is possible for players to choose which side they wish to stand on to attack the enemy. There are four directions. The Front, Back, Left Side, and Right Side. The Behemoth is a tricky enemy, and you all will need to have proper positioning to properly take it down.
In the beginning of each turn you can move to a side of the Behemoth and attack. The movement comes first, and the attack comes second. Just be clear to state which side you're standing on. You can only take attacks for people if you're standing in the same area as them. AoE attacks will still hit in all directions, no matter where you are. You can also heal anyone from anywhere they are standing in combat. Same goes for buffs/debuffs/etc.
As for this boss if you move to a certain direction of the enemy, you may not be able to hit a certain part of their body. Such as moving to their left, you cannot hit their right arm. Or moving to their right, you cannot hit their left arm.
Any questions, PM me.
- PvS Special Boss Combat:
In Player vs Special Boss phases, they will follow the same battle system as PvS with a few changes. These bosses will usually be plot bosses, but can also be bosses found in side missions aswell. Each boss in this phase will have a main stat section. However, they will also have other stats sections that fall under this that may correspond to different parts of its body. The health for these different body parts will total up to the main sections health, showing it's all falling under one initial stat. However, each of these sections may have their own defenses, weaknesses, and properties. Sometimes taking out one of these areas first will make the boss much weaker or stronger. Make sure to use support skills to learn how to counter such a threat. As long as you scan the main entity, the others will reveal themselves as well.
Zone TargettingRaise a part to the left side and hit to the right side. And vice versa. Raise up a the axe or fist into the air. Take Out or Downing>Legs = Downing it will down the entire thing. Taking out legs will force the boss to not dodge. Boost Ppstr and Dexterity stat by 20%. >Claw Arm = Reduce Ppstr and Dexterity by 30% and defenses by 25% if taken out. Downing Claw Arm, skip turn. >Axe Arm = Reduce defense by 20% for all if taken out. Downing Axe Arm, skip turn. >Head = Accuracy decreased by 30% if taken out. But the stats for all attacking will be increased by 20%. Downed, next attacks for all parts have reduced accuracy of 20% only. All parts attack only once. Randomize which parts will attack. Only 2 parts attack per turn. Every third turn, start wind-up. Next turn (fourth) perform attack. Turn shifts and patterns. Axe-Arm and Claw Arm. Axe-Arm and Head. Claw Arm and Legs. After two times of special attack, start the QAS on the computer and barrels.
Last edited by Admin on Sat Feb 02, 2019 6:00 pm; edited 28 times in total | |
| | | Admin Admin
Posts : 1233 Join date : 2016-05-16
| Subject: Re: Drug Bust Dungeon Wed Oct 10, 2018 1:18 pm | |
| - Unchained Mutated Behemoth:
Acid Rain | 10% (20% with single target skills) chance of inflicting an *Acid* ailment with each Water skill used. Not effective against opponents that are strong/block/etc Ice/Water. If successfully hit with the acid ailment, the opponent's magical attacks will be 50% less effective at the end of damage/boost calculation. This effect only lasts a single turn and can be healed by your typical ailment healing skill. | Passive | Tier 1 Abominable Acid | All water attacks has a 20% chance of inflicting poison. | Passive | Tier 2 Poison Boost | Increases odds of instilling Poison by 25% | Passive | Tier 2 Poison Mist | 25% chance of inflicting the Poison ailment to all enemies. Poison does constant 15% damage to enemy's current health. | 10 SP | Tier 2 Evil Touch | 25% chance of inflicting the Fear ailment to one enemy. 50% chance fear may stop their next attack. If immobilized, will have a 10% chance to flee battle. Wears off after 3 turns. | 5 SP | Tier 1 God's Hand | Inflicts a massive amount of Strike damage to one enemy. | 20% HP | Tier 4 Vile Assault | Inflicts a large amount of Pierce damage to one enemy with even greater power (50%) if the target is knocked "Down" or recovering. | 18% HP | Tier 3 Poison Mist | 25% chance of inflicting the Poison ailment to all enemies. Poison does constant 15% damage to enemy's current health. | 10 SP | Tier 2 Odious Stench | All status ailment attacks are 25% more effective. | Passive | Tier 2 Acidic Spew | Inflicts a small amount of Water damage to all enemies and reduces their defenses by 30% for three turns. | 24 SP | Tier 3 Malaquadyne | Inflicts a heavy amount of Water damage to all enemies. | 24 SP | Tier 3 Agidyne | Inflicts a large amount of Fire damage to one enemy. | 12 SP | Tier 3 Vomiting Mark | Inflicts a small amount of water damage to a single enemy. Enemy is marked for three turns. They will be a priority target. | 24 SP | Tier 2 Oily Vomit | Inflicts a moderate amount of water damage to a single enemy. Next fire attack on the afflicted will be boosted by 40%. | 24 SP | Tier 2 Foamy Lover | Inflicts a huge amount of Water damage to one enemy. | 30 SP | Tier 4 Deathbound | Inflicts a large amount of Slash damage with 20% odds of Critical to all enemies. | 18% HP | Tier 3 Sinewy brawn | Inflicts a large amount of Flesh (Mutated Slash) damage to a single enemy. | 18% HP | Tier 3 Pralaya | Inflicts a massive amount of Pierce damage to all enemies with a 10% chance of inflicting the Fear ailment. | 25% HP | Tier 4 Akasha Arts | Inflicts a large amount of Strike damage up to 2 times to all enemies. | 20% HP | Tier 3 Mitosis | The creature splits flesh from itself to create new life. Summons two new allies into the field. Each one takes all of the Behemoth's weaknesses with them. Weaknesses are returned upon their destruction. | 30 SP | Tier 4 >The Behemoth is salivating towards... [Insert twinkle in eye toward a direction] Cram And Chew | Inflicts a heavy amount of Pierce damage to a single enemy. If guarded, damages SP instead and recovers HP equal to said damage. If miss, Behemoth stumbles and is downed. | 14% HP | Tier 3 >The Behemoth's legs are shifting the entire body in a ready position towards... Juggernaut Charge | Inflicts a heavy amount of Strike damage to all enemies on the [Insert Quadrant] Quadrant. 30% base chance to crit and extra 30% chance to miss. If miss, Behemoth stumbles and is downed. | 14% HP | Tier 3 >The Behemoth's Maw Is Opening. A dark energy is beginning to gather... Mamudoon | 40% chance of instant death from the power of Darkness to all enemies. | 24 SP | Tier 2 >Behemoth is forming a fist and is winding up from the left side... [Hit the right] Smash | Inflicts a large amount of Strike damage to an entire side, 20% increased chance to inflict critical. | 18% HP | Tier 3 >Behemoth is flexing its fingers and beginning to reach out towards (insert direction, except behind, can't share it with another attack)... Vice Grip (Stumbling) | Inflicts a small amount of Strike damage to foes in Front and Left of Behemoth. Forces Behemoth to remain in the same position as last turn for this turn. If hit, enemies are grabbed by the Behemoth for three turns and cannot act during said turns. If Claw Arm is attacked, damage inflicted on it also is inflicted on the grabbed enemy and vice versa with any other skills. If attack does not land, Behemoth will lose balance and be downed. | 15% HP | Tier 3 Squeeze | Only used on enemies under Vice Grip. Squeezed enemies suffer 30% HP loss for three turns including this turn. | 15% HP | Tier 3 Hurl | Inflicts moderate strike damage on another enemy with a grabbed enemy from Vice Grip. Damage stat is added with enemy's current HP before calculating with tier. 30% additional chance to miss. Grabbed enemy is now out of Vice Grip and is on the same square as the other enemy that was thrown at. | 15% HP | Tier 3 Immortal Cells | Weaknesses cannot be hit unless downed or Core destroyed. | Passive | Tier 4 >The cells of the Unchained Behemoth are rumbling... - Boss Stipulations:
>After every AoA, reveal Core. >After every third turn, heal HP and it takes up entire turn. >If total damage taken during regeneration phase surpasses 500, causes it to stumble and increase chances of being downed by 50% for the next turn. [Surpasses the 60% mark]
Strength: Strike, Pierce, Slash, and Gun Weak: Light, Wind, Fire, and Ice HP: 908/10,000 (raidou and geirin left) SP: 2959/3000 PEnd: 75% MEnd: 60% Ppstr: 158 Pmstr: 135 Dx: 110 Lk: 138
- Core:
Immortal Mitosis | Unchained Behemoth cannot be killed unless Core is taken out. | Passive | Tier 4 High-Speed Regeneration | Regenerates 100% HP on the Unchained Behemoth and nulls debuff. | 75 SP | Tier 4 Moderate Regeneration | Regenerates 50% HP on the Unchained Behemoth. | 50 SP | Tier 3 Slowed Regeneration | Regenerates 30% HP on the Unchained Behemoth. | 25 SP | Tier 2 Failing Regeneration | Regenerates 15% HP on the Unchained Behemoth. | 10 SP | Tier 1 Tough Mesentery | Core retains protection of Endurances against AoA attacks. | Passive | Tier 4 Retract | Retracts the Core further back inside the Behemoth's flesh to prevent any damage, until Downed again.| 25 SP | Tier 3 - Boss Stipulations:
>Every 500 HP lost, High-Speed Regeneration will rank down until it cannot regenerate anymore. >When KOed, Unchained Behemoth loses 25% in Endurances and stats per turn and stacks while being downable by weaknesses and crits.
