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Post by Genesis on Mar 3, 2023 20:24:02 GMT -8
*This was why Deav was missing the trademark cannon that he was carrying before. He had a plethora of new weapons, each requiring a new response as Deav used them against Genesis. He would form his own energy blade to clash with the one that was headed his way as he turned and caught the missile that came with his free hand as it exploded. He would deflect the following shot as well the electromagnetic bomb that followed as the shot exploded to the side as well as the bomb as the dust began to settle and Deav was back on the attack. His blade would meet the drill as his eyes slightly narrowed as the next explosive was sent out, pushed back himself as he caught himself with the blade before quickly dislodging it and throwing it at the encroaching bomb that now followed, exploding it as well without harming him. At the very least he was well-versed in combating opponents that utilized explosions, and often they shared a common denominator as well: they were to augment everything that followed them. He understood that fundamental means of use from the weapons already, which meant the bomb would likely be used again but augmented due to a variety of other means.*
*Now came acting against it. He formed another blade, energy swirling as he released it alongside several smaller twisters as he fired off another shot. It was able to get past the standard defenses of Deav here. But he had an inkling that just like the attacks, those were also going to be nonstandard from here on out.*
Defense Phase:
+161 Armor via Metal 6 effect.
Metal x 2 Activated. 4,788 Armor. Power Block activated. Takes Active Buster for 0.
Flux: The Passage of Genesis Dodge ~ C+ Tier Description: Accessing some of his former abilities, Genesis' eyes flash as he removes any attack coming his way. Effects: Dodges one attack. If Genesis is strong against the next attack, he can dodge it as well. x13 Uses
x2 Used.
Burst Omega used on Grand Grenade. Power Block used on Ground Crawler. Naturally avoided.
Support Phase:
Ice Panels Ice Element ° Non-Ice Navis cannot use Aiming or Imbuing Abilities * ° Non-Ice Attacks enter cooldown each turn Ice Panels are active * ° User and Ice Navis fully refresh 1 Cooldown per turn (if it can be augmented) * Lasts for 3 Turns
Resets Natural Avoid.
Astral Star - Beginning of the Awakening: Testimony
Genesis' cloak bursts into shards of data before forming around his armor, the onyx black dawning a white outline of energy all around it, purple eyes becoming a dull scarlet and marking the second state, Testimony.
- +1 Use to All Programs. - +1 Use to All Skills. - +1 Use to One S-Tier Attack.
- 1 Turn Duration
Attack Type and Tadashi Set: 6 Auto-Charges. Charges to Hounding Crescent, Chained Genesis, Unfounded Edge, Form Destruction, War Cluster, and Crumbling Ethereal.
6 Attack Slots.
Offense Phase:
Crumbling Ethereal C-Combat Spatial Element Unleashing a massive swirl of energy, Genesis forges a tornado of energy from a swipe of his blade to tear through enemies in his path, encasing them in further calamity. Damage: 651 Effects of Attack: Undodgable, Breaks Shields, Cannot be Naturally Avoided, Cannot be Intercepted. Regardless of Success, attacks that target additional targets can be aimed at the same target multiple times for one turn. These additional attacks aimed at the target are at 50% damage. 1 Turn Cooldown 1 Turn Charge
Obsidian Breaker x 2 C-Combat Spatial Element A swift barrage to shatter the opposition in an instant. Damage: 110 x 5 Effects of Attack: Breaks Shields, Avoid Separately 3x/Turn (4 CD, 8 CDR applied)
Ivory Twilight S-Combat Plasma Element A white and silver magnum, much larger than Genesis himself would commonly use. When invoked, it fires a shot with the sole intent of annihilation. A memento of old times and channels his might extremely well when used. Damage: 4,309 Effects of Attack: Damage scales from armor instead of Base Damage. 1 Turn Optional Charge 3x/Turn
Charging Fast Gauge: 1/1 Charging Meteors: 1/1 + Cuts Auras
Genesis: HP: 6,200/6,200 Total Damage: 6,060 Hounding Crescent: 1/1 Chained Genesis: 1/1 Unfounded Edge: 1/1 Form Destruction: 2/3 Fast Gauge: 1/1 Meteors: 1/1
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Post by Gaia on Mar 5, 2023 13:26:56 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
He had stood strong for the first swing, but as the desolation was taken directly into Vamin's maw, taking on the appearance of a great beast that consumes all, Vanguard realized why Vamin's form was so fitting to be the avatar of desolation, of famine, itself. It would voraciously feed on all resources, until there were no resources remaining. Vamin gorges himself, to leave nothing left of those surrounding him.
It brought a lot of things into perspective. As the flames came crashing forward, his eyes let him see their intent, and he did what he could to evade them. The dangers that they presented were simply too much to ignore, even channeling the power of this Darksoul, as he unleashed blast after blast of purple flames to meet the flames that he surged forward. Once all was said, he still stood strong, ready to weather the storm.
"Let's see what we have, then," he murmured, as he shook off the last of the flames licking over him, having been battered by Vamin, now. As his energy surged up within him, Vanguard unleashed a small wave of energy to respond to Vamin. He knew that, all told, the small array of reticles, blasts of energy, and slashes of refined Darklight wouldn't amount to much against the king of want and shortage, but, the effort itself is what he was looking for.
Once all was said, however, he did have something of an intent. His pyres ignited, surging between the purple flames and the red waves of war, as he created a massive plume of purple flames in his palm. Dashing towards Vamin, he lifted himself off of the ground, and simply pointed his finger. From the bead, a torrent of flames rent forth, one after the other, the surge of war causing it to blaze once more, as he unleashed without relent against the avatar of want, and each blast caused his flames to burn brighter.
Defense Phase
[Vanguard HP=2500/2500]
[Vanguard has 0 Armor and is in Darksoul]
[Firewall cleanses Attrition] [2/2]
[11/12 | 6/6 | 3/3] [::BattleChip:Bug FixLv1:v21::] [Cleanses Attrition]
[Deflect] [C-Tier, Shield] Vanguard uses intensified darklight energy as a shield, creating energy to cancel out another's. - Blocks 1 Attack. -- [Active, 5/13]
Vanguard avoids all instances of Begotten Flames and suffers -8 Chip Uses from Head Bash.
[3/12 | 6/6 | 3/3]
[Vanguard HP=1/2500]
Support Phase
[Crown of the Fallen Monarch] - Taken for 375 Damage.
[::BattleChip:Hub BatchLv1:v21::]
[+1 Use to Battle Tempo] [6/12 | 6/6 | 2/3]
{ Mobius - Vanguard charges all chargeable attacks. ::(+):: Infinite Power, Finite Output. ° Preemptive Charges may be applied as desired ° All chargeable attacks are automatically charged once per turn ° One full-turn charged attack of choice is auto-charged once every Even Turn ° Charges are allowed to be held indefinitely when fully charged ° Triggered Auto Strikes have no interaction with this Giga Program } Zealot's Fuel [2/5 Charges] Zealot's Ultimatum [2/5 Charges] Tactical Destruction [2/2 Charges] Charged Barrel [2/5 Charges] Darklight Sword [2/5 Charges] Doomsight [2/5 Charges] Aiming Gaze [1/1 Charges] Variable Assault [2/2 Charges] Dynamo Aiming - [2/2 Charges] Disruptive Pulse - [2/2 Charges] Power Revolver - [2/2 Charges] Unyielding Judgment - [2/5 Charges] Zealot's Judgment - [1/1 Charges] Zealot's Prominence - [1/1 Charges] Zealot's Conviction - [2/5 Charges] Power Gambit - [1/1 Charges] Zealot's Overflow - [1/1 Charges] Zealot's Blade - [2/2 Charges] Dark Meteors - [2/2 Charges] Dark Bomb - [1/1 Charges] Boomerang - [1/1 Charges] x2 Rainy Day - [1/1 Charges] Tornado - [1/1 Charges] Volcano - [1/1 Charges] x2 Element Poison - [1/1 Charges] Seal Cannon - [1/1 Charges] Super Vulcan - [2/4 Charges] Meteors - [1/1 Charges] x2 Desolation Sweep - [2/5 Charges] Red Demise - [5/5 Charges] Overfueled Reticle - [1/5 FTC] Blackwing - [1/1 Charges]
[Tactical Mastery] [S-Tier, Chip Imbue] Vanguard's ability to expand his arsenal beyond normal margins has grown to mastery. The difference between his chips and his typical arsenal has faded entirely. -- The user's charged attacks may consume a Standard or Dark Attack Chip to gain its Damage, Elements, and 1 Non-★ Effect for that use per turn that it was charged. Has no effect on Mega or Giga Chips. -- Multiple Standard Chips may be imbued by this process, but the Attack will cost an additional Attack Slot for every chip imbued beyond the first ° The same chip cannot be imbued multiple times onto the same attack -- [Passive]
[Pinpoint Offensive] [Advanced] Vanguard's power is in his eyes, a powerful gift that allows him to stare into a target's code and see the critical point within which it flows. - Up to 5 of Vanguard's Passive Attack Slots are converted into stacks of Constant Charge. - Constant Charge can be spent to apply a multiplier to one Attack's Damage per turn (proportionate to an Optional Charge Multiplier, corresponding to the Constant Charge spent) - Constant Charge resets at the end of every turn [- Constant Charge does not substitute Required Charge] [- Interruption removes all stacks of Constant Charge for 1 Turn] -- [Passive]
[Checkmate] [A-Tier, Attack Slot+] As Vanguard's tactical expertise comes to fruition, his speed increases to further his goals. - Vanguard gains +1 Attack Slot per 2 completed charges he is holding at the start of his offensive phase. This stacks up to 4 times. -- [Passive]
[Battle Tempo] [B-Tier, AS+/Aimer] To scan the field of battle and make decisions as they are required, Vanguard feels the flow of battle in the air and pushes himself farther. - Vanguard gains +1 Attack Slot and adds "Cannot be Naturally Avoided" to 1 Attack, this turn. -- Alternatively, may forego one of the effects to gain the other twice. --- [Active, 2/8 Uses]
[5% Noise]
Offense Phase 2 -> 15 AS || 2 DCE
[Crown] [::BattleChip:Dark ShockwaveLv7:v21::]
1. [Dynamic Aiming] [1/2 Charges] Locking onto his target, Vanguard unleashes a round that curves about to keep up with them. [200] Fire S-Damage [50%] ::C:: Undodgeable, [Breaks Shields] ::C:: Can be optionally charged for up to two turns, choosing one omni-aimer of choice per turn of charge applied. ::o:: Breaks Unbreakable Shields ::B:: Cannot be Intercepted, Cannot be Naturally Avoided ::°:: 2-CD
2. [Variable Assault] [2/2 Charges] Vanguard loads a round and uses his data to unleash a destructive burst designed just for his adversary. [200] X S-Damage [50%] ::C:: [Cuts Auras] Undodgeable ::C:: Can be optionally charged for up to two turns, choosing one omni-aimer of choice per turn of charge applied. ::o:: Breaks Unbreakable Shields ::B:: Multi-Target: 1 ::B:: Non-Hidden Element chosen upon use. ::°:: 2-CD
3. [Power Gambit] [1/1 Charges] The fuel core inside of Vanguard builds up Darklight power and expels it into his systems. [240 -> 360] Fire S-Damage [60%] ::C:: Can be optionally charged for 1 turn. ::S:: If Hits: +1 Skill Use, +1 Attack Use ::S:: If Interrupted: +2 Skill Uses, +2 Attack Uses instead. ::o:: -4 Total Attacks/Use ::o:: [0/1] Uses/Battle
4. [Darklight Sword] A mighty sword created from darklight energy that cleaves through multiple enemies. [240] Fire C-Damage [50%] ::C:: 2 Aiming effects chosen upon use || Breaks Shields, Cuts Auras ::C:: Can be optionally charged for up to 5 turns. ::o:: Cannot be Naturally Avoided, Cannot be Countered
5. [Doomsight] His eyes scan the area and set reticles into the air, which rapidly spiral and explode on impact. [240] Fire S-Damage [60%] ::C:: 2 Aiming effects chosen upon use || Breaks Shields, Cuts Auras ::C:: Can be optionally charged for up to 5 turns. ::C:: Per turn of charge applied, inherits one effect up to B-Tier from an attack avoided on the turn released. Replaces the optional charge multiplier.