HP: 0/5000 SP: 2000 PEnd: 50% MEnd: 50% Ppstr: -- Pmstr: -- Dx: -- Lk: --
- Polyp Colony:
Berserk | Inflicts a small amount of Strike damage to all enemies with a 20% chance of inflicting panic. Must recover; user loses next turn. | 10% HP | Tier 1
Twin Shot | Inflicts a moderate amount of Pierce damage twice to one enemy. | 16% HP | Tier 2
Rolling Slash | Inflicts a moderate amount of Slash damage to one enemy with a 10% chance of skipping their next turn (boss immune). | 19% HP | Tier 2
Vile Assault | Inflicts a large amount of Pierce damage to one enemy with even greater power (50%) if the target is knocked "Down" or recovering. | 18% HP | Tier 3
Mamudo | 20% chance of instant death from the power of Darkness to all enemies. | 12 SP | Tier 1
Stagnant Air | Increases all allies' and enemies' susceptibility to ailments and light/dark spells by 20% for three turns. | 5 SP | Tier 1
Bloat Explosion| Inflicts ailment damage to a single target with 40% chance of missing. If not guarded, next ailment will automatically activate. Blowback causes Behemoth to lose balance, increased chance of being downed by 50% for the next turn. | 30 SP | Tier 4
Bufudyne | Inflicts a large amount of Ice damage to one enemy. | 12 SP | Tier 3
Ziodyne | Inflicts a large amount of Electrical damage to one enemy. | 12 SP | Tier 3
Magarula | Inflicts a moderate amount of Wind damage to all enemies. | 12 SP | Tier 2
Tarukaja | Raises one ally's Attack by 30% for 3 turns. | 6 SP | Tier 2
Rakukaja | Raises one ally's Defense by 30% for 3 turns. | 6 SP | Tier 2
Sukukaja | Raises one ally's Agility by 30% for 3 turns. | 6 SP | Tier 2
Weak: Light, Wind, Fire, and Ice
HP: 474/1000 SP: 300 PEnd: 33% MEnd: 28% Ppstr: 97 Pmstr: 90 Dx: 85 Lk: 87
Last edited by Admin on Wed May 08, 2019 5:14 pm; edited 99 times in total | |
| | | Admin Admin
Posts : 1233 Join date : 2016-05-16
| Subject: Re: Drug Bust Dungeon Wed Oct 17, 2018 9:44 pm | |
| Mastema Did Nothing WrongToday at 11:26 PM RIP You really are loving the goblin slayer memes. Can I have an opinion on a boss battle for the Raidou mission? I kinda want to have something like exploding/poison hazard barrels that the party could use to their advantage since they are pretty much raiding a drug lab. Any idea on how I could make a mechanic out of that?(edited) Zzz...Today at 11:43 PM Have it be a boss fight that has something to do with positioning the boss on the battlefield either through QAS or make it a dynamic fight Mastema Did Nothing WrongToday at 11:43 PM Zzz...Today at 11:43 PM have them "lure" or force the boss in these positions by using specific skills at specific moments. Mastema Did Nothing WrongToday at 11:43 PM Huh, that works. Thanks man. | |
| | | Admin Admin
Posts : 1233 Join date : 2016-05-16
| Subject: Re: Drug Bust Dungeon Fri Oct 19, 2018 2:22 pm | |
| - Kuzunoha Class Mechanics:
All Kuzunoha's have no resistances or weaknesses to start with. However, they may adopt the resistances and weaknesses of the demons they summon. This will cost MAG, especially in upkeep.
MAG can only be recovered through guarding like SP or dexterity attacks on a downed enemy. MAG regained through that is dependent on the amount of damage inflicted.
- Raidou Kuzunoha the CCXIV:
Quick Breather | Raidou will take a deep breath to steady herself. She regains 30% HP from this | 15 MAG | Tier 1 Opening Pierce | Raidou Kuzunoha quickly follows up with a counter after an enemy unleashes a charged attack. Inflicts a 40% critical small pierce attack after a charged attack only. | 22 MAG | Tier 2 Round-A-Bout | Raidou unloads an entire clip from her revolver upon the enemy. Does a moderate mount of Gun damage (bullet count resets after skill) and has a 10% chance of causing fear | 20 MAG | Tier 2 Enduring Blow | Raidou braces herself and grabs hold of her blade. She will take 1.5x more damage this turn, but the next turn she will unless an attack the does 3x the damage she had received with a countering slash | 25 MAG | Tier 3 Deflect Guard | Raidou will use her blade to deflect an enemy attack. The skill will only deflect the follow attack away, leaving Raidou free of taking damage. However, this skill as a 10 post cooldown | 40 MAG | Tier 3 Mal Fortuna Kuzunoha | Inflicts severe almighty slash damage to all enemies. | 65 MAG | Tier 4 Soul Skill Name: Remember My Name! Tier: Tier 3 Mag Cost: 70 Type of Damage: Slash Description: An attack that uses the training only a Kuzunoha could endure. Raidou slashes an enemy three times with her sword at an incomprehensible speed. Each slash does Tier 2 damage. Cannot crit, but does not miss. [3 Post Cooldown] - Branch Strength wrote:
- Raidou Kuzunoha - Swordplay is astounding, and hailed as the best Swordsman in Tokyo. Solo/Partnered Physical/Magical attacks that deal with the blade will have a 30% boost in strength with a 30% chance to debilitate.
- Demon Types:
Beast - Demons that tend to speak in all caps and are beasts in mythology. When partnered with the summoner during a physical skill the damage will be increased by 15%
Jack - The personality belonging to the Jack demons and Hiruko. Depending on the Jack will determine the boost. If Pyro Jack is the partner, the attack will be changed to agi. If Frost, it will be changed to Ice. If Black Frost, it's the user's choice of Fire, Ice, or Dark. If the Jack is neutral and has no alignment, the attack remains the same. If the Demon Raiho is partnered with, the attack can take any element of the user's choice excluding Almighty.
Undead - Demons who are zombies or spirits. They speak in gibberish. When partnered with they will absorb any ailments or plagues that attempt to plague the summoner with a 40% success rate.
Young Girl - Female demons that are either young or act childish. Alice has this personality. When partnered, the enemy has a lower chance of targeting the summoner and instead attacking others.
- Demons:
- Appearance:
Name: Black Frost Personality Type: Jack Absorbs: Strengths: , Weaknesses: Mag Amount to Summon:
MAG to Summon: 50 MAG MAG to Maintain: 25 MAG per post
Special Skill: Black Blizzard | Black Frost explodes into a flurry of snow and ice, freezing all enemies for one turn and making it so they cannot attack.
- Appearance:
Name: Cerberus Personality Type: Beast Absorbs: Weaknesses: Mag Amount to Summon:
MAG to Summon: 50 MAG MAG to Maintain: 25 MAG per post
Special Skill: Primal Howl | All enemies have a 50% chance of becoming distressed.
- Appearance:
Name: Zombie Cop Personality Type: Undead Blocks: Weaknesses: , Mag Amount to Summon:
MAG to Summon: 50 MAG MAG to Maintain: 25 MAG per post
Special Skill: Undying Life | Can be used if the summoner is defeated. Sacrifices life for the summoner to be revived with 1 HP.
- Appearance:
Name: Sylph Personality Type: Young Girl Reflects: Weaknesses: Mag Amount to Summon:
MAG to Summon: 75 MAG MAG to Maintain: 50 MAG per post
Special Skill: Invisible Air | Sylph manipulates the air to refract light on all allies. Next attack that hits all allies will automatically miss.
**When switching demonic partners, it is the same as if switching Personas. These demons do not have a health bar, and they correlate only to your health and stats. When using their Special Skill, it is like using a Persona User's Class Skill. Once used, they cannot be summoned again. **SP for Demon Summoners will be replaced with Mag. Mag is the essence a summoner has that subjugates their demons. Their demons feed off this essence to empower them. The stronger the demon, the more MAG is needed to drain. To perform their skills, demon summoners also use Mag (even if the skill is a physical attack, unlike Persona Users). The amount of Mag a summoner has can determine just how powerful they truly are. The more Mag the more Demons a summoner can hold aswell. The max amount of demons a Summoner can hold is 12.
HP: 800 MAG: 1269 PEnd: 48% MEnd: 48% Ppstr: 145 Pmstr: 104 Dx: 90 Lk: 110
- Geirin Kuzunoha the CCXVII:
Crackshot | Geirin starts reloading his guns with frightening speed after each decisive shot. For the next three turns, every action will be followed up with a dexterity gun attack. | 15 SP | Tier 1 Rawhide | Geirin slashes through defenses to allow an easier shot. Inflicts moderate slash damage to a single enemy. Next gun attack on the enemy is boosted by 30%. | 27 MAG | Tier 2 Gunsmoke | Geirin fires a shot that produces a smokey obstruction. Enemy's next attack misses. 3 post cooldown. PvS only. | 29 MAG | Tier 2 Wild Hay-maker | Inflicts heavy strike damage to a single enemy. 20% base chance to miss and if downed an enemy, stays downed an extra turn. Must have a Punk-type demon summoned to use. | 29 MAG | Tier 3 Lone Ranger | Geirin Kuzunoha evades the enemy's next attack and counters the next turn with moderate gun damage charged by 1.5x. If an attack doesn't hit them, the next attack the enemy performs will hit Geirin. (5 Post Cool down) | 30 MAG | Tier 3 Chivalry | When taking damage for allies, damage is further reduced by 25% and chances of getting afflicted with a status ailment is doubled. If ally is female, damage is nulled. Must have summoned a Knight-type demon in order to perform. | Passive | Tier 4 Quick & Dead | Inflicts severe almighty gun damage on all enemies. | 65 MAG | Tier 4 Soul Skill Name: Lock And Load Tier: Tier 3 Mag Cost: 50 Type of Damage: Buff Description: A special bullet reserved for the more deadly of enemies the Kuzunoha faces. Geirin loads the bullet into the chamber and fires with accurate precision. Geirin makes an aim before he shoots. He cannot dodge in the next turn. But the turn after, the next gun attack he makes is boosted by 2.5x and cannot miss. [3 Post Cooldown] - Branch Strength wrote:
- Geirin Kuzunoha - Gunplay that rivals those of legends and said to be the most profound gunman and women of the World. Solo/Partnered Physical/Magical attacks that deal with gunplay will have a 30% boost in strength with a 30% chance of Heat Rising oneself.
- Demon Types:
Old Man - Demons with this personality tend to be very old or long lived. When partnered with these types of demons, one's speed is lowered by 40% but Magic damage is raised by 40%.
Punk - Demons with an arrogant or rude attitude to them. When partnered with, enemy's attention will be directed upon you solely. Enemies will have a 30% raise to attack but a 50% loss in defense.
Knight - Demons that have a noble and dignified attitude. They are mid to high level demons. When partnered with this class, one's defense is raised by 25% on both Pend and Mend.
Beast - Demons that tend to speak in all caps and are beasts in mythology. When partnered with the summoner during a physical skill the damage will be increased by 15%
Jack - The personality belonging to the Jack demons and Hiruko. Depending on the Jack will determine the boost. If Pyro Jack is the partner, the attack will be changed to agi. If Frost, it will be changed to Ice. If Black Frost, it's the user's choice of Fire, Ice, or Dark. If the Jack is neutral and has no alignment, the attack remains the same. If the Demon Raiho is partnered with, the attack can take any element of the user's choice excluding Almighty. Frost Ace is Ice and Light.
- Demons:
- Appearance:
Name: Frost Ace Personality Type: Jack Blocks: , Strengths: Weaknesses: Mag Amount to Summon:
MAG to Summon: 75 MAG MAG to Maintain: 50 MAG per post
Special Skill: Hoo-re San-hoo! | Frost Ace harnesses the sheer might of his heroism and ice in one single frosty strike on a single enemy. For a single turn, the enemy's defenses are nulled.
- Appearance:
Name: Taotie Personality Type: Old Man Blocks: , , , , Weaknesses: , , , Mag Amount to Summon:
MAG to Summon: 100 MAG MAG to Maintain: 75 MAG per post
Special Skill: Voracious Eater | Taotie finally succumbs to his immense hunger and begins sucking in everything in his path to satiate himself. Inflicts tier 3 wind damage to all enemies. Damage inflicted restores MAG to the summoner.
- Appearance:
Name: Siegfried Personality Type: Knight Strengths: , , , , , , Weaknesses: Mag Amount to Summon:
MAG to Summon: 100 MAG MAG to Maintain: 75 MAG per post
Special Skill: Balmung | Siegfried wields the terrible Balmung in the service of his Summoner. Inflicts severe slash damage to all enemies with a piercing effect and a 40% chance of boosted by 30%.
- Appearance:
Name: Seiryu Personality Type: Beast Reflects: N/A Absorbs: Blocks: Strengths: Weaknesses: , Mag Amount to Summon:
MAG to Summon: 125 MAG MAG to Maintain: 100 MAG per post
Special Skill: Azure Dragon of the East | Seiryu channels his power as the Guardian Protector of the Capital into one last blast. Inflicts severe wind damage to all enemies and registered as a weakness upon hitting the enemy regardless of resistances.
- Appearance:
Name: Mada Personality Type: Punk Absorbs: Weaknesses: , Mag Amount to Summon:
MAG to Summon: 75 MAG MAG to Maintain: 50 MAG per post
Special Skill: Beer Breath | Mada opens his maw and the scent of alcohol begins to overwhelm his enemy. Inflicts 60% chance of all enemies skipping their turn.
**When switching demonic partners, it is the same as if switching Personas. These demons do not have a health bar, and they correlate only to your health and stats. When using their Special Skill, it is like using a Persona User's Class Skill. Once used, they cannot be summoned again. **SP for Demon Summoners will be replaced with Mag. Mag is the essence a summoner has that subjugates their demons. Their demons feed off this essence to empower them. The stronger the demon, the more MAG is needed to drain. To perform their skills, demon summoners also use Mag (even if the skill is a physical attack, unlike Persona Users). The amount of Mag a summoner has can determine just how powerful they truly are. The more Mag the more Demons a summoner can hold aswell. The max amount of demons a Summoner can hold is 12.
HP: 775 MAG: 1233 PEnd: 52% MEnd: 52% Ppstr: 120 Pmstr: 99 Dx: 134 Lk: 105
- Nameless:
Poisoned Dagger | Inflicts a small amount of Pierce damage to one enemy that has a 10% chance of poisoning. | 8% HP | Tier 1 Visceral Strike | Kyouji takes advantage of a show of weakness from an enemy. Inflicts small pierce damage. If hit with a weakness, damage is doubled. | 24 MAG | Tier 2 Cutthroat | Kyouji viciously pins down a downed enemy. Inflicts moderate strike damage. If used on a downed enemy, they will stay downed for an extra turn. | 27 MAG | Tier 2 Assassin Step | When downing an enemy, Kyouji Kuzunoha can take advantage of their stupor to make evasive maneuvers. When an enemy has been downed at least once, Kyouji can evade an attack for a turn. However, an enemy must be downed once to trigger. | 34 MAG | Tier 3 Consolation | Restores an ally from KO status with half HP and grants Rakukaja on them for three turns. Must have a Lady-type demon summoned to use. | 25 MAG | Tier 3 Killing Spree | Kyouji Kuzunoha gets into the thrill of murder and it enthralls them into an unending cycle of killing. Defeating an enemy will activate Heat Riser on the Kyouji for three turns. | Passive | Tier 4 Severe Genocide | A secretive Kyouji technique feared for its destruction. Inflicts severe almighty slash damage to all enemies and absolute instant-kill on downed enemies, sub-boss/boss enemies not included. | 65 MAG | Tier 4 Absolute Zero | Inflicts severe ice damage to all enemies. If weak to ice, immediate infliction of Frost Bite. Element cannot be altered by Demon-type effect. Must have summoned a Jack-type demon in order to perform. | 50 MAG | Tier 4 Soul Skill Name: Weapon Jack Tier: Tier 4 Mag Cost: 100 Type of Damage: N/A Description: As a spiritual medium for the actual Kyouji Kuzunoha to call upon his powers, the current Kyouji has learned how to direct spirits into themselves and others. She can take an currently summoned demon and have them possess her weapon for three turns. This negates the need to spend MAG for upkeep, but restricts the total summon of demons to that one demon in the weapon. Attacks will ignore elements that cover the demon's Strong resistances and better for three turns. Said demon will be KOed at the end of the duration. Soul Skill Name: Body Jack Tier: Tier 3 Mag Cost: 80 Type of Damage: N/A Description: Kyouji Kuzunoha directs her predecessor to possess an enemy for three turns to restrain them for the entire duration. The Kuzunoha loses the ability to use demons and their Branch Strength during that time. All summoned demons will be de-summoned. Skills can still be used, but will double in cost and tier damage is lowered by 1 capping at Tier 1. The possessed cannot move or act during this time, bosses only last 1 turn. - Branch Strength wrote:
- Kyouji Kuzunoha - Feared as devastating weapons of the Yatagarasu. Solo/Partnered Physical/Magical ailments have a 30% boost chance of hitting and a latent 30% chance that any of their skills will down an opponent no matter if they are a boss.
- Maxed Out Note wrote:
- Nameless may summon two demons at once to use. However, she must pay MAG accordingly.
Resistances from the Demons can all be used. But if they clash on the same elemental resistances, they may be susceptible to "ranking" down in resistance type. Meaning the greater of resistance type (Absorb/Reflect/Block/Strong) may win out over no resistance or Weak. But if a weak exists, it is reduced down to a resistance type. From Absorb to Reflect to Block to Strong to N/A. - Demon Types:
Knight - Demons that have a noble and dignified attitude. They are mid to high level demons. When partnered with this class, one's defense is raised by 25% on both Pend and Mend.
Beast - Demons that tend to speak in all caps and are beasts in mythology. When partnered with the summoner during a physical skill the damage will be increased by 15%
Jack - The personality belonging to the Jack demons and Hiruko. Depending on the Jack will determine the boost. If Pyro Jack is the partner, the attack will be changed to agi. If Frost, it will be changed to Ice. If Black Frost, it's the user's choice of Fire, Ice, or Dark. If the Jack is neutral and has no alignment, the attack remains the same. If the Demon Raiho is partnered with, the attack can take any element of the user's choice excluding Almighty. Demonee-Ho is Ice, Fire, and Gun.
Lady - Female demons that are of middle age. When partnered with these demons, healing/revival skills get a 50% reduction in cost.
Fiend - The personality of all the Fiends except for Alice. They are powerful demons that rarely appear. When partnered with a Fiend, Devil Summoners get a tremendous boost in all stats by 50% However, their health and mag will continue to be drained by 15% each post.
- Demons:
- Appearance:
Name: Futsunushi Personality Type: Knight Strengths: , , , Weaknesses: , Mag Amount to Summon:
MAG to Summon: 75 MAG MAG to Maintain: 50 MAG per post
Special Skill: Sword Rain | Futsunushi brandishes his blades and attacks with the summoner for one last time allowing his blades to rain upon their enemies. Inflicts heavy slash damage to all enemies and reduces slash resistance down by a level for three turns.