[DCE] 6. [::BattleChip:Dark SwordLv7:v21:"Breaks Shields"::]
[DCE] 7. [::BattleChip:Dark VulcanLv7:v21:"Breaks Shields"::]
[4/12 | 4/6 | 2/3] [::BattleChip:NeoVariable SwordLv1:v21::] [::BattleChip:NeoVariable SwordLv2:v21::]
[War's Grip]
8. [Zealot's Conviction] [3/5 Charges] A blazing decision, that all in his way must fall. [240 -> 4,500] Fire C-Damage [60%] ::S::+ After use, applies one temporary effect affecting this attack to an attack next turn. ::C:: Can be optionally charged for up to four turns, applying this effect for an additional turn per charge. This attack gains 1-CD per additional turn charged. ::°:: -1 Total Attacks/Use, 1-Turn Required Charge. ::°:: 1 Uses/Battle
[Zealot's Conviction] A blazing decision, that all in his way must fall. [240 -> 4,500] Fire C-Damage [60%] ::S::+ After use, applies one temporary effect affecting this attack to an attack next turn. ::C:: Can be optionally charged for up to four turns, applying this effect for an additional turn per charge. This attack gains 1-CD per additional turn charged. ::°:: -1 Total Attacks/Use, 1-Turn Required Charge. ::°:: 1 Uses/Battle
[Zealot's Conviction] A blazing decision, that all in his way must fall. [240 -> 4,500] Fire C-Damage [60%] ::S::+ After use, applies one temporary effect affecting this attack to an attack next turn. ::C:: Can be optionally charged for up to four turns, applying this effect for an additional turn per charge. This attack gains 1-CD per additional turn charged. ::°:: -1 Total Attacks/Use, 1-Turn Required Charge. ::°:: 1 Uses/Battle
[Zealot's Conviction] A blazing decision, that all in his way must fall. [240 -> 4,500] Fire C-Damage [60%] ::S::+ After use, applies one temporary effect affecting this attack to an attack next turn. ::C:: Can be optionally charged for up to four turns, applying this effect for an additional turn per charge. This attack gains 1-CD per additional turn charged. ::°:: -1 Total Attacks/Use, 1-Turn Required Charge. ::°:: 1 Uses/Battle
9. x7 [::BattleChip:Dark SwordLv7:v21:"Breaks Shields":"Cannot be Naturally Avoided"::]
Summary Phase
[Vanguard HP=1/2,500]
[Status] - -- Normal [Stage] - -- [::Shortcut:Stage:Normal::] [Cooldown] - -- [Dynamic Aiming | 1/2] -- [Variable Assault | 1/2]
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Post by Zane on Mar 5, 2023 15:59:16 GMT -8
Vamin's own eye let off a gleam, the conditions in sight. In a battle of resources, who best used those resources at the correct pace was the victor. The defeated would be whoever squandered what they possessed. To that end, Vanguard's defeat had been interweaved between the actions both had taken. The Tactician's attacks would be meaningless even if they made contact with Vamin, but for him to swing in vain was a sign all its own. And so the Reaverking who sowed desolation swung in turn, meeting the attacks that came to mitigate many while a few made landfall just the same. When the flames returned in his wake, his form was revitalized once again as they brought in their wake a new brand of desolation, sweeping across and aiming to burn through even the prominence that kept him strong against the Herald of Famine.
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The Overlord was adept at handling this sort of approach. His attacks made landfall once more, but it didn't stop Deav just yet as he began to interchange the weapons again as more missiles from earlier arrived. A gray, black and brown armament alongside a blue and black one. One fired more homing missiles while the other launched a probe that fired on its own. His default arm appeared again as he unleashed a mine that splashed and erupted, his other turning into a long gray and dark blue bazooka that fired a red blast that exploded at the Overlord. The bazooka was changed out for another long weapon with an orange scope, firing a slow shot before both arms changed again, a gray machine gun and a blue machine gun as he unleashed a hail of bullets that was closely followed by the great explosion of the weapon fired previously.
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:Vamin:
Defense:
Rebuttal A strike against a strike, repelling the blow coming his way. Effects: Blocks an attack. Uses: 15
x2 Used. Blocks Dark Shockwave, Power Gambit.
Reprisal A strike against a strike, repelling the blow coming his way. Effects: Dodges an attack. Uses: 15
x10 Used. Dodges Darklight Sword, Doomsight, Dark Sword x 8.
Takes the rest for 0 Damage.
Set:
Dark Soul: The Reality of Famine A relentless, unending thing. Famine exists, whether one likes it or not. And so long as it exists, so too does the one that embodies it. - Automatically active at all times. - Navi is invincible except against attacks modified by Aiming skills. - Status Reductions, Damages, and Glitches from Dark Chips on opponents are twice as potent. - Reaver's Eye Bursts can be used more than once per battle, but only once per turn. - After turn 3, Vamin can change the stage an additional time per turn, continually increasing.
+2 Panel Changes gained.
Famine's Plateau The ruthless field of lava that Vamin specializes in, beyond the norm accomplished by others. Effects: Custom panels. Co-exists with other existing panels. These panels become active after Lava Panels have been activated once. While active, those in possession of the Reaver's Eye can activate it regardless of its current value. All others take 500 unavoidable damage and have -200 armor. If any opponents are immune to these effects, they instead gain +1,000 Damage and +5,000 Health/Turn and all attacks are considered Aimed. Inactive outside of Lava Panels.
Progression The speed at which the disaster trudges ahead, not slowly but surely. Effects: Can change the stage twice as many times.
Reaver's Eye Surge activates. Panel Master Active. Stage changed to Metal, Magnet, and Lava in rotation. Ends on Dark.
Attrition A clash that continues as long as the strife does, until resources are lost. Effects: Opponents' skills require an additional use to be used. Opponents' avoids avoid one less attack. Opponents' recovery and armor are reduced by 20%. Opponents' attack slots and auto charges are reduced by one. For every two turns that pass, these effects are advanced by a stage. (Skills require two additional uses, avoids avoid two less attacks, recovery and armor are reduced by 40%, attack slots and auto charges reduced by two). Pierces Immunity. Passive.
Currently: +2 Skill Use required on all skills, -2 Avoidance on all avoids, recovery/armor -40%, attack slot/auto charge -2.
Feast or Famine A wealth of unending stamina so long as the terrain favors the one who bears famine. Effects: As long as Magnet, Lava, or Famine's Plateau are active, Vamin's HP, Damage, Armor, and Regeneration are boosted by 1.5x and Attack Slots are boosted by 1 based on how often they have been active throughout the battle. If the stage is changed, it counts as 1 turn having passed for the stage. (Turn 1 = 1.5. Turn 2 = 2. Turn 3 = 2.5.) Passive.
Presently: 15x
Relentless Hunger A nagging sensation that tears one apart from the inside of all who challenge famine itself. Effects: Opponents take 250 Unavoidable Damage per turn. This damage is increased by itself per time the stage has been changed in the turn.
Stage started as Normal. Stage changed twelve times by Vamin. Feast or Famine activates twelve times. Relentless Hunger = 4,900
Total Unavoidable = 7,800 + Cuts Survival Effects 31 Attack Slots.
Battle:
Head Bash x 31 C-Attack Metal Element Slamming the head down, the horn-like instrument being used to amplify the blow. 2,500 -> 37,500 DMG, Undodgable, Breaks Shields, Ignores Armor. If avoided, all enemies cannot change panels and lose panel immunity for two turns.
Shockwave x 31 X-Attack Metal Element A mighty force that accompanies every blow unleashed. 1,000 -> 7,500 DMG, Auto-attacks after each of Vamin's C-Attacks. Damage boosting effects have a 50% increased effectiveness for this attack. Damage of this attack can be divided to instead be distributed as multiple hits.
Attack Slots: 31 Armor: 3,300 Regeneration: 67,500 [Vamin HP=1,875,000/1,875,000] Stage: Dark
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:Deav:
Defense:
6,060 Damage Taken.
Set:
Hyper Mode: The Reality of Death A slow, inevitable thing. Death exists, whether one likes it or not. And so long as it exists, so too does the one that embodies it. - Doubles the damage of one attack per turn. - Can add avoid separately to one attack through the turn. - Negates all outside damage buffs to attacks against Deav. - Negated damage buffs are applied to a number of attacks for Deav equal to how many were negated. 15 Turn Duration
Attack Slots: 7
Battle:
Auto - Active Buster S-Attack Seeking Element 10,500 DMG, Breaks Shields, Cuts Auras, Auto-Attacks for 5 turns after use. Can be used while auto-attacking.
Homing Missile S-Attack Seeking Element 6,500 x 3 DMG, Breaks Shields, Cuts Auras, Destroys Clones, Auto-Attacks for 5 turns after use. Can be used while auto-attacking.
Hunter Seeker S-Attack Seeking Element 7,500 x 2 DMG, Breaks Shields, Cuts Auras, Ignores Armor. Auto-Attacks for 5 turns after use. Can be used while auto-attacking.
Splash Mine S-Attack Break Element 17,000 DMG, Breaks Shields, Cuts Auras, Auto-Attacks for 5 turns after use. Can be used while auto-attacking.
Hyper Shell S-Attack Fire/Break Element 21,500 DMG, Breaks Shields, Cuts Auras, Cannot be Mitigated, Disrupts multi-instance effects. 2x Use/Turn
Machine Buster S-Attack Metal Element 3,000 x 10 DMG, Breaks Shields, Cuts Auras, Avoid Separately, If Hits, Inverts Mitigation for 3 turns. 1x Use/Turn
Augmented - Machine Gun Arm S-Attack Normal Element 5,000 x 24 DMG, Breaks Shields, Cuts Auras, Avoid Separately, Deals damage as though target had inverted armor, but Percentile Mitigation effects are applied twice against it. 1x Use/Turn
Powered Buster S-Attack Break Element 30,000 DMG, Breaks Shields, Cuts Auras, If hits, changes panels to Break Panels.
[Deav HP=12,795/25,000]
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Post by Gaia on Mar 5, 2023 17:24:44 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
Vanguard saw the force that Vamin rose against him and couldn't help but hold back the glimmer in his own eyes, as he saw his opportunity present itself. Holding up a single arm to brace himself against the assault, he unleashed a pillar of flames in order to push Vamin back, each strike on Vamin that dissipated against the king of shortage bringing back a resource to Vanguard, as the energy dissipated and crumbled away in the air, empowering his new eye.
He knew that Vamin was formidable and that much of his own resources to contend with the king would fall short if he weren't careful. Wielding all of his power, Vanguard took the flames from his conviction and melded them together into a powerful inferno, creating a field of reticles in the air before him that hummed and sung with power. Holding up the Harbinger's Weapon, asking Var for his assistance, Vanguard spun the barrel of the cannon with such intensity as to unleash a maelstrom of flames that spiralled outward from the head of the cannon, only to be focused into a laser-fine point by the reticle array surrounding Vamin.
For the time being, Vanguard simply allowed his aims to lock onto the Reaverking, as he opened up the skies and brought down fire from above. It wasn't as devastating as a full apocalypse, like what Var could call down, but it would work its job all the same.
Defense Phase
[Vanguard HP=1/2500]
[Vanguard has 0 Armor]
[Vanguard takes all hits and activates Hub Batch Undershirt]
[Vanguard HP=1/2500]
Support Phase
[Battle Fuel] [A-Tier, Attack Usage] The flow of battle is used as a resource in and of itself. The release of energy into the air allows him to absorb the darklight back into his body after. - Vanguard applies +1 Use to an S-Tier attack as desired each time he hits an opponent with a charged attack. This can activate up to 5 times per turn. -- [Passive]
[+2 Uses applied to Zealot's Blade]
[Diluted Essence] A latent energy within his reserves that can be manipulated and pulled from, the very core of the Darklight energy he has mastered is its versatility. [400] Fire S-Damage [100%] ::S:: Vanguard can expend uses from this attack instead of skill uses for chips that would ask for one. ::o:: -1 Total Attack/Use ::o:: 0 Uses/Battle
[3/12 | 4/6 | 2/3] - Cleanse Recovery. [::BattleChip:Bug FixLv1:v21::]
[1/12 | 4/6 | 2/3] x2 [::BattleChip:RecoveryLv9:v21::]
[Vanguard HP=2,500/2,500]
[Noise - 100%] - Vanguard surges his HP bar against 1 attack.
[Vanguard HP=100/2,500]
{ Mobius - Vanguard charges all chargeable attacks. ::(+):: Infinite Power, Finite Output. ° Preemptive Charges may be applied as desired ° All chargeable attacks are automatically charged once per turn ° One full-turn charged attack of choice is auto-charged once every Even Turn ° Charges are allowed to be held indefinitely when fully charged ° Triggered Auto Strikes have no interaction with this Giga Program } Zealot's Fuel [3/5 Charges] Zealot's Ultimatum [3/5 Charges] Tactical Destruction [2/2 Charges] Charged Barrel [3/5 Charges] Darklight Sword [1/5 Charges] Doomsight [1/5 Charges] Aiming Gaze [1/1 Charges] Disruptive Pulse - [2/2 Charges] Power Revolver - [2/2 Charges] Unyielding Judgment - [3/5 Charges] Zealot's Judgment - [1/1 Charges] Zealot's Prominence - [1/1 Charges] Zealot's Conviction - [3/5 Charges] Power Gambit - [1/1 Charges] Zealot's Overflow - [1/1 Charges] Zealot's Blade - [2/2 Charges] Dark Meteors - [2/2 Charges] Dark Bomb - [1/1 Charges] Boomerang - [1/1 Charges] x2 Rainy Day - [1/1 Charges] Tornado - [1/1 Charges] Volcano - [1/1 Charges] x2 Element Poison - [1/1 Charges] Seal Cannon - [1/1 Charges] Super Vulcan - [4/4 Charges] Meteors - [1/1 Charges] x2 Desolation Sweep - [5/5 Charges] Red Demise - [5/5 Charges] Overfueled Reticle - [1/5 FTC] Blackwing - [1/1 Charges]
[Tactical Mastery] [S-Tier, Chip Imbue] Vanguard's ability to expand his arsenal beyond normal margins has grown to mastery. The difference between his chips and his typical arsenal has faded entirely. -- The user's charged attacks may consume a Standard or Dark Attack Chip to gain its Damage, Elements, and 1 Non-★ Effect for that use per turn that it was charged. Has no effect on Mega or Giga Chips. -- Multiple Standard Chips may be imbued by this process, but the Attack will cost an additional Attack Slot for every chip imbued beyond the first ° The same chip cannot be imbued multiple times onto the same attack -- [Passive]
[Pinpoint Offensive] [Advanced] Vanguard's power is in his eyes, a powerful gift that allows him to stare into a target's code and see the critical point within which it flows. - Up to 5 of Vanguard's Passive Attack Slots are converted into stacks of Constant Charge. - Constant Charge can be spent to apply a multiplier to one Attack's Damage per turn (proportionate to an Optional Charge Multiplier, corresponding to the Constant Charge spent) - Constant Charge resets at the end of every turn [- Constant Charge does not substitute Required Charge] [- Interruption removes all stacks of Constant Charge for 1 Turn] -- [Passive]
[Checkmate] [A-Tier, Attack Slot+] As Vanguard's tactical expertise comes to fruition, his speed increases to further his goals. - Vanguard gains +1 Attack Slot per 2 completed charges he is holding at the start of his offensive phase. This stacks up to 4 times. -- [Passive]
[0/12 | 3/6 | 2/3] [::BattleChip:Lava PanelsLv1:v21::]
Offense Phase 2 -> 2 AS || 2 DCE
[Unstoppable - Breaks Unbreakable Shields]
[DCE - Dark Drill Imbue] [Crown] [::BattleChip:Dark MeteorsLv7:v21:x2.5 Seeking:x6 CC:x1.25 Var:x1,296 Conviction:"Cuts Auras, Breaks Unbreakable Shields":"4 Hits":"Cannot be Mitigated":"Aimed"::]
[War's Grip] [::BattleChip:Dark MeteorsLv7:v21:x2.5 Seeking:x6 CC:x1.25 Var:x1,296 Conviction:"Cuts Auras, Breaks Unbreakable Shileds":"4 Hits":"Cannot be Mitigated":"Aimed"::]
[Zealot's Conviction] A blazing decision, that all in his way must fall. [4,500] Fire C-Damage [60%] ::S::+ After use, applies one temporary effect affecting this attack to an attack next turn. ::C:: Can be optionally charged for up to four turns, applying this effect for an additional turn per charge. This attack gains 1-CD per additional turn charged. ::°:: -1 Total Attacks/Use, 1-Turn Required Charge. ::°:: 1 Uses/Battle
[FTC - Overfueled Reticle] - [2/5]
Summary Phase
[Vanguard HP=100/2,500]
[Status] - -- Normal [Stage] - -- [Cooldown] - -- [Dynamic Aiming | 2/2] -- [Variable Assault | 2/2]
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Post by Genesis on Mar 5, 2023 18:31:04 GMT -8
*The missiles from earlier wouldn't be a detriment to him, blowing up along the way from blades that spawned from the ground as the crimson aura started to come forth, the surge that was released catching the multiple firearms that were being unleashed in his direction. He would jump over the next shot and forward as he evaded two of the shots, firing the gun once more with increased strength along with a hail of meteors to compensate for the assault that had been unleashed at the same time. From here he would have to start preparing for what came next, as more than likely his initial assumptions were still correct alongside what would no doubt be another slew of new weapons as well.*
Defense Phase:
+184 Armor via Metal 6 effect.
Permanence: Phantom Shroud Aura ~ A Tier Description: Remnants of the lost, the crimson aura surging forth as he denies all that it touches. Effects: Creates a 360 HP Aura. If this skill is used again while active, instead of forming a new aura, 50% of the new aura is added to the old one. If at least three auras are stacked, becomes an uncuttable aura. x9 Uses
x9 Used. 1,800 HP Aura Created.