- Appearance:
Name: Suzaku Personality Type: Beast Absorbs: Blocks: Strengths: Weaknesses: , Mag Amount to Summon:
MAG to Summon: 125 MAG MAG to Maintain: 100 MAG per post
Special Skill: Vermillion Phoenix of the South | Suzaku combusts on fire and expires for its Summoner so that they may rise once again from the ashes of defeat. Can be used if the summoner is defeated. Sacrifices life for the summoner to be revived with full HP and tarukaja boost.
- Appearance:
Name: Xi Wangmu Personality Type: Lady Reflects: N/A Absorbs: Blocks: , Strengths: , Weaknesses: Mag Amount to Summon:
MAG to Summon: 75 MAG MAG to Maintain: 50 MAG per post
Special Skill: Orchard Guardian | Xi Wangmu grants a piece of its wisdom as an Immortal to the Summoner's entire party. Heals all mental ailments and grants a 30% resistance against them for three turns.
- Appearance:
Name: Demonee-Ho Personality Type: Jack Strengths: , , , , Mag Amount to Summon:
MAG to Summon: 75 MAG MAG to Maintain: 50 MAG per post
Special Skill: Iron Judgement | Demonee-Ho lays down his authority with a rapid dose of gunfire. Inflicts heavy gun damage to all enemies. Next ice attack made by the entire party pierces through resistances.
- Appearance:
Name: Matador Personality Type: Fiend Blocks: , Strengths: , , , Weaknesses: , Mag Amount to Summon:
MAG to Summon: 150 MAG MAG to Maintain: 15% MAG & HP per post
Special Skill: Red Capote | Matador taunts and elusively presents his red cloth at his enemies. For two turns, all attacks made on the Summoner miss.
**When switching demonic partners, it is the same as if switching Personas. These demons do not have a health bar, and they correlate only to your health and stats. When using their Special Skill, it is like using a Persona User's Class Skill. Once used, they cannot be summoned again. **SP for Demon Summoners will be replaced with Mag. Mag is the essence a summoner has that subjugates their demons. Their demons feed off this essence to empower them. The stronger the demon, the more MAG is needed to drain. To perform their skills, demon summoners also use Mag (even if the skill is a physical attack, unlike Persona Users). The amount of Mag a summoner has can determine just how powerful they truly are. The more Mag the more Demons a summoner can hold aswell. The max amount of demons a Summoner can hold is 12.
HP: 900 MAG: 1465 PEnd: 60% MEnd: 60% Ppstr: 157 Pmstr: 118 Dx: 155 Lk: 135
Zone Combat. With barrels. Some popping up from the floor as needed for re-fill. QAS to re-fill or not. Hacking of level 2 intelligence in order to use computer terminal. >Destroy Terminal >Leave Terminal alone >Use Terminal Use terminal to change up barrels Maybe a QAS mechanic to have explosive barrels dropped on it. Destroys the ceiling or something. Tier 3 and 4 Soul Skill for Nameless?
Last edited by Admin on Sun Apr 28, 2019 7:00 am; edited 43 times in total | |
| | | Admin Admin
Posts : 1233 Join date : 2016-05-16
| Subject: Re: Drug Bust Dungeon Fri Oct 19, 2018 4:31 pm | |
| Barrels/Test Tube- Explosive Barrel:
>Is standing near (a chosen enemy or an ally)...
Reactive Explosion | When KOed, inflicts fire damage equal to its SP to the entire side that it is on. 20% chance of inflicting Searing Burn. | Passive | Tier 2
HP: 1 SP: 100 PEnd: 0% MEnd: 0% Ppstr: -- Pmstr: -- Dx: -- Lk: --
- Volatile Explosive Barrel:
>Is standing near (a chosen enemy or an ally)...
Reactive Explosion | When KOed, inflicts fire damage equal to its SP to the entire side that it is on. 20% chance of inflicting Searing Burn. | Passive | Tier 2
HP: 1 SP: 200 PEnd: 0% MEnd: 0% Ppstr: -- Pmstr: -- Dx: -- Lk: --
- Toxic Barrel:
>Is standing near (a chosen enemy or an ally)...
Reactive Toxic Spill | When KOed, inflicts ailment damage equal to its SP to the entire side that it is on. Entire quadrant is now filled with toxic chemicals with 50% chance of inflicting poison. | Passive | Tier 3
HP: 1 SP: 100 PEnd: 0% MEnd: 0% Ppstr: -- Pmstr: -- Dx: -- Lk: --
- Concentrated Toxic Barrel:
>Is standing near (a chosen enemy or an ally)...
Reactive Toxic Spill | When KOed, inflicts ailment damage equal to its SP to the entire side that it is on and by the attacker. Entire quadrant is now filled with toxic chemicals with 50% chance of inflicting poison, this includes attacking on that area. | Passive | Tier 3
HP: 1 SP: 300 PEnd: 0% MEnd: 0% Ppstr: -- Pmstr: -- Dx: -- Lk: --
- Inert Test Tube:
>Is standing near (a chosen ally)...
Containment Breach | When KOed, immediately summons a Body Horror or Abomination to the field. | Passive | Tier 2
HP: 1 SP: -- PEnd: 0% MEnd: 0% Ppstr: -- Pmstr: -- Dx: -- Lk: --
Level 1- Corpse, Level 7:
Life Drain | Drains 30 HP from one enemy. | 3 SP | Tier 2
Spirit Drain | Drains 30 SP from one enemy. | 3 SP | Tier 2
Mudo | 25% chance of instant death from the power of Darkness to one enemy. | 6 SP | Tier 1
Stagnant Air | Increases all allies' and enemies' susceptibility to ailments and light/dark spells by 20% for three turns. | 5 SP | Tier 1
Poison Mist | 25% chance of inflicting the Poison ailment to all enemies. Poison does constant 15% damage to enemy's current health. | 10 SP | Tier 2
Wide Sweep | Inflicts a small amount of Slash damage to all enemies with added miss chance of 10% and added crit chance of 10%. | 8% HP | Tier 1
Kill Rush | Inflicts a small amount of Strike damage up to 2 times to one enemy. | 8% HP | Tier 1
Cruel Attack | Inflicts a moderate amount of Pierce damage to one enemy with even greater power (30% increase) if the target is knocked "Down". | 13% HP | Tier 2
Strong: Gun, Ice Weak: Fire, Electricity, Light
HP: 800 SP: 240 PEnd: 32% MEnd: 28% Ppstr: 59 Pmstr: 45 Dx: 67 Lk: 57
- Scarecrow, Level 7:
Matera | Inflicts a small amount of Earth damage to all enemies. | 6 SP | Tier 1
Garula | Inflicts a moderate amount of Wind damage to one enemy. | 6 SP | Tier 2
Tarukaja | Raises one ally's Attack by 30% for 3 turns. | 6 SP | Tier 2
Berserk | Inflicts a small amount of Strike damage to all enemies with a 20% chance of inflicting panic. Must recover; user loses next turn. | 10% HP | Tier 1
Heat Wave | Inflicts a moderate amount of Strike damage to all enemies. | 14% HP | Tier 2
Evil Touch | 25% chance of inflicting the Fear ailment to one enemy. 50% chance fear may stop their next attack. If immobilized, will have a 10% chance to flee battle. Wears off after 3 turns. | 5 SP | Tier 1
Ghastly Wail | Instantly kills all NPC (Generic Shadows) targets who are suffering from the Fear ailment (unavoidable). PCs are dealt 50% damage to their current health if suffering from Fear. | 15 SP | Tier 2
Strong: Pierce, Earth Weak: Strike, Light
HP: 420 SP: 300 PEnd: 24% MEnd: 34% Ppstr: 30 Pmstr: 60 Dx: 48 Lk: 72
- Bunny Jest, Level 8:
Sukunda | Lowers one enemy's Agility by 30% for 3 turns. | 6 SP | Tier 2
Taunt | Raises one enemy's Attack by 30% but lowers their defense by 50% for 3 turns. | 12 SP | Tier 2
Tathlum Shot | Inflicts a moderate amount of Gun damage to one foe with a 20% chance to inflict Rage. | 14% HP | Tier 2
Dream Needle | Inflicts moderate Gun damage to one foe with a 25% chance to cause the opponent to fall asleep. (They will recover 5% HP/SP for three turns, but they cannot act and the next physical or dexterity attack will do 50% extra damage and wake them up). | 17% HP | Tier 2
Tier 1 and Tier 2 bullets Medicines & Medical Powder Pistol Dex
HP: 620 SP: 300 PEnd: 2% MEnd: 32% Ppstr: 6 Pmstr: 10 Dx: 70 Lk: 68
- Body Horror, Level 8:
Wide Sweep | Inflicts a small amount of Slash damage to all enemies with added miss chance of 10% and added crit chance of 10%. | 8% HP | Tier 1
Fatal End | Inflicts a moderate amount of Slash damage to one enemy. | 14% HP | Tier 2
Twin Shot | Inflicts a moderate amount of Pierce damage twice to one enemy. | 16% HP | Tier 2