Evanescence: The Unfettered Zeal Custom ~ A Tier Description: A surge released from the power he possesses, restraining that which would strike against him. Effects: When used, can optionally gain armor = to the HP of an aura for attacks this turn. If this armor is applied to an attack, that attack ignores the aura used for this effect. Inapplicable to Auras augmented by an Advanced Skill. x9 Uses
x2 Used. +5,400 Armor. 6,189 Armor.
Metal x 1 Activated on Hunter Seeker and Splash Mine. 15,473 Armor.
Anti Damage SP. Takes Active Buster for 0. Homing Missile, Hunter Seeker, Splash Mine taken for 0 Damage.
Natural Dodge Hyper Shell. Power Block x 1 Activated on Machine Gun Arm.
Burst Omega used on Powered Buster.
Support Phase:
Resets Natural Avoid.
Attack Type and Tadashi Set: 6 Auto-Charges. Charges to Hounding Crescent, Chained Genesis, Unfounded Edge, Form Destruction, War Cluster, and Crumbling Ethereal.
6 Attack Slots.
Offense Phase:
Obsidian Breaker C-Combat Spatial Element A swift barrage to shatter the opposition in an instant. Damage: 110 x 5 Effects of Attack: Breaks Shields, Avoid Separately 3x/Turn (4 CD, 8 CDR applied)
Ivory Twilight x 2 S-Combat Plasma Element A white and silver magnum, much larger than Genesis himself would commonly use. When invoked, it fires a shot with the sole intent of annihilation. A memento of old times and channels his might extremely well when used. Damage: 13,926 Effects of Attack: Damage scales from armor instead of Base Damage. 1 Turn Optional Charge 3x/Turn
Ivory Twilight S-Combat Plasma Element A white and silver magnum, much larger than Genesis himself would commonly use. When invoked, it fires a shot with the sole intent of annihilation. A memento of old times and channels his might extremely well when used. Damage: 5,570 + 2,785 + 2,785 Effects of Attack: Damage scales from armor instead of Base Damage. Hits Two Additional Targets. 1 Turn Optional Charge 3x/Turn
Meteors S-Range Fire 465 x 8 Damage ° Undodgable ° Hits All ° This chip hits an additional time per attack the targets used that matched its aimer while it was charging ° Avoid Separately ° Can gain Damage from external sources, but cannot otherwise be augmented ° This Chip Requires a 1 Turn Non-Preemptive Charge
Charging Fast Gauge: 1/1
Genesis: HP: 6,200/6,200 Total Damage: 43,262 Hounding Crescent: 1/1 Chained Genesis: 1/1 Unfounded Edge: 1/1 Form Destruction: 3/3 Fast Gauge: 1/1
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Post by Zane on Mar 5, 2023 19:33:51 GMT -8
The same meteors he relied on before with all the help he had prior to the battle. He swatted aside the first set as the next came, doing so again while brushing aside the lesser pyre. Those resources wouldn't add back to Vanguard, opening up as the electric rings from earlier came once more. That was all that was sent out this time, as the next interactions would decide it. His resources left to cleanse his influences were spent, and he had limited options of what to pick. Now to see if he found an answer when all was said and done.
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The attacks this time were more formidable, at least causing Deav to fire back to neutralize some while others still connected. Still, the battle had reached a point that was favorable for him as well. He would throw the electromagnetic bomb again while all the missiles and explosions went off, amplified by the constant explosions as expected from the Overlord. Another gray and orange armament was formed that let loose a reflecting sphere that trailed after Genesis while a blue, gray, and orange weapon was pulled out that fired multiple explosives that eclipsed the field. What followed next was the strangest yet, as a white and dark gray weapon came. It was aimed next, and what followed was a powerful laser that only grew stronger the longer it was committed to firing.
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:Vamin:
Defense:
Reprisal A strike against a strike, repelling the blow coming his way. Effects: Dodges an attack. Uses: 15
x4 Used. Avoids one Dark Meteors.
Metal Lv6. Negates one Breaks Unbreakable Shields attack.
Rebuttal A strike against a strike, repelling the blow coming his way. Effects: Blocks an attack. Uses: 15
x1 Used. Blocks Zealot's Conviction.
Set:
Dark Soul: The Reality of Famine A relentless, unending thing. Famine exists, whether one likes it or not. And so long as it exists, so too does the one that embodies it. - Automatically active at all times. - Navi is invincible except against attacks modified by Aiming skills. - Status Reductions, Damages, and Glitches from Dark Chips on opponents are twice as potent. - Reaver's Eye Bursts can be used more than once per battle, but only once per turn. - After turn 3, Vamin can change the stage an additional time per turn, continually increasing.
+2 Panel Changes gained.
Famine's Plateau The ruthless field of lava that Vamin specializes in, beyond the norm accomplished by others. Effects: Custom panels. Co-exists with other existing panels. These panels become active after Lava Panels have been activated once. While active, those in possession of the Reaver's Eye can activate it regardless of its current value. All others take 500 unavoidable damage and have -200 armor. If any opponents are immune to these effects, they instead gain +1,000 Damage and +5,000 Health/Turn and all attacks are considered Aimed. Inactive outside of Lava Panels.
Progression The speed at which the disaster trudges ahead, not slowly but surely. Effects: Can change the stage twice as many times.
Panel Master Active. Stage changed to Metal, Magnet, and Lava in rotation. Ends on Ice. Reaver's Eye activated twice. Skill Burst for +2 uses to Geophagy.
Attrition A clash that continues as long as the strife does, until resources are lost. Effects: Opponents' skills require an additional use to be used. Opponents' avoids avoid one less attack. Opponents' recovery and armor are reduced by 20%. Opponents' attack slots and auto charges are reduced by one. For every two turns that pass, these effects are advanced by a stage. (Skills require two additional uses, avoids avoid two less attacks, recovery and armor are reduced by 40%, attack slots and auto charges reduced by two). Pierces Immunity. Passive.
Currently: +6 Skill Use required on all skills, -6 Avoidance on all avoids, recovery/armor -120%, attack slot/auto charge -6.
Feast or Famine A wealth of unending stamina so long as the terrain favors the one who bears famine. Effects: As long as Magnet, Lava, or Famine's Plateau are active, Vamin's HP, Damage, Armor, and Regeneration are boosted by 1.5x and Attack Slots are boosted by 1 based on how often they have been active throughout the battle. If the stage is changed, it counts as 1 turn having passed for the stage. (Turn 1 = 1.5. Turn 2 = 2. Turn 3 = 2.5.) Passive.
Presently: 19x
Relentless Hunger A nagging sensation that tears one apart from the inside of all who challenge famine itself. Effects: Opponents take 250 Unavoidable Damage per turn. This damage is increased by itself per time the stage has been changed in the turn.
Stage started as Lava. Stage changed nine times. Feast or Famine activates eight times. Relentless Hunger = 2,250
Total Unavoidable = 2,750 38 Attack Slots.
Battle:
Electric Ring S-Attack Elec Element A series of electric rings fired off to stun the enemy. 500 -> 9,500 x 4 DMG, Breaks Shields, Cuts Auras, Shock. Avoid Separately.
Attack Slots: 38 Armor: 4,180 Regeneration: 85,500 [Vamin HP=2,375,000/2,375,000] Stage: Ice
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:Deav:
Defense:
Deflection Effects: Triune avoids an attack. Uses: 15
x3 Used.
5,390 Damage Taken.
Set:
Hyper Mode: The Reality of Death A slow, inevitable thing. Death exists, whether one likes it or not. And so long as it exists, so too does the one that embodies it. - Doubles the damage of one attack per turn. - Can add avoid separately to one attack through the turn. - Negates all outside damage buffs to attacks against Deav. - Negated damage buffs are applied to a number of attacks for Deav equal to how many were negated. 15 Turn Duration
Attack Slots: 7
Battle:
Auto - Active Buster S-Attack Seeking Element 10,500 DMG, Breaks Shields, Cuts Auras, Auto-Attacks for 5 turns after use. Can be used while auto-attacking.
Auto - Homing Missile S-Attack Seeking Element 6,500 x 3 DMG, Breaks Shields, Cuts Auras, Destroys Clones, Auto-Attacks for 5 turns after use. Can be used while auto-attacking.
Auto - Hunter Seeker S-Attack Seeking Element 7,500 x 2 DMG, Breaks Shields, Cuts Auras, Ignores Armor. Auto-Attacks for 5 turns after use. Can be used while auto-attacking.
Auto - Splash Mine S-Attack Break Element 17,000 DMG, Breaks Shields, Cuts Auras, Auto-Attacks for 5 turns after use. Can be used while auto-attacking.
Augmented - Crusher S-Attack Elec Element 133,000 DMG, Breaks Shields, Cuts Auras, Damage is increased by ongoing Auto-Attacks.
Reflector Arm S-Attack Laser Element 12,500 x 4 DMG, Breaks Shields, Cuts Auras, Avoid Separately. 1x Use/Turn
Spread Buster S-Attack Fire/Seeking Element 7,000 x 5 DMG, Breaks Shields, Cuts Auras, Avoid Separately, Hits All. 1x Use/Turn
Ice Panels - Shining Laser S-Attack Laser Element 50,000 x 6 DMG, Has different conditions before use. For each fulfilled condition, another effect is unlocked on this attack. Condition fulfilled: used all offensive interchangeable weapons. Avoid Separately, Cannot be Intercepted. Each use in the turn doubles the damage of this attack. 2x Use/Turn
Ice Panels - Shining Laser S-Attack Laser Element 100,000 x 6 DMG, Has different conditions before use. For each fulfilled condition, another effect is unlocked on this attack. Condition fulfilled: used all offensive interchangeable weapons. Avoid Separately, Cannot be Intercepted. Each use in the turn doubles the damage of this attack. 2x Use/Turn
Ice Panels - Shining Laser S-Attack Laser Element 200,000 x 6 DMG, Has different conditions before use. For each fulfilled condition, another effect is unlocked on this attack. Condition fulfilled: used all offensive interchangeable weapons. Avoid Separately, Cannot be Intercepted. Each use in the turn doubles the damage of this attack. 2x Use/Turn
Ice Panels - Shining Laser S-Attack Laser Element 400,000 x 6 DMG, Has different conditions before use. For each fulfilled condition, another effect is unlocked on this attack. Condition fulfilled: used all offensive interchangeable weapons. Avoid Separately, Cannot be Intercepted. Each use in the turn doubles the damage of this attack. 2x Use/Turn
[Deav HP=7,405/25,000]
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Post by Genesis on Mar 5, 2023 21:06:19 GMT -8
*He had managed to get something from Deav finally, which meant getting the rest from here on out. He threw another forged blade to catch the bomb, exploding magnificently as the defenses met the automonous ones as the next armaments began to form, another surge being set loose to meet them. This was when he only pulled out one weapon, the laser of choice that had let loose the blinding light as he called forth another blade of energy to meet it. He was able to mitigate it and deflect it around the area as the laser dispersed and struck multiple areas all around him. The destructive power from it was impressive, but not immutable just yet. He could handle it for a while yet, which meant considering every weapon used so far. There were several that came to mind, and the frigid air that filled the battlefield would disperse soon. To that end he would use it to full effect for a time yet, aiming yet again as he unleashed round after round from the weapon in hand. So far it had devolved into a battle of firearms between the two of them and who would outlast the other's weaponry. His plan was prepared, now was fulfilling it and seeing how Deav would aim his own tactics against him and luring him into the death that was often brought about by the Purifier Unit.*
Defense Phase:
+253 Armor via Metal 6 effect.