Mudo | 25% chance of instant death from the power of Darkness to one enemy. | 6 SP | Tier 1
Auto-Sukukaja | Begin the battle with Sukukaja cast on yourself. | Passive | Tier 2
Hideous | Inflicts 10% chance of fear on all enemies at the start of each turn. Enemies with Rank 3 Courage are immune. | Passive | Tier 3
Weakness: Fire, Light, Gun HP: 550 SP: 300 PEnd: 14% MEnd: 14% Ppstr: 58 Pmstr: 45 Dx: 56 Lk: 90
Level 2- Patchwork Tweaker, Level 8:
Foreboding Scream | Inflicts moderate Sound (Wind) damage to all and 10% chance to inflict fear to all. | 25 SP | Tier 2
Psychos | Inflicts a moderate amount of Ailment damage to one enemy with a constant drain of 10% health for 3 turns. | 6 SP | Tier 2
Delirious Miasma | The user begins to give off a green miasma in the area for three turns. It can only afflict and would immediately inflict a randomized mental ailment when an enemy is downed. Gas can be blown away with an AoE wind attack and consequently adds 50% chance of being downed by an enemy's next attack. | 15 SP | Tier 2
Rolling Slash | Inflicts a moderate amount of Slash damage to one enemy with a 10% chance of skipping their next turn (boss immune). | 19% HP | Tier 2
HP: 400 SP: 300 PEnd: 24% MEnd: 24% Ppstr: 69 Pmstr: 65 Dx: 45 Lk: 79
- Eyepatch Jest, Level 9:
Gun Master | Increases Gun based dexterity damage output by 20% | Passive | Tier 2
Hell Thrust | Inflicts a moderate amount of Gun damage to one foe with a 20% chance to reduce the enemy's defense by 30% | 15% HP | Tier 2
Eerie Sound | 25% chance of inflicting the Distress ailment to all enemies. 50% chance of landing a critical hit on the distressed enemies for the next 3 turns.| 10 SP | Tier 2
Rakukaja | Raises one ally's Defense by 30% for 3 turns. | 6 SP | Tier 2
Tarunda | Lowers one enemy's Attack by 30% for 3 turns. | 6 SP | Tier 2
Dekaja | Remove stat increase from all enemies. | 15 SP | Tier 2
Auto-Sukukaja | Begin the battle with Sukukaja cast on yourself. | Passive | Tier 2
Provoke | 25% chance of inflicting the Rage ailment to a single enemy. If successful, enemy will go into a blind fury and attack the user and their (users) allies with physical attacks. Cannot summon their Persona, and opponent's dex stat is raised by 15%. Those affected take 20% more damage. Wears off in 3 turns. | 5 SP | Tier 1
Shotgun Dex Tier 1 and 2 bullets
HP: 420 SP: 300 PEnd: 36% MEnd: 22% Ppstr: 6 Pmstr: 10 Dx: 72 Lk: 75
- Top Hat Jest, Level 9:
Mapsyche | Inflicts a small amount of Ailment damage to all enemies with a constant drain of 5% health for 3 turns. | 6 SP | Tier 1
Psychos | Inflicts a moderate amount of Ailment damage to one enemy with a constant drain of 10% health for 3 turns. | 6 SP | Tier 2Tarunda | Lowers one enemy's Attack by 30% for 3 turns. | 6 SP | Tier 2
Charge Crush | Inflicts a moderate amount of Strike damage to one enemy. Skill does double damage against an enemy charging for an attack. | 13% HP | Tier 2
BrainShock | 10% (20% with single target skills) chance of inflicting a *Numb* ailment with each Psyche skill used. Not effective against opponents that are strong/block/etc Ailments. If successfully hit with the numb ailment, the user can activate the BrainShock. BrainShock takes all the damage you've taken from the damage over time throughout the entire fight and deals it to you all at once, all over again, while they still are able to make another move their turn. Once used, they must once again accumulate damage on you, as if they used this skill immediately again they would have lost the previous accumulated damage with the last use of BrainShock. This effect only lasts a single turn and can be healed by your typical ailment healing skill. | Passive | Tier 1
Ominous Words | 25% chance of inflicting the Despair ailment to one enemy. Enemy will lose 15% SP per turn for three turns. | 5 SP | Tier 1
Tentarafoo | 25% chance of inflicting the Panic ailment to all enemies. Doesn't allow the enemies to summon or use Persona based skills. Wears off after 3 turns. | 10 SP | Tier 2
Rakunda | Lowers one enemy's Defense by 30% for 3 turns. | 6 SP | Tier 2
Sukunda | Lowers one enemy's Agility by 30% for 3 turns. | 6 SP | Tier 2
HP: 470 SP: 200 PEnd: 32% MEnd: 38% Ppstr: 35 Pmstr: 85 Dx: 54 Lk: 84
- Abomination, Level 10:
Malaqua | Inflicts a small amount of Water damage to all enemies. | 6 SP | Tier 1
Abominable Acid | All water attacks has a 20% chance of inflicting poison. | Passive | Tier 2
Poison Boost | Increases odds of instilling Poison by 25% | Passive | Tier 2
Poison Mist | 25% chance of inflicting the Poison ailment to all enemies. Poison does constant 15% damage to enemy's current health. | 10 SP | Tier 2
Mitosis | The creature splits flesh from itself to create new life. Summons one new Body Horror ally to the field. | 20 SP | Tier 2
Berserk | Inflicts a small amount of Strike damage to all enemies with a 20% chance of inflicting panic. Must recover; user loses next turn. | 10% HP | Tier 1
Charge Crush | Inflicts a moderate amount of Strike damage to one enemy. Skill does double damage against an enemy charging for an attack. | 13% HP | Tier 2
Heat Wave | Inflicts a moderate amount of Strike damage to all enemies. | 14% HP | Tier 2
Regenerate 1 | Recovers 2% of max HP on each user turn | Passive | Tier 1
Regenerate 2 | Recovers 4% of max HP on each user turn | Passive | Tier 2
Faster Regeneration | Increases regenerate skill rates by half for three turns. | 20 SP | Tier 2
Weakness: Fire, Light, Gun
HP: 800 SP: 200 PEnd: 14% MEnd: 18% Ppstr: 100 Pmstr: 68 Dx: 87 Lk: 54
Sub-Boss- Red Cloak, Level 10:
Heat Wave | Inflicts a moderate amount of Strike damage to all enemies. | 14% HP | Tier 2
Garula | Inflicts a moderate amount of Wind damage to one enemy. | 6 SP | Tier 2
Garu | Inflicts a small amount of Wind damage to one enemy. | 3 SP | Tier 1
Magarula | Inflicts a moderate amount of Wind damage to all enemies. | 12 SP | Tier 2
Dark Arts | Moderate strike damage with a 20% chance of instant death through Mudo to a single opponent. | 16% HP | Tier 2
Eiga | Inflicts moderate Dark damage towards one enemy | 6 SP | Tier 2
Eerie Sound | 25% chance of inflicting the Distress ailment to all enemies. 50% chance of landing a critical hit on the distressed enemies for the next 3 turns.| 10 SP | Tier 2
Hack & Slash | Inflicts a small amount of Slash damage twice to one enemy. | 8% HP | Tier 1
Rolling Slash | Inflicts a moderate amount of Slash damage to one enemy with a 10% chance of skipping their next turn (boss immune). | 19% HP | Tier 2
Tarukaja | Raises one ally's Attack by 30% for 3 turns. | 6 SP | Tier 2
Rakunda | Lowers one enemy's Defense by 30% for 3 turns. | 6 SP | Tier 2
>QAS: Ask what color paper to choose. Red or Blue? >>Red is Red Paper >>Blue is Blue Paper >>Other Color is Netherworld >>No Answer is Nothing, but Red Cloak suffers from debilitate
Red Paper | Inflicts a heavy amount of slash damage to all enemies. 40% chance of inflicting bleeding ailment, <Insert effect> | 25 SP | Tier 2
Blue Paper | 40% of inflicting the Doom ailment on all enemies. Afflicted enemies will die in 3 turns. Can only be cured with revival skills and items. Normal ailment healing items/skills keep the timer back by a turn for each use. | 25 SP | Tier 2
Netherworld | Inflicts heavy dark damage to all enemies with 20% chance of insta-kill. | 25 SP | Tier 3
Strong: Strike, Wind Weak: Light, Fire
HP: 1500 SP: 1000 PEnd: 42% MEnd: 40% Ppstr: 85 Pmstr: 63 Dx: 58 Lk: 107
Last edited by Admin on Sat Apr 27, 2019 9:57 am; edited 33 times in total | |
| | | Admin Admin
Posts : 1233 Join date : 2016-05-16
| Subject: Re: Drug Bust Dungeon Fri Nov 09, 2018 5:45 am | |
| Need to do hacking mini-game
And enemies/guards.
Also graphic for E and J. And graphic for Auction leader and S. Kuzunoha's as well. ???
Need battle background for Boss. | |
| | | Admin Admin
Posts : 1233 Join date : 2016-05-16
| Subject: Re: Drug Bust Dungeon Sat Feb 02, 2019 6:06 pm | |
| ---------------------- Paranoid Intervention---------------------- It was such a quiet night as the moonlight gently graced the expansive grasslands of the East Eden district. There was peace, or at least some kind of semblance of it. But it was going to be a shame that what was going to happen tonight was anything, but peaceful. Raidou walked through the down-trodden path that wound through the fields as Gotou followed after her. Being a Kuzunoha initially stationed inside the City, it took her a while to reach an empty clearing once set aside for crop fields. Yet it has fallen fallow, to be untouched. Raidou watched the clock tower ticking away in the abandoned university that was still a considerable distance away with dead trees masking her presence. All it took was a stroll through the empty field and the dead trees to enter the maw that promised chaos. She would be lying if she didn't feel any tension keeping her spine crawling and her shoulders taut with tension. Footsteps would soon accompany her from behind. "Didn't think you'd actually come. You sure you want to be here for this? Could always leave it to your Senpai to handle everything."<object type="application/x-shockwave-flash" width="450" height="25" data="https://www.youtube.com/v/lbIW_HHxizw?version=2&autoplay=1&hd=1&theme=red&loop=1"><param name="movie" value="https://www.youtube.com/v/lbIW_HHxizw?version=2&autoplay=1&hd=1&theme=red&loop=1" /><param name="wmode" value="transparent" /></object> "Is that why you hired lackeys to do your dirty work? I don't know, maybe you should sit back and cozy up in your comfy office and leave it to a professional, slim." Geirin haughtily replied as he smirked and leisurely leaned against the rotting tree. The derision oozed from his words and from his posture. She was nothing more than a newcomer who was still wet behind her ears and still carrying around that revered title of Raidou Kuzunoha. Sure, she might be suited for the job upon passing those trials. Yet, it didn't erase the fact that all of these responsibilities were unjustly thrust upon her and not to someone who really knew what he was doing. "Enough, Geirin. We have work to do and we all have our way of carrying it out." Gouto hissed in displeasure at this relentless needling. As much as the current successor was still green, all this pettiness was getting in the way of their work. And with lives involved, no one can afford to distract and to piss around wasting everyone's time. With the glowering aimed at him, the Kuzunoha gave a nonchalant shrug and simply closed his eyes, finally leaving Raidou alone. She heaved a small sigh before looking back towards the path she took, hoping the team that registered would arrive soon. Raidou made sure to have outlined an address and some directions of where to meet them pinned to the original file for all of them to see. Hopefully all of them would be able to arrive on time and hopefully some wouldn't cause trouble for everyone like a certain Psyche-Terrorist did. | |
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| Subject: Re: Drug Bust Dungeon Tue Feb 05, 2019 6:48 pm | |
| Both Kuzunoha's jerked their head to the direction of the incoming party. Underneath Raidou's mantle she was close to pulling out her revolver and Geirin patted his fingers against his holstered near his hip. They soon relaxed the tension when it was clear that they were the people the detective hired for this job. The Psyche-Terrorists could notice the piercing eyes golden hues from Geirin's direction, as if discerning their worth as they narrowed towards them. "Only when the situation demands it, I suppose. Otherwise we keep to our own devices as we should in our station." He shrugged and replied to Wicked while giving a pointed glance at Raidou. The Kuzunoha wasn't necessarily pleased that his territory had to be encroached upon a newborn and a bunch of amateurs. This really wasn't his day. He raised an amused eyebrow at the red clown. "Pity that I don't have cash on me. So I'll be busting my ass tonight as well, not that I planned otherwise anyway.""Good, the more the merrier." Raidou smiled and nodded at Wicked as she ignored the jab from her senior. There was strength in numbers. Sure, she had confidence in her own. But sometimes when taking down a huge place like an university, no matter how run-down it was, it was great to have people back you up. Especially when the kind of people you have to deal with are potentially demented and disturbingly. "We will. But Geirin, he'll be taking another side entrance to cover more area and check if there's anything upstairs. With our size, we'll stand out. He'll be attracting more attention on his end to keep most of the heat off us and link up with us later. I believe he prefers it that way.""Hate to break it to you all, I don't have it in me to play babysitter. But you all should be fine, since the great Raidou Kuzunoha will fill in that role just nicely. I'll be going on ahead, if you don't mind." A smirk graced his features while grasping the visor of his cap. He was certainly relaxed about the whole thing, especially after hearing what Raidou had to share of that night with the drug dealer. Seeing is believing, but he wasn't necessarily worried. As a Kuzunoha he had his fair share of scrap and seeing some of the strangest things that ever walked the Earth. Really, it would be a Wednesday at this point having your expectations for oddities broken and surpassed. "Oh it'll be bad, kiddo. No second thoughts or don't bother coming, you'll just be a pain to everyone otherwise. But I suppose that's slim's cross to bear. Break a leg."Without much fanfare, he began to head on into the building alone, leaving the rest of the party with Raidou. She sighed and apologetically spoke to the rest of the team. "I'm sorry. Geirin, doesn't... like to work with others. But his skills are top-notch, so we can trust him to do his job. If no one has any questions right now, we can begin."The team began to approach the university under the dead of night with the trees still covering their advance. It took quite a while to reach this certain spot of a building, but they continued unhindered. There was a path that led to a depression on the ground that was paved by a set of stairs leading downwards into what looked like a pair of doors and a rusted lock that had been hacked away, evidence of the activities going on. With a push, the door creaked quietly and led into what looked like to be hallways. They would lead deeper and deeper into another flight of stairs that eventually took the team into what appeared to be a makeshift industrial setting that was rusting away from constant use. One that looked suspicious like a lab with all sorts of equipment for both delicate and mass manufacturing. Signs of danger in all sorts of languages were set upon the equipment... <object type="application/x-shockwave-flash" width="450" height="25" data="https://www.youtube.com/v/IHQiy96e5HU?version=2&autoplay=1&hd=1&theme=red&loop=1"><param name="movie" value=""https://www.youtube.com/v/IHQiy96e5HU?version=2&autoplay=1&hd=1&theme=red&loop=1" /><param name="wmode" value="transparent" /></object> - Dungeon Infiltration:
Similar to Dungeon Sneaking, you will be infiltrating this dungeon. The rules are similar, you must reach the green star. You have the option to sneak around and ambush enemies. Enemies will patrol and look around. The red cone is the direction of where they're seeing and it's at a range of four spaces. You may use the hiding spots to escape detection, but not necessarily the security cameras. As long as you start from the hiding spot, you can even ambush an enemy even while using shadow accel.
- Map Key:
Blue Star - Start Green Star - Goal Red Star - Enemy Orange Dots - Hiding Spots Gray Spaces - Camera Range Computer - Terminal to Hack in Blue Spaces - Areas frozen and too cold to traverse through. Risks losing 10% HP per space. Green Clouds = ???
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Posts : 1233 Join date : 2016-05-16
| Subject: Re: Drug Bust Dungeon Sat Feb 09, 2019 9:52 pm | |
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Posts : 1233 Join date : 2016-05-16
| Subject: Re: Drug Bust Dungeon Sun Feb 10, 2019 8:32 pm | |
| <object type="application/x-shockwave-flash" width="450" height="25" data="https://www.youtube.com/v/pYaBEVKBoik?version=2&autoplay=2&hd=1&theme=red&loop=1"><param name="movie" value="https://www.youtube.com/v/pYaBEVKBoik?version=2&autoplay=2&hd=1&theme=red&loop=1" /><param name="wmode" value="transparent" /></object> PvS Battle Initiated: Press "F" To Pay Respects!- Corpse, Level 7:
Life Drain | Drains 30 HP from one enemy. | 3 SP | Tier 2
Spirit Drain | Drains 30 SP from one enemy. | 3 SP | Tier 2
Mudo | 25% chance of instant death from the power of Darkness to one enemy. | 6 SP | Tier 1
Stagnant Air | Increases all allies' and enemies' susceptibility to ailments and light/dark spells by 20% for three turns. | 5 SP | Tier 1
Poison Mist | 25% chance of inflicting the Poison ailment to all enemies. Poison does constant 15% damage to enemy's current health. | 10 SP | Tier 2
Wide Sweep | Inflicts a small amount of Slash damage to all enemies with added miss chance of 10% and added crit chance of 10%. | 8% HP | Tier 1
Kill Rush | Inflicts a small amount of Strike damage up to 2 times to one enemy. | 8% HP | Tier 1
Cruel Attack | Inflicts a moderate amount of Pierce damage to one enemy with even greater power (30% increase) if the target is knocked "Down". | 13% HP | Tier 2
Strong: Gun, Ice Weak: Fire, Electricity, Light
HP: 82/800 SP: 240 PEnd: 32% MEnd: 28% Ppstr: 59 Pmstr: 45 Dx: 67 Lk: 57
- Explosive Barrel:
>Is standing near Corpse...
Reactive Explosion | When KOed, inflicts fire damage equal to its SP to the entire side that it is on. 20% chance of inflicting Searing Burn. | Passive | Tier 2
HP: 1 SP: 200 PEnd: 0% MEnd: 0% Ppstr: -- Pmstr: -- Dx: -- Lk: --
- Bunny Jest, Level 8, Defeated by Tamsin:
Sukunda | Lowers one enemy's Agility by 30% for 3 turns. | 6 SP | Tier 2
Taunt | Raises one enemy's Attack by 30% but lowers their defense by 50% for 3 turns. | 12 SP | Tier 2
Tathlum Shot | Inflicts a moderate amount of Gun damage to one foe with a 20% chance to inflict Rage. | 14% HP | Tier 2
Dream Needle | Inflicts moderate Gun damage to one foe with a 25% chance to cause the opponent to fall asleep. (They will recover 5% HP/SP for three turns, but they cannot act and the next physical or dexterity attack will do 50% extra damage and wake them up). | 17% HP | Tier 2
Tier 1 and Tier 2 bullets Medicines & Medical Powder Pistol Dex
HP: 0/620 SP: 300 PEnd: 2% MEnd: 32% Ppstr: 6 Pmstr: 10 Dx: 70 Lk: 68
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Posts : 1233 Join date : 2016-05-16
| Subject: Re: Drug Bust Dungeon Tue Feb 12, 2019 5:02 am | |
| <object type="application/x-shockwave-flash" width="450" height="25" data="https://www.youtube.com/v/RjLWGyx4zoA?version=2&autoplay=1&hd=1&theme=red&loop=1"><param name="movie" value="https://www.youtube.com/v/RjLWGyx4zoA?version=2&autoplay=1&hd=1&theme=red&loop=1" /><param name="wmode" value="transparent" /></object> - Exp Gained:
Archibald - 320 xp Tamsin - 315 xp Rory - 311 xp Rampage - 305 xp Alt Cast - 290 xp
- Item Gained:
1x Copper
- Shuffle Time!:
1 - Stat Booster - Retrieve three stat points for one of your stats randomly. 2 - Velvet Coins - 2,000 Vc (or more) won from battle complete. 3 - Broken Card - Retrieve nothing for battle complete. 4 - Soul Recovery - Recovers 15% of both HP and SP. 5 - Broken Card - Retrieve nothing for battle complete. 6 - Gold Hand Encounter - A Gold Hand will spawn on the map. If you locate and defeat it before it escapes, you will gain double experience and a rare item. These enemies are strong, and will attempt to run away from you. Be sure to chase it down quickly or miss your opportunity for great rewards. - Random number (1,6) :
- 5
Last edited by Admin on Tue Feb 12, 2019 5:05 am; edited 1 time in total | |
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| Subject: Re: Drug Bust Dungeon Fri Feb 15, 2019 4:54 am | |
| As the team entered the room, they would notice that it looked like the remains of a shower system usually made for the sake of decontamination. Though one would wonder why it was made so close to a bathroom. There were many architectural questions to ask, but none were as prevalent as the floating cloth mass. As it was eerie-looking, it was clear that this was not a human being. However, it wouldn't notice the team just yet. Oddly enough it seems to be hanging around near the bathroom stalls, speaking to the empty stall in a low voice. "Do͜ ̷yo̸' w̕a̶n̷' ̀à r'd... o͡r blu'͏ p'pe̛r̢.́.̷.?"҉QAS Phase Initiated!