Paladin's Spirit Beta Activated Program. User takes 75% Damage for 4 Turns Uses per battle: 4/4
x4 Used.
Evanescence: The Unfettered Zeal Custom ~ A Tier Description: A surge released from the power he possesses, restraining that which would strike against him. Effects: When used, can optionally gain armor = to the HP of an aura for attacks this turn. If this armor is applied to an attack, that attack ignores the aura used for this effect. Inapplicable to Auras augmented by an Advanced Skill. x9 Uses
x1 Used. +2,700 Armor. 3,558 Armor.
Anti Damage SP. Takes all autos for 0 Damage.
Natural Dodge Crusher. Power Block x 4 Activated, once on each Shining Laser.
Metal activated twice.
Support Phase:
Beginning of the Rise: Exodus
Genesis' cloak bursts into shards of data before reforming, wrapped around his neck and spread out in the image of demonic wings. His armor covered by a crimson glow, his weapons having a pale white aura around it while Fate's symbols on the onyx blade flashing. Marking the start of the Exodus.
- Adds Cannot be Countered to all attacks. - Genesis recovers 2,100 HP upon the activation of this Hyper Mode. - +1 Use to One Skill.
- 2 Turn Duration
+1 Use to Unfettered Zeal.
Evanescence: The Fleeting Desire Aimer ~ B Tier Description: Genesis takes off the limits on his attacks, unleashing far more devastating assaults at a much faster speed. Devastating the area around him entirely. Effects: Can add +1 Hit to an attack and reduces the Cooldown of the attack by 1 Turn if it has one. If the attack does not have a Cooldown or cannot have Hits added to it, the other effect is applied to it an additional time. x12 Uses
x1 Used on Ivory Twilight. -3 CD.
Attack Type and Tadashi Set: 6 Auto-Charges. Charges to Hounding Crescent, Chained Genesis, Unfounded Edge, Form Destruction, Obsidian Crusher, and Crumbling Ethereal.
6 Attack Slots.
Offense Phase:
Ivory Twilight x 2 S-Combat Plasma Element A white and silver magnum, much larger than Genesis himself would commonly use. When invoked, it fires a shot with the sole intent of annihilation. A memento of old times and channels his might extremely well when used. Damage: 8006 Effects of Attack: Damage scales from armor instead of Base Damage. CBC. 1 Turn Optional Charge 3x/Turn
Ivory Twilight x 4 S-Combat Plasma Element A white and silver magnum, much larger than Genesis himself would commonly use. When invoked, it fires a shot with the sole intent of annihilation. A memento of old times and channels his might extremely well when used. Damage: 3,202 Effects of Attack: Damage scales from armor instead of Base Damage. Hits Two Additional Targets. CBC. 1 Turn Optional Charge 3x/Turn
Genesis: HP: 6,200/6,200 Total Damage: 28,820 Hounding Crescent: 1/1 Chained Genesis: 1/1 Unfounded Edge: 1/1 Form Destruction: 3/3 Obsidian Crusher: 1/1
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Post by Gaia on Mar 7, 2023 16:16:56 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
As Vamin's eye gleamed once more, the weight of desolation in the air rose to a boiling point. It was past the point of no return, and from this stage onward, Vanguard knew that he was done, were he unable to end this brawl, here.
Vamin's method of dealing with his meteors led him to a concern, and so he changed up a tactic. As Vamin came lumbering towards him once again, Vanguard considered him, and unleashed a pillar of flames from all around that finally made one thing clear: He was well prepared, and highly resourceful, even in the face of rapidly waning resources. As the battle trudged on, he was to leave Vamin with nothing, even as he was being drained.
Still standing even after Vamin's assault, and having avoided the rings of lightning, Vanguard stood his ground firmly as he stared upon the king of want. The skies rent open again to unleash the meteors that he had unleashed, and with them, came a devastation that he had learned from Var; a desolation that would hopefully be able to fell even the king of shortage.
There were no words left to be said, then. He drew the legendary cannon, that which he had crafted from his previous master, and channeled the red aura of war into his stride as he unleashed a pillar of flames from around his person to show his intention, to rent up and annihilate everything in his wake, only to pull back the flames into his own hands, just as Vamin had a moment ago, and place them into his cylinder. Using his own flames as additional fuel, what flowed forward next was an array of reticles that stormed forward and seared his iris into the air around Vamin, locking onto him from a myriad of different angles.
This was all he had left. The barrel of the weapon spun and unleashed a cacophony of bats, just as he had unleashed onto Vamin before, and peppered him from on high without remorse, and as the bats flew, they passed through the reticles and ignited. The scarlet waves of war were further enhanced by his own prowess, and explosions peppered around the monstrosity as he set his sights and allowed the air to simply erupt. Where incredible precision was his usual output for power, this time, it was just outright brute force, and as controlled as it was, it was impossible to deny the strength as he swung, again and again, with a mighty sword to disrupt whatever chances may remain for survival.
Defense Phase
[Vanguard HP=1/2500]
[Vanguard has 0 Armor]
[Slotted Coils] [B-Tier, Chip Use+] The unique method Vanguard has of cataloging his chip library and making them easily accessible to him in combat makes his use of chips far more efficient than most. In a moment's notice, he can access his library without concern. - Vanguard gains +1 chip use with its extra effects paid for. -- [Active, 4/12 Uses]
[::BattleChip:Bug FixLv1:v21::] [Cleanse Attrition - Skills]
[Slotted Coils] [B-Tier, Chip Use+] The unique method Vanguard has of cataloging his chip library and making them easily accessible to him in combat makes his use of chips far more efficient than most. In a moment's notice, he can access his library without concern. - Vanguard gains +1 chip use with its extra effects paid for. -- [Active, 2/12 Uses]
x2 [::BattleChip:Bug FixLv1:v21::] [Cleanse Attrition - Attack Slots, Avoids]
[Discorporate] [C-Tier, Dodge] Vanguard breaks down into the energy that makes up his body, reducing himself to little more than a walking pyre that allows him to move around freely. - Dodges 1 Attack. -- [Active, 10/13]
[Attack avoided]
[Vanguard HP=1/2500]
Support Phase
[Vanguard activates Undershirt from Unavoidable Damage]
{ Mobius - Vanguard charges all chargeable attacks. ::(+):: Infinite Power, Finite Output. ° Preemptive Charges may be applied as desired ° All chargeable attacks are automatically charged once per turn ° One full-turn charged attack of choice is auto-charged once every Even Turn ° Charges are allowed to be held indefinitely when fully charged ° Triggered Auto Strikes have no interaction with this Giga Program } Zealot's Fuel [4/5 Charges] Zealot's Ultimatum [4/5 Charges] Tactical Destruction [2/2 Charges] Charged Barrel [4/5 Charges] Darklight Sword [2/5 Charges] Doomsight [2/5 Charges] Aiming Gaze [1/1 Charges] Disruptive Pulse - [2/2 Charges] Power Revolver - [2/2 Charges] Unyielding Judgment - [4/5 Charges] Zealot's Judgment - [1/1 Charges] Zealot's Prominence - [1/1 Charges] Zealot's Conviction - [4/5 Charges] Power Gambit - [1/1 Charges] Zealot's Overflow - [1/1 Charges] Zealot's Blade - [2/2 Charges] Dark Meteors - [2/2 Charges] Dark Bomb - [1/1 Charges] Boomerang - [1/1 Charges] x2 Rainy Day - [1/1 Charges] Tornado - [1/1 Charges] Volcano - [1/1 Charges] x2 Element Poison - [1/1 Charges] Seal Cannon - [1/1 Charges] Super Vulcan - [4/4 Charges] Meteors - [1/1 Charges] x2 Desolation Sweep - [5/5 Charges] Red Demise - [5/5 Charges] Overfueled Reticle - [2/5 FTC] Blackwing - [1/1 Charges]
[Tactical Mastery] [S-Tier, Chip Imbue] Vanguard's ability to expand his arsenal beyond normal margins has grown to mastery. The difference between his chips and his typical arsenal has faded entirely. -- The user's charged attacks may consume a Standard or Dark Attack Chip to gain its Damage, Elements, and 1 Non-★ Effect for that use per turn that it was charged. Has no effect on Mega or Giga Chips. -- Multiple Standard Chips may be imbued by this process, but the Attack will cost an additional Attack Slot for every chip imbued beyond the first ° The same chip cannot be imbued multiple times onto the same attack -- [Passive]
[Pinpoint Offensive] [Advanced] Vanguard's power is in his eyes, a powerful gift that allows him to stare into a target's code and see the critical point within which it flows. - Up to 5 of Vanguard's Passive Attack Slots are converted into stacks of Constant Charge. - Constant Charge can be spent to apply a multiplier to one Attack's Damage per turn (proportionate to an Optional Charge Multiplier, corresponding to the Constant Charge spent) - Constant Charge resets at the end of every turn [- Constant Charge does not substitute Required Charge] [- Interruption removes all stacks of Constant Charge for 1 Turn] -- [Passive]
[Checkmate] [A-Tier, Attack Slot+] As Vanguard's tactical expertise comes to fruition, his speed increases to further his goals. - Vanguard gains +1 Attack Slot per 2 completed charges he is holding at the start of his offensive phase. This stacks up to 4 times. -- [Passive]
[Battle Tempo] [B-Tier, AS+/Aimer] To scan the field of battle and make decisions as they are required, Vanguard feels the flow of battle in the air and pushes himself farther. - Vanguard gains +1 Attack Slot and adds "Cannot be Naturally Avoided" to 1 Attack, this turn. -- Alternatively, may forego one of the effects to gain the other twice. --- [Active, 0/8 Uses]
[Slotted Coils] [B-Tier, Chip Use+] The unique method Vanguard has of cataloging his chip library and making them easily accessible to him in combat makes his use of chips far more efficient than most. In a moment's notice, he can access his library without concern. - Vanguard gains +1 chip use with its extra effects paid for. -- [Active, 1/12 Uses]
[::BattleChip:Elemental RageLv9:v21:&Ice::]
[Folder Unison] - [Advanced Form] The culminated power of his focus on his chips, Vanguard channels his arsenal directly through his being, merging body and soul with a chip. ° Sacrifice any Standard-Tier Attack Chip to merge with it, entering this form ° During Unison, user gains the Lv5 Effects of the Chip's first natural Element ° User's charged attacks may become that Chip at will, gaining its Name, Elements, Non-★ Effects, and User's Standard/Dark Chip Damage ° Lasts for 3 Turns
[0/12 | 2/6 | 2/3]
[::BattleChip:Grass StageLv1:v21::]
[Vanguard applies Santa Hat - +Ice to all attacks, Change Grass to Ice]
Offense Phase 2 -> 10 AS || 2 DCE
[::BattleChip:Dark MeteorsLv7:v21:x2.5 Seeking:x6 CC:x1.25 Var:x1,296 Conviction:"Cuts Auras, Breaks Unbreakable Shields":"4 Hits":"Cannot be Mitigated":"Aimed"::]
[Crown] [::BattleChip:Dark ShockwaveLv7:v21:+340 Santa Hat:x1.1 Santa Hat:&Ice::]
1. [Zealot's Fuel] [3/5] Stoking his inner flames for increased heat and pressure, Vanguard funnels his life essence through his core an additional time to strike with more force. [0] Fire S-Damage [100%] ::A:: Adds 100% of Vanguard's Base Damage to the next attack used. ::o:: Can be optionally charged for up to four turns. Each turn of charge increases the Base Damage multiplier by 50% upon use. Attack gains 1-CD per turn of charge. ::°:: 1-Turn Required Charge, 1-CD
[Seeking, CC, 5 Stacks of Conviction, Fuel, Merciless] 2. [Zealot's Ultimatum] A weapon raised against the greatest of oppositions, his trusty arm cannon fires blasts more channeled by his inner fuel than any others. [25 -> 1,802,004,019 * 10] Fire C-Damage [60%] ::A:: Can reduce Attack Damage to 0 to increase up to two attacks following this one by 100% of this Attack's final (total) damage. ::o:: Hits All ::o:: Affected attacks cannot have their damage further augmented. ::C:: Can be optionally charged for up to three turns. ::°:: 2-Turn Required Charge
[Precision]
3. [Zealot's Judgment] A reticle that rends deep into flesh and being, allowing his strikes to burn through their final hopes. [0] Fire S-Damage [100%] ::S:: Upon use, adds "Cuts Darksoul" to his next attack. ::S:: Upon use, adds "Cuts Undershirt" to his next attack. ::°:: 1-Turn Required Charge, -2 Total Attack/Use. ::°:: 1 Use/Battle
[Slotted Coils] [B-Tier, Chip Use+] The unique method Vanguard has of cataloging his chip library and making them easily accessible to him in combat makes his use of chips far more efficient than most. In a moment's notice, he can access his library without concern. - Vanguard gains +1 chip use with its extra effects paid for. -- [Active, 5/12 Uses]
[DCE - Imbue Dark Drill, Imbue Dark Circle] 4. [Overfuelled Reticle] Overwhelming and overflowing energy applied all at once that offsets the flow of battle in his favor, Vanguard releases a surge of power that floods into all over attacks. [400 -> 18,020,040,592] Fire S-Damage [100%] ::★:: Temporary augments to this attack affect the rest of Vanguard's attacks used this turn. ::S::::S:: User can sacrifice a Standard or Dark Chip when using this attack to inherit its damage and one effect from it. ::o:: Cuts Darksoul, Cuts Undershirt, Fully Undodgeable, Cuts Uncuttable Auras, If Hits: -1 Chip Use, Cannot be Mitigated, Hits All ::o:: This attack can be optionally full-turn charged for up to a total of 5 turns. For each turn charged, an additional Chip may be sacrificed and infused into the attack. ::o:: Affected attacks cannot be further augmented. ::o:: If this attack's charge is interrupted or dropped, it still loses 1 Use ::o:: Single-Attack Damage Augments are only half as effective on this attack ::o:: -2 Total Attack/Use, 1-Full Turn Charges ::o:: 1 Use/Battle
5. [Zealot's Blade] A darklight sword follows the flow of his eyes as he swings it, effortlessly finding the weaknesses of his foes. [240 -> 18,020,040,432] Fire C-Damage [60%] ::C:: Can be optionally charged for up to 2 turns. ::S:: Disrupts Multi-Instanced Avoids, Disrupts Multi-Instanced Grits, Cannot be Mitigated ::o:: ::o:: Cuts Darksoul, Cuts Undershirt, Fully Undodgeable, Cuts Uncuttable Auras, If Hits: -1 Chip Use, Cannot be Mitigated, Hits All ::o:: -3 Total Attacks/Use ::o:: 3 Use/Battle
[Slotted Coils] [B-Tier, Chip Use+] The unique method Vanguard has of cataloging his chip library and making them easily accessible to him in combat makes his use of chips far more efficient than most. In a moment's notice, he can access his library without concern. - Vanguard gains +1 chip use with its extra effects paid for. -- [Active, 0/12 Uses]
6. [::BattleChip:Black WingLv1:v21:+901,002,009 Ultimatum:"Cuts Darksoul, Cuts Undershirt, Fully Undodgeable, Cuts Uncuttable Auras, If Hits: -1 Chip Use, Cannot be Mitigated, Hits All"::]
[War's Grip]
[::BattleChip:Black WingLv1:v21:++901,002,009 Ultimatum:"Cuts Darksoul, Cuts Undershirt, Fully Undodgeable, Cuts Uncuttable Auras, If Hits -1 Chip Use, Cannot be Mitigated, Hits All"::]
4. [Zealot's Blade] A darklight sword follows the flow of his eyes as he swings it, effortlessly finding the weaknesses of his foes. [240 -> 18,020,040,432] Fire C-Damage [60%] ::C:: Can be optionally charged for up to 2 turns. ::S:: Disrupts Multi-Instanced Avoids, Disrupts Multi-Instanced Grits, Cannot be Mitigated ::o:: ::o:: Cuts Darksoul, Cuts Undershirt, Fully Undodgeable, Cuts Uncuttable Auras, If Hits: -1 Chip Use, Cannot be Mitigated, Hits All ::o:: -3 Total Attacks/Use ::o:: 2 Use/Battle
5. Desolation Sweep X-Attack Sand/Metal Element A swing of the weapon that wipes clean the field. 18,020,040,990, Cannot be Naturally Avoided, Cannot be Countered, Darken, Poison. Cuts Darksoul, Cuts Undershirt, Fully Undodgeable, Cuts Uncuttable Auras, If Hits: -1 Chip Use, Cannot be Mitigated, Hits All 1 Turn Cooldown 5 Turn Optional Charge.
6. [Zealot's Blade] A darklight sword follows the flow of his eyes as he swings it, effortlessly finding the weaknesses of his foes. [240 -> 18,020,040,432] Fire C-Damage [60%] ::C:: Can be optionally charged for up to 2 turns. ::S:: Disrupts Multi-Instanced Avoids, Disrupts Multi-Instanced Grits, Cannot be Mitigated ::o:: ::o:: Cuts Darksoul, Cuts Undershirt, Fully Undodgeable, Cuts Uncuttable Auras, If Hits: -1 Chip Use, Cannot be Mitigated, Hits All ::o:: -3 Total Attacks/Use ::o:: 2 Use/Battle
7. Red Demise C-Attack Blade/Metal Element The scarlet wave of war itself. 1,802,041,392 x 6 DMG, Avoid Separately. Every hit of this attack has separate aimers. If victim's HP is below 20% and are hit by this attack, Executes. Cuts Darksoul, Cuts Undershirt, Breaks Unbreakable Shields, Cuts Uncuttable Auras, If Hits: -1 Chip Use, Cannot be Mitigated, Hits All 1 Turn Cooldown 5 Turn Optional Charge
8. [Zealot's Blade] A darklight sword follows the flow of his eyes as he swings it, effortlessly finding the weaknesses of his foes. [240 -> 18,020,040,432] Fire C-Damage [60%] ::C:: Can be optionally charged for up to 2 turns. ::S:: Disrupts Multi-Instanced Avoids, Disrupts Multi-Instanced Grits, Cannot be Mitigated ::o:: ::o:: -3 Total Attacks/Use ::o:: 0 Use/Battle
9. [Tactical Destruction] A specialized round adapts to the flow of battle, dismantling opposing defensive measures. [40 -> 3,604,008,080 * 5] Fire S-Damage [50%] ::B:: 5 Hits, Avoided Separately ::A:: 1 A-Tier destruction effect chosen upon use. ::A:: Cannot be mitigated below base damage. ::o:: Cuts Darksoul, Cuts Undershirt, Fully Undodgeable, Cuts Uncuttable Auras, If Hits: -1 Chip Use, Cannot be Mitigated, Hits All ::o:: 2-Turn Required Charge, 5-CD
10. [Burning Conviction] His eyes blazing powerfully, Vanguard releases a myriad of reticles into the air around him. [35 -> 455,051,595 * 6] Fire C-Damage [50%] ::C:: Can be optionally charged for 1 turn to gain "Ignores Armor" ::A:: Avoid Separately ::o:: Cuts Darksoul, Cuts Undershirt, Breaks Unbreakable Shields, Cuts Uncuttable Auras, If Hits: -1 Chip Use, Cannot be Mitigated, If Hits: Victim Cannot Use Activated Non-Avoidance Skills for 1 Turn, Hits All ::°:: 5-CD
Summary Phase
[Vanguard HP=100/2,500]
[Status] - -- Normal [Stage] - -- [::Shortcut:Stage:Normal::] [Cooldown] - --
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Post by Zane on Mar 7, 2023 22:15:30 GMT -8
The final chance at the winning shot. Those were the last resources spent just then, and they both knew this. As the meteors came they would be of no consequence, as Vamin had already prepared his tactic for how to upend them all. The king of want's devouring had led to this, as they would crash into his form and break, and there was a shift in demeanor as Vamin started to perceive what was being done as the legendary cannon was drawn.