>Answer The Question
>Ambush The Demon (Courage Rank 2)
>Sneak Past It (Moves to square below)
>Leave It Be (Cannot sneak past) | |
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Posts : 1233 Join date : 2016-05-16
| Subject: Re: Drug Bust Dungeon Fri Feb 15, 2019 7:31 pm | |
| - SQ Gained:
+6 Intelligence to Patty for giving the right answer.
The demon perked up at the sound of someone else in the room. And they were coming closer to it, the creature would've been giddy at the prospect of a visitor at last. But its glee was short-lived as the fated answer was given. There was a silence. One of gloomy quiet before dissipating with a sigh... As it disappeared, something would fall to the ground. It looked like to be a key... - Item Gained:
1x Gas Control Office Key
"Nice job! Glad we didn't have to fight it. It seemed awfully sad, though." ---------------------- | |
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Posts : 1233 Join date : 2016-05-16
| Subject: Re: Drug Bust Dungeon Thu Feb 21, 2019 11:28 am | |
| - PvS Barrel Combat:
You will find some barrels littered around in the heat of battle. They can be targeted.
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Posts : 1233 Join date : 2016-05-16
| Subject: Re: Drug Bust Dungeon Thu Feb 21, 2019 8:32 pm | |
| <object type="application/x-shockwave-flash" width="450" height="25" data="https://www.youtube.com/v/PBIIt3A04fA?version=2&autoplay=1&hd=1&theme=red&loop=1"><param name="movie" value=""https://www.youtube.com/v/PBIIt3A04fA?version=2&autoplay=1&hd=1&theme=red&loop=1" /><param name="wmode" value="transparent" /></object> As the party continued down their path, they would notice within the hallway was something that appeared humanoid, but it lacked any true discernible features. Yet, it still smiled at them with a keen amusement at their arrival. The demon leaned against the wall with arms crossed with a sardonic smile. "Whoa, someone actually found this dump. Who would've known letting a bunch of dealers and crackheads run around in the city would end up like this? Funny that, right?"Raidou cocked her head to the side in confusion. She expected that there was going to be a fight, but yet so far, they were lucky to have nothing happen. Though in a secret drug lab, you would've expected a bit more hostility. There was something odd about this demon. The Kuzunoha just couldn't quite put her finger on it as she watched the interaction between the demon and the Psyche-Terrorists. The demon continued with his thumb, index, and middle fingers rubbing together. "So, you working for the Cadets? You all don't look like the part. Can't think of any Psyche-Terrorist worth a damn who gives a single damn about this either. Not that anyone would, kinda bored of the whole illegal substances shtick here after a while... I take it you all want to get around this dump. I might know a little something. How about we make a trade?"QAS Phase Initiated!
>Give 25% of your Health
>Give 25% of your SP
>Give 2000 VC
>"Hell no, just give me what you got." (Courage Rank 2)
>Decline And Leave
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Posts : 1233 Join date : 2016-05-16
| Subject: Re: Drug Bust Dungeon Sun Feb 24, 2019 10:47 am | |
| "Heh, cheeky kid. I like your style. Alright, don't mind if I do." The demon smirked at Tamsin, amused at how unabashed she was. Everyone in the room would just feel remarkably and suddenly weakened once the demon opened its mouth and began to suck out the life of the party. Once its mouth closed, they would notice their health would not be entirely gone. While licking its lips, it remarked. "Eurgh, one's ya are too salty for my tastes. Kinda ruins it for all of ya, but a trade's a trade. So there's a demon called Red Cloak who guards the master key around this place. He'll ask you if you want a blue or red paper. Say you don't want any and it'll give ya the key.""We've already done that. It left us alone and gave it to us." Raidou explained respectfully, she seemed a little disappointment for the information they were given. Though Gotou, on the other hand, did not seem at all amused by this. Though the demon seemed to stare at the detective. Despite the lack of facial features, it appeared rather shocked. "Well, call me an Monkey's Uncle. There's actually someone with a brain cell. You have no idea how many schmucks got cut up by that guy for making the wrong answer... So a no go on that, huh? How about this then? There's a security room behind me that'll shut down the cameras. You might not need to hack into it if you can find a guard's ID card. Humans are gonna be a no-go, but why not try bothering some of the demons for it? Might be hard if you can't understand 'em, but that's your problem. Not mine. Anyway, I'm blowing this joint, could care less of what happens here, peace."The demon smirked and gave a lazy salute of farewell before beginning to shuffle away and would disappear into the hallways. As it did, Raidou watched it leave and began to remark to herself. "What a strange demon, I wonder why it's here...?"It didn't even bother to attack them, but yet the operations here tolerated it? Something didn't quite add up, but the Kuzunoha wouldn't have time to mull over it. They were in the middle of an operation themselves and one that would affect the lives of the City. The detective announced to the party. "If you want to find those ID cards, I can help translate to the best of my ability. Otherwise, we should get going." | |
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| Subject: Re: Drug Bust Dungeon Mon Mar 04, 2019 4:39 pm | |
| As the team entered through the door, scientific equipment could be seen. It was almost so out of place to see robotic tools eking out materials behind a glass surface. At the end of the assembly train seemed to be creating a trail of the familiar drugs from that one night as they endlessly streamed through a wall, possibly for storage like a factory. But if the team carefully examined the tubing, they would finally chance upon the endless amount of bodies and the tell-tale stench of anti-septic and... rotting flesh. Each and everyone of them appeared to be in test tubes and every one of them accompanied by a small terminal that accounted for their "living state". Yet, many couldn't be called to be human nor demon either. Pallid, wiry, and deformed bodies floated silently in the incubating nature of their water tanks. Others were laid out in gurneys with tubes protruding through every nook and cranny. Green and red fluid was being drained from each vessel. Most of them were motionless, save for one who looked like an absolute husk, lacking any eyes to perceive the newcomers. But it would blindly turn to the direction and begin to rasp and to wheeze. <object type="application/x-shockwave-flash" width="450" height="25" data="https://www.youtube.com/v/8G9hV4ORg9w?version=2&autoplay=1&hd=1&theme=red&loop=1"><param name="movie" value="https://www.youtube.com/v/8G9hV4ORg9w?version=2&autoplay=1&hd=1&theme=red&loop=1" /><param name="wmode" value="transparent" /></object> | |
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| Subject: Re: Drug Bust Dungeon Wed Mar 06, 2019 4:46 pm | |
| "They're well funded, far too well. They're being bankrolled." The detective readily agreed with Wicked as she observed the many implements and machines at use. It was looking less of a hidden and make-shift narcotics lab, but more of a professional factory. This bode ill. If they had such resources, surely they had other places like this. That fact caused her spine to shudder. How many pills were being distributed? How many would be infected with that insanity? The potential numbers were frightening, but it strengthened their resolve, at least for a moment. When Raidou met face to face with that one tweaker on that fateful night, she once believed it was just the beginning. Oh, how right she was. For all of her efforts to retain the professional facade, the shock couldn't be even more apparent and the repulsion ever more so when the rank odor hit her nostrils. Even Gotou seemed to share her sentiment, but would find himself glaring at first at the talking corpse. There was pity to be had with such a victim, but others chose to show it by eccentric means. In light of their reactions, the Kuzunoha had to bury down her shock and her smoldering fury. There was the mission and they couldn't afford to fail here. <object type="application/x-shockwave-flash" width="450" height="25" data="https://www.youtube.com/v/z9zipzqHWFs?version=2&autoplay=1&hd=1&theme=red&loop=1"><param name="movie" value="https://www.youtube.com/v/z9zipzqHWFs?version=2&autoplay=1&hd=1&theme=red&loop=1" /><param name="wmode" value="transparent" /></object> - SQ Gained:
+3 Understanding to Rampage for trying to calm down Tamsin and Archibald the same with Patty.