The gleam in the eye had changed. No longer did it flare in response to Vanguard's presence, having gone inert instead. And what came next was a brutal showing of what the Reaverking still had at his own disposal. Again, Vanguard's resources would be his undoing, as the reticles fueled him, and the sword bounced off of his arm as he marched forward. The bats likewise suffered as the meteors before them, and every attack that came after was brushed aside again and again. Vanguard's output was always in a class of its own, but to call it impossible to deny had been poorly performed in this case. And wordlessly, even in spite of the boiling flames that would naturally engulf Vanguard, he would swing. He would strike, pommel, smash, pound, and strike again and again and again. It was long, merciless, and with brutality. To fling around one already at their limits and batter them time and time and time again, the quiet fury that entailed felt in full with each passing second and every blow that continued to come.
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The firearms would respond in kind as both shooters were shooting down one another's attacks. His armaments would adjust between the bazooka in the one arm while remaining as the laser in the other as they were being fired in tandem for a time before the bazooka would shift back to the machine gun, letting loose another hail of bullets. There was a constant wind that was being applied now too, the nature of it unclear at the time but still something that was taking place at the moment. But the ramifications of the other battle were causing their battlefield to shake as well, Deav not paying it any mind just yet. His end of this would be upheld from the look of it.
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:Vamin:
Defense:
Geophagy To devour the soil to in turn change the tides of Famine. Effects: When used, Grit a number of effects equal to the current progression of Feast or Famine. Uses: 7
Current Progression = 35
Vamin is Fire and Metal. Immune to all attacks that are fire or metal.
x5 Used. Grits Dark Meteors up to first Zealot's Blade. Grits both Black Wings and second Zealot's Blade. Repeats in sequence to grit the rest.
Set:
Dark Soul: The Reality of Famine A relentless, unending thing. Famine exists, whether one likes it or not. And so long as it exists, so too does the one that embodies it. - Automatically active at all times. - Navi is invincible except against attacks modified by Aiming skills. - Status Reductions, Damages, and Glitches from Dark Chips on opponents are twice as potent. - Reaver's Eye Bursts can be used more than once per battle, but only once per turn. - After turn 3, Vamin can change the stage an additional time per turn, continually increasing.
+2 Panel Changes gained.
Famine's Plateau The ruthless field of lava that Vamin specializes in, beyond the norm accomplished by others. Effects: Custom panels. Co-exists with other existing panels. These panels become active after Lava Panels have been activated once. While active, those in possession of the Reaver's Eye can activate it regardless of its current value. All others take 500 unavoidable damage and have -200 armor. If any opponents are immune to these effects, they instead gain +1,000 Damage and +5,000 Health/Turn and all attacks are considered Aimed. Inactive outside of Lava Panels.
Progression The speed at which the disaster trudges ahead, not slowly but surely. Effects: Can change the stage twice as many times.
Panel Master Active. Stage changed to Metal, Magnet, and Lava in rotation. Stops one rotation on Ice. Reaver's Eye activated twice. Skill Burst for +1 use to Geophagy. Ends on Lava.
Attrition A clash that continues as long as the strife does, until resources are lost. Effects: Opponents' skills require an additional use to be used. Opponents' avoids avoid one less attack. Opponents' recovery and armor are reduced by 20%. Opponents' attack slots and auto charges are reduced by one. For every two turns that pass, these effects are advanced by a stage. (Skills require two additional uses, avoids avoid two less attacks, recovery and armor are reduced by 40%, attack slots and auto charges reduced by two). Pierces Immunity. Passive.
Currently: +6 Skill Use required on all skills, -6 Avoidance on all avoids, recovery/armor -120%, attack slot/auto charge -6.
Feast or Famine A wealth of unending stamina so long as the terrain favors the one who bears famine. Effects: As long as Magnet, Lava, or Famine's Plateau are active, Vamin's HP, Damage, Armor, and Regeneration are boosted by 1.5x and Attack Slots are boosted by 1 based on how often they have been active throughout the battle. If the stage is changed, it counts as 1 turn having passed for the stage. (Turn 1 = 1.5. Turn 2 = 2. Turn 3 = 2.5.) Passive.
Presently: 29x
Relentless Hunger A nagging sensation that tears one apart from the inside of all who challenge famine itself. Effects: Opponents take 250 Unavoidable Damage per turn. This damage is increased by itself per time the stage has been changed in the turn.
Stage started as Lava. Stage changed 21 times. Feast or Famine activates 20 times. Relentless Hunger = 4,750
Total Unavoidable = 4,750 48 Attack Slots.
Battle:
Massive Swing x 48 C-Attack Metal Element A swing of the arm meant to clobber and crush anything it meets. 2,000 -> 58,000 DMG, Undodgable, Breaks Shields, Cannot be Naturally Avoided, Hits All.
Shockwave x 48 X-Attack Metal Element A mighty force that accompanies every blow unleashed. 1,000 -> 14,500 DMG, Auto-attacks after each of Vamin's C-Attacks. Damage boosting effects have a 50% increased effectiveness for this attack. Damage of this attack can be divided to instead be distributed as multiple hits.
Attack Slots: 48 Armor: 6,440 Regeneration: 130,500 [Vamin HP=3,625,000/3,625,000] Stage: Lava
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:Deav:
Defense:
Deflection Effects: Triune avoids an attack. Uses: 15
x6 Used.
Set:
Hyper Mode: The Reality of Death A slow, inevitable thing. Death exists, whether one likes it or not. And so long as it exists, so too does the one that embodies it. - Doubles the damage of one attack per turn. - Can add avoid separately to one attack through the turn. - Negates all outside damage buffs to attacks against Deav. - Negated damage buffs are applied to a number of attacks for Deav equal to how many were negated. 15 Turn Duration
Vaccum Arm Effects: Activated preemptively. Remains active for two turns. When a usable program reaches 0 uses, Deav gains a full copy of that program. Uses: 5
Attack Slots: 7
Battle:
Auto - Active Buster S-Attack Seeking Element 10,500 DMG, Breaks Shields, Cuts Auras, Auto-Attacks for 5 turns after use. Can be used while auto-attacking.
Auto - Homing Missile S-Attack Seeking Element 6,500 x 3 DMG, Breaks Shields, Cuts Auras, Destroys Clones, Auto-Attacks for 5 turns after use. Can be used while auto-attacking.
Auto - Hunter Seeker S-Attack Seeking Element 7,500 x 2 DMG, Breaks Shields, Cuts Auras, Ignores Armor. Auto-Attacks for 5 turns after use. Can be used while auto-attacking.
Auto - Splash Mine S-Attack Break Element 17,000 DMG, Breaks Shields, Cuts Auras, Auto-Attacks for 5 turns after use. Can be used while auto-attacking.
Ice Panels - Shining Laser S-Attack Laser Element 50,000 x 6 DMG, Has different conditions before use. For each fulfilled condition, another effect is unlocked on this attack. Condition fulfilled: half uses expended on one skill. Avoid Separately, Cannot be Intercepted. Each use in the turn doubles the damage of this attack. If this is the only non-auto attack used in a turn, hits are doubled. 2x Use/Turn
Ice Panels - Shining Laser S-Attack Laser Element 100,000 x 6 DMG, Avoid Separately, Cannot be Intercepted. Each use in the turn doubles the damage of this attack. If this is the only non-auto attack used in a turn, hits are doubled. 2x Use/Turn
Hyper Shell S-Attack Fire/Break Element 21,500 DMG, Breaks Shields, Cuts Auras, Cannot be Mitigated, Disrupts multi-instance effects. 2x Use/Turn
Ice Panels - Shining Laser S-Attack Laser Element 200,000 x 6 DMG, Avoid Separately, Cannot be Intercepted. Each use in the turn doubles the damage of this attack. If this is the only non-auto attack used in a turn, hits are doubled. 2x Use/Turn
Ice Panels - Shining Laser S-Attack Laser Element 400,000 x 6 DMG, Avoid Separately, Cannot be Intercepted. Each use in the turn doubles the damage of this attack. If this is the only non-auto attack used in a turn, hits are doubled. 2x Use/Turn
Hyper Shell S-Attack Fire/Break Element 21,500 DMG, Breaks Shields, Cuts Auras, Cannot be Mitigated, Disrupts multi-instance effects. 2x Use/Turn
Augmented - Machine Gun Arm S-Attack Normal Element 5,000 x 24 DMG, Breaks Shields, Cuts Auras, Avoid Separately, Deals damage as though target had inverted armor, but Percentile Mitigation effects are applied twice against it. 1x Use/Turn
[Deav HP=7,405/25,000]
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Post by Genesis on Mar 8, 2023 0:28:22 GMT -8
*He never thought he'd have to go ever tell anyone someday that he had a shootout with Death, and yet here he was. Blades from the terrain rising to meet mines and missiles, power surging from the aura put aside to deal with some of the rounds while deflecting lasers with a spare blade as he also kept on the move to avoid others, all while firing back shots of his own back at Deav the Purifier. It was to say nothing of the fact that he needed more time to make headway, something he at least had at the present pace while that wind said that it had other potential plans. Feeling the constant shockwaves from nearby likely meant that Vamin was still on the offensive as well, but focusing on Vanguard's fight wasn't part of this deal. His duel with Deav was still on unless Deav withdrew or otherwise, a sphere of raw spatial energy forming that he batted toward the Reaverking with his sword as it would invoke its own collapse in an attempt to pressure even further.*
Defense Phase:
+253 Armor via Metal 6 effect.
Evanescence: The Unfettered Zeal Custom ~ A Tier Description: A surge released from the power he possesses, restraining that which would strike against him. Effects: When used, can optionally gain armor = to the HP of an aura for attacks this turn. If this armor is applied to an attack, that attack ignores the aura used for this effect. Inapplicable to Auras augmented by an Advanced Skill. x7 Uses
x1 Used. +2,700 Armor. 3,558 Armor.
Anti Damage SP. Takes all autos for 0 Damage.
Burst Omega x2 used on each Hyper Shell. 6/10 Remaining. Power Block x 4 Activated, once on three Shining Lasers and once on Machine Gun Arm.
Metal activated twice.
Support Phase:
Evanescence: The Fleeting Desire Aimer ~ B Tier Description: Genesis takes off the limits on his attacks, unleashing far more devastating assaults at a much faster speed. Devastating the area around him entirely. Effects: Can add +1 Hit to an attack and reduces the Cooldown of the attack by 1 Turn if it has one. If the attack does not have a Cooldown or cannot have Hits added to it, the other effect is applied to it an additional time. x11 Uses
x1 Used on Ivory Twilight. -3 CD. x1 Used on Obsidian Crusher. +3 Hits.
Attack Type and Tadashi Set: 6 Auto-Charges. Charges to Hounding Crescent, Chained Genesis, Unfounded Edge, Form Destruction, Obsidian Crusher, and Crumbling Ethereal.
6 Attack Slots.
Offense Phase:
Ivory Twilight S-Combat Plasma Element A white and silver magnum, much larger than Genesis himself would commonly use. When invoked, it fires a shot with the sole intent of annihilation. A memento of old times and channels his might extremely well when used. Damage: 20,014 Effects of Attack: Damage scales from armor instead of Base Damage. CBC. 1 Turn Optional Charge 3x/Turn
Ivory Twilight x 4 S-Combat Plasma Element A white and silver magnum, much larger than Genesis himself would commonly use. When invoked, it fires a shot with the sole intent of annihilation. A memento of old times and channels his might extremely well when used. Damage: 3,202 Effects of Attack: Damage scales from armor instead of Base Damage. Hits Two Additional Targets. CBC. 1 Turn Optional Charge 3x/Turn
Obsidian Crusher x 6 S-Combat Spatial Element Genesis calls upon his old energy, creating a sphere of raw spatial energy that he fires to crush a target absolutely in the spatial collapse. Damage: 1,250 x 4 Effects of Attack: Inflicts 10% of the opponent's max HP. Triggered Auto: Strikes again at half damage for every attack that inflicts 0 Damage to the enemy while charging. 1 Turn Cooldown 1 Turn Charge 1x Use/Battle
Genesis: HP: 6,200/6,200 Total Damage: 63,022 Durations: Exodus: 2/2 Paladin's Spirit: 2/4 Charges: Hounding Crescent: 1/1 Chained Genesis: 1/1 Unfounded Edge: 1/1 Form Destruction: 3/3 Obsidian Crusher: 1/1
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Post by Gaia on Mar 8, 2023 14:02:13 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
Just as was promised, Vamin did not hold back, this time, and, yet, still, Vanguard had a feeling that there was more to see. He had seen the battle from a bunch of different angles, the nature of his sight allowing him to see beyond what was ahead of him, and he had learned a lot. He had lost this battle, he knew the moment Vamin stood strong against his assault, but had learned much from it. Not every loss was a totality.
That was what he thought, however, as he and Vamin both knew that the last resource was spent, and finally, he who prided himself on his reserves was left wanting. Vanguard noticed it, first, the gleam in Vamin's eye fading away, and he wondered if it was somehow tied to him drawing Var's form out for the first time. He had considered that Vamin would be upset by the showing, but would at least ask him before going on the onslaught, but this was not so. That was when he remembered what Var had told him, and he grimaced.
"Lord Vam-" It was all he managed before the first brutal swing caught him. It was brutal, and Vamin didn't stop, with each passing second Vanguard being thrown once again. As his momentum left and he hung in the air a second longer, Vamin smashed him around again, each time the monstrous form moving way faster than he would give him credit for, and each time finding himself more and more in danger. He felt pain through his entire body, every bone in his being fracture, and did all that he could to simply hold his arms close to his chest, protecting the band of Var from the brutality that Vamin produced against him. When it was finally said and done, Vanguard lay on the ground, broken, battered, bruised, and heavily damaged.
He curled there, in agony, laying a crater of his own making, as the meteors he unleashed continued to fall from the sky all around, but Vamin had left him worse than defeated. He had finished the job and then tried to bury him. Something was wrong, Vanguard detected, and he was lacking the strength to do anything about it. His vision was blurred, everything around him in a slight haze, but he dared to cast out his senses, trying to find where Mistair was, hoping she was nearby enough to protect him should Vamin be unable to return to his senses. It wouldn't take much more effort to finally put Vanguard down.
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Post by Zane on Mar 8, 2023 17:56:09 GMT -8
The battle had been decided. The gleam in the eye would return for a brief time, but only for a brief time. What it meant was difficult to say, and while he wasn't sure whether or not Vanguard could entertain the notion of hearing him in his condition, he would speak just the same as he knew the referee would relay the message either way.
"Our score is even now. Next time we settle this, Vanguard. Then, bring all you can to the battle. It won't be anything like the one just now in terms of scale."
The goliath would turn, entering into the bed of magma that used to be the oceans of Creamland. It was a vague warning as always, but the defeat this time was more severe than the ones that had come before. Looked like Vamin had wrapped things up. That meant that his end of the deal was finished and he could depart at his leisure if he wanted, the winds kicking up as he levitated and moved after Vamin. They could settle this another time, as today was more about personal matters than their official work. How things would go when next they met would be something for them to discern when the time came, while they would have to pick up their wounded from here. And not in a hurry, given the state of things stymied how swiftly that recovery would even be.
Genesis: 150exp, 1,500z + 1 Reaver's Mineral
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Post by Genesis on Mar 8, 2023 19:40:02 GMT -8
*Genesis would likewise lower his weapon, no cause to fire at Deav as he left with Vamin. Seeing that Vamin was leaving instead of kneeling and having to heed Vanguard, he could make the assumption that things had gone poorly on Vanguard's end. He would start to make his way toward that battlefield to find the crater that Vanguard rested in. With this amount of damage and no finishing blow being dealt, it must have been Vamin's pride that left Vanguard within an inch of his life. That courtesy would be removed next time, which meant that the Darklight Harvester was going to need to find his own way to not end up like this next time, casting his gaze over to Mistair.*
"With the state of things, he's beyond my ability to repair. I'll wait for you to finish up with him."
*The result of the duel was Vanguard's defeat and a postponing between him and Deav. It was largely in the interest of keeping the fight fair, though from what he could see if Vamin was able to leave so quickly after the devastation, he was in control of his actions and this attack was rather deliberate. He supposed that simply meant that Vamin wasn't quite as docile as Var was, seeing as this went from the calm talk to this scene once the blows were sent flying. He supposed that only made sense, as he could imagine Vamin had a reason for why those blows would fly without restraint. He imagined they wouldn't double back right away at least, so now was simply waiting until Vanguard was in relatively better condition to move out. They weren't pressed for time at the moment seeing as their objective wasn't in sight yet either.*
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Post by Zane on Mar 8, 2023 21:36:01 GMT -8
She would nod in response, moving over to where Vanguard was and kneeling down beside him for a moment. Even in the face of that rampage, he sought to protect the band that was Var from the wrath that Vamin held. She would let Genesis deal with any still falling meteors from Vanguard's battle as she surveyed the depths of the damage. The pain from this endeavor would serve as a reminder that Vamin meant to keep his word for sure here. To that end, it meant that their next encounter was going to be something much different than this time. To make those sorts of dividends, she supposed that Vamin's only recourse was to...
"This will hurt a bit more than it already does. Steel yourself."
She cast a small veil over him to mute the sound at least. Inside, there would be noises akin to the very fractures, tears, and broken parts crunching back together. Vanguard was effectively reliving the experience except in reverse now, and that experience while mending him would mean he would have to be able to endure it all over again. That was why the pain would still be fresh in his mind even after it was all over. It had been a crushing defeat, but one that was largely done due to mismanagement of the resources available to Vanguard at the time. Even in that final barrage he let loose, he had the means to grasp victory, but had made an error in judgment in meeting Vamin with brute force. While he was a being that brute force was demanded against, his own awareness of that coupled with who he most often associated with, someone who possessed that brute force in abundance, allowed him to adapt and create means that weren't so simple. Up until this point, Var had been the only one to break beyond the wall that kept him down. But if Vamin intended to keep his word, it could only mean that now he set out to see to the very same thing now, pride be damned. His last shreds of respect were all that allowed the King to even issue that warning at all.
"How are you feeling?"
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Post by Gaia on Mar 15, 2023 16:19:57 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
Vanguard heard the ominous warning from Vamin, considering himself lucky - it was the last bit of respect the two of them shared among one another that returned that glimmer to his eyes, he was sure of it, but, on their next encounter, Vamin would suffer himself no mercy, no opportunity, only what Vamin carried on his shoulders - the weight of attrition, of desolation made manifest.
To accomplish that, then . . . so that was his conviction?
Vanguard grimaced in agony, unable to respond as Genesis passed him by, and even as Mistair approached him, his vision hazy, only barely able to hear them. He saw the shimmering veil, and only just barely managed to hear her warning, before the most agonizing thing he could ever have considered after being battered and bruised without remorse occurred -
- He relived it all over again. Every part of him remended, stitched itself back, reset itself, and reconnected, in an agonizing way, as though Mistair had simply turned back the clock. Once his voice returned to him, he grunted and cried out in pain, having not felt something of this caliber since . . . well, since Nero had blasted through his chest.
Once it was all done, he stayed on the ground just a moment, his hands gripped tight, and considered his tongue before he spoke. ". . . Functional, if only barely," he spluttered out, coughing on his words. ". . . Healed, though. . Thank you."
Stubborn as they come, he pushed one hand down and tried to pull himself up off the ground, wincing in the fresh pain of his clobbering.
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