With Rampage taking care of Tamsin, Raidou decided to force her attention onto the Witch who was on the verge of losing it. She stepped in the direct path, the line of sight the Psyche-Terrorist was training on to destroy. The Kuzunoha did only let a hand rest on the hilt, but did not draw it. Rather, she did not make any motions suggesting she saw her as a threat. Yet her eyes were sharpened like a steel blade when she began to calmly regard Wicked, in a way that forcibly commanded her attention. "Did you forget what we're here for, Wicked? I didn't bring you to indulge in destructive impulses. I trusted you enough that you can help me take down these depraved people and not jeopardize what we aim to do. I won't tell you not to destroy it, all of it deserves to burn. But if we want to shut this entire operation down so no one else becomes a victim, we need to investigate first. Please, call off your Persona."She firmly grabbed Doctor Fate by the shoulder to keep him from jumping the gun. | |
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| Subject: Re: Drug Bust Dungeon Wed Mar 13, 2019 11:24 am | |
| It was over. Raidou found her shoulders slacking from the sudden loss of tension as the Witch relented. She was almost sure that Wicked was going to activate and shoot all of that accumulated power at the entire room. But, hearing Tamsin's voice seemed to stop it all, like a voice of reason that they all needed. Watching that attack hit to the side and crush the contents of that test tube, it was truly understandable. All this anger was mutual. None of this can be forgiven, nothing can be. The Kuzunoha only pulled down her cap and looked back to the victim who was now speaking to Tamsin. "Ha... Ha... I-It all start-t-ted... as... a... g-gig from... night c-c-club f-f-for F-F-aust. As wait... staf-f-f. Free drugs... and m-money. But they...Ha... brought us here... All... clowns... faceless, but... smiling... laughing... Like... Nightmare... Bag...head... did... things... Ha... Ha... Ha-orrible... things... Eating... drugs... f-from... demons... and becoming... demons... Ha... Ha ha!" The creature painfully wheezed and cackled out at her. It spasmed in pain and groaned, but nothing would happen, just the pangs of the results of their transformation. It was clear that this thing was growing weaker as the tubes continued to suck all of its life from it by each ounce. Of course, there truly was little what they can do for it. Its very existence was an affront to life. "Are there others like you outside of this room? In this building?" Raidou inquired gently. While the stench was strong and the view horrifying, she retained her professional composure, if only barely. He painfully replied with the empty sockets addressing the detective. "N-n-no... J-j-just... me... and us... Ha... There's... other... labs out there... I... don't know... where... B-but there's... t-terminal s-somewhere... w-with... info... I... don't know... anything... else."Raidou quietly nodded. There was no dead end here, but she was glad it was fruitful and didn't just simply prolong his suffering for nothing. "Thank you, Sir. Is there... anything we can do for you?""I... wanna... sleep." It wheezed at her and even painfully held out a hand to grasp at the many cords digging into his flesh. "This... This isn't living. Please... While I'm still... Myself... Ha ha ha... End it... Now..." The Kuzunoha nodded at Doctor Fate to finally continue what he offered to do. She wasn't going to stop him this time, especially at a personal request. It wouldn't be difficult for him to find it and finally put an end to it. The machines sucking out the dregs of the creature's life would lull to a stop. The heart monitor would shut down just as the plug was pulled. As the creature laid there, he asked one last thing. "S-stay... with me... Please? It won't... be... for--"Like a puppet whose strings were cut, there was only a groan and then silence. Raidou took off her cap and held it to her chest as she closed her eyes. After only a quiet moment, she put it back on and gave a firm nod towards Wicked as she began to walk away from all of it to avoid the brunt of the Psyche-Terrorist's wrath. | |
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| Subject: Re: Drug Bust Dungeon Sat Mar 23, 2019 7:06 pm | |
| Indeed the team has managed to shut off the cameras, causing the screens to go black as well. However, they would also begin to hear footsteps encroaching upon their position. With door burst open, the ruin's two inhabitants began to barge in before beginning to cackle at them in delight and speak through their handheld radio. "Ha! J-just as y-you th-thought, Boss! Ha ha ha! W-we got c-company!""Oh? Is that so? Show them a bit of hospitality, won't you? I would like to see our guests personally when you're finished." The voice from the device buzzed in, causing the Clowns began to widen their deranged grins. ---------------------- <object type="application/x-shockwave-flash" width="450" height="25" data="https://www.youtube.com/v/pYaBEVKBoik?version=2&autoplay=1&hd=1&theme=red&loop=1"><param name="movie" value="https://www.youtube.com/v/pYaBEVKBoik?version=2&autoplay=1&hd=1&theme=red&loop=1" /><param name="wmode" value="transparent" /></object> - Bunny Jest, Level 8:
Sukunda | Lowers one enemy's Agility by 30% for 3 turns. | 6 SP | Tier 2
Taunt | Raises one enemy's Attack by 30% but lowers their defense by 50% for 3 turns. | 12 SP | Tier 2
Tathlum Shot | Inflicts a moderate amount of Gun damage to one foe with a 20% chance to inflict Rage. | 14% HP | Tier 2
Dream Needle | Inflicts moderate Gun damage to one foe with a 25% chance to cause the opponent to fall asleep. (They will recover 5% HP/SP for three turns, but they cannot act and the next physical or dexterity attack will do 50% extra damage and wake them up). | 17% HP | Tier 2
Tier 1 and Tier 2 bullets Medicines & Medical Powder Pistol Dex
HP: 620 SP: 300 PEnd: 2% MEnd: 32% Ppstr: 6 Pmstr: 10 Dx: 70 Lk: 68
- Patchwork Tweaker, Level 8:
Foreboding Scream | Inflicts moderate Sound (Wind) damage to all and 10% chance to inflict fear to all. | 25 SP | Tier 2
Psychos | Inflicts a moderate amount of Ailment damage to one enemy with a constant drain of 10% health for 3 turns. | 6 SP | Tier 2
Delirious Miasma | The user begins to give off a green miasma in the area for three turns. It can only afflict and would immediately inflict a randomized mental ailment when an enemy is downed. Gas can be blown away with an AoE wind attack and consequently adds 50% chance of being downed by an enemy's next attack. | 15 SP | Tier 2
Rolling Slash | Inflicts a moderate amount of Slash damage to one enemy with a 10% chance of skipping their next turn (boss immune). | 19% HP | Tier 2
HP: 400 SP: 300 PEnd: 24% MEnd: 24% Ppstr: 69 Pmstr: 65 Dx: 45 Lk: 79
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| Subject: Re: Drug Bust Dungeon Tue Mar 26, 2019 4:23 am | |
| <object type="application/x-shockwave-flash" width="450" height="25" data="https://www.youtube.com/v/pYaBEVKBoik?version=2&autoplay=1&hd=1&theme=red&loop=1"><param name="movie" value="https://www.youtube.com/v/pYaBEVKBoik?version=2&autoplay=1&hd=1&theme=red&loop=1" /><param name="wmode" value="transparent" /></object> - Bunny Jest, Level 8:
Sukunda | Lowers one enemy's Agility by 30% for 3 turns. | 6 SP | Tier 2
Taunt | Raises one enemy's Attack by 30% but lowers their defense by 50% for 3 turns. | 12 SP | Tier 2
Tathlum Shot | Inflicts a moderate amount of Gun damage to one foe with a 20% chance to inflict Rage. | 14% HP | Tier 2
Dream Needle | Inflicts moderate Gun damage to one foe with a 25% chance to cause the opponent to fall asleep. (They will recover 5% HP/SP for three turns, but they cannot act and the next physical or dexterity attack will do 50% extra damage and wake them up). | 17% HP | Tier 2
Tier 1 and Tier 2 bullets Medicines & Medical Powder Pistol Dex
HP: 0/900 SP: 300 PEnd: 20% MEnd: 32% Ppstr: 6 Pmstr: 10 Dx: 70 Lk: 68
- Patchwork Tweaker, Level 8:
Foreboding Scream | Inflicts moderate Sound (Wind) damage to all and 10% chance to inflict fear to all. | 25 SP | Tier 2
Psychos | Inflicts a moderate amount of Ailment damage to one enemy with a constant drain of 10% health for 3 turns. | 6 SP | Tier 2
Delirious Miasma | The user begins to give off a green miasma in the area for three turns. It can only afflict and would immediately inflict a randomized mental ailment when an enemy is downed. Gas can be blown away with an AoE wind attack and consequently adds 50% chance of being downed by an enemy's next attack. | 15 SP | Tier 2
Rolling Slash | Inflicts a moderate amount of Slash damage to one enemy with a 10% chance of skipping their next turn (boss immune). | 19% HP | Tier 2
HP: 0/800 SP: 300 PEnd: 24% MEnd: 24% Ppstr: 69 Pmstr: 65 Dx: 45 Lk: 79 Tarunda: 1/3
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| | | Admin Admin
Posts : 1233 Join date : 2016-05-16
| Subject: Re: Drug Bust Dungeon Thu Mar 28, 2019 4:37 pm | |
| - Exp Gained:
Tamsin -- 364 Rampage -- 368 Archibald -- 368 Rory -- 364 Alt Cast -- 350
- Item Gained:
1x Dim Lightbulb
- Shuffle Time Bonus:
1 - Stat Booster - Retrieve three stat points for one of your stats randomly. 2 - Velvet Coins - 2,000 Vc (or more) won from battle complete. 3 - Broken Card - Retrieve nothing for battle complete. 4 - Soul Recovery - Recovers 15% of both HP and SP. 5 - Broken Card - Retrieve nothing for battle complete. 6 - Gold Hand Encounter - A Gold Hand will spawn on the map. If you locate and defeat it before it escapes, you will gain double experience and a rare item. These enemies are strong, and will attempt to run away from you. Be sure to chase it down quickly or miss your opportunity for great rewards. Only one can spawn at a time. - Random number (1,6) :
- 1
-------------- As the team would begin to make their move, it was easier to notice that the hallways were emptier this time around. However, the tell-tale quakes from above continued to shake the basement level...
Last edited by Admin on Thu Mar 28, 2019 4:48 pm; edited 2 times in total | |
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| Subject: Re: Drug Bust Dungeon | |
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