Post by Deleted on Sept 12, 2016 0:50:46 GMT -8
(( OOC: Feint seeks to join the V20 Club. Join her in her final step toward reaching that goal. ))
RP PHASE 1
~ BGM ~
~ BGM ~
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In a mysterious network full of nothing but complete blackness, three Net Navis suddenly appear as if they had just jacked in from an untrackable location.
One was a male that wore bulky green armor and carried a massive lance. Another was a female nurse-like navi with blonde, butterfly-esque hair. And the last one appeared to be a female ninja-navi.
These navis appeared to be lifeless impersonations of Massimo, Cinnamon, and Marino. Before they could explore far, two more arrivals came on the scene.
" Intruders! Halt! This network requires top secret clearance of Gigamerica's military to enter! "
" And none of you seem to have that. We'd appreciate it if you left without the use of deadly force. "
The first of the two newcomers was a silver-haired young woman, adorned in red and silver clothing: Faith Nymphra. The second was a brown-haired young man, adorned in black and gold clothing: Jacob Rayner, though more commonly known as Warrior.
??? : " ... "
??? : " ... "
??? : " ... "
Despite the warning, the three lifeless navis gave no heed to Nymphra's and Warrior's threat. They acknowledged the two by looking at them, but then continued on with what they were doing.
" Soulless copies. Rayner, let's dispose of these. "
Nymphra and Warrior were high-ranking military units of the Gigamerican Department of Cyber Defense. They were actually humans -- not Net Navis -- but their rank gave them special access to controversial technology called "Pulse Transmission" that allowed them to project their consciousness into the Cyber World. This technology was nothing new, it had been around for centuries, but it wasn't accessible by normal citizens due to the dangers involved. Mishaps in the Cyber World could easily lead to death, but these two were quite well trained in their field.
Perhaps not well-trained enough, though. It didn't take long before they began to struggle with the enemies that stood before them.
" ! "
Before Warrior had the chance to approach the intruders, the large green navi -- Massimo -- came charging at him with its weapon drawn and ready to impale. Fortunately, Warrior had the time to summon a barrier around himself for protection. He remained calm as the burly juggernaut collided into the semi-transparent barrier with colossal force.
" Close call, I'll give you that. Better luck next ti-- "
Warrior's eyes widened when he noticed that the tip of the lance had actually pierced through the barrier. Fortunately, it wasn't far enough to actually cut him, but the realization that his strongest defense had just been trumped by a single blow of his opponent was still shocking to say the least.
" !! "
The shock worsened as the green juggernaut ripped out the axe from the cracked barrier, causing it to shatter like glass and leave Warrior exposed to what came next.
" Rayner, the others are closing in! "
Before he was able to react, the red ninja navi -- Marino -- was face to face with him. He expected her to attack, but then he realized he was already too late! She had already diced him with her Beam Knife several times before this eye-to-eye moment, and he was just now feeling the pain!
" Ugh! "
As he dropped to one knee, Nymphra leap-frogged over Warrior to get the jump on the Red Ninja. But when she went to cut at her, the ninja retreated so quickly that it had appeared as if she'd teleported away from her attacker.
" ? "
It caused Nymphra to lose focus just enough that the green juggernaut was able to swing the lance at her from her blind spot, landing true and impaling her through the back.
" Aaaagh! "
" Faith! "
Warrior sprang back into action as the Massimo-clone slung Nymphra's wounded body off of the tip of its Lance.
Getting the jump from behind, Warrior's sword was able to cleave into the navi's thick armor and even causing the juggernaut to flinch, but it was well-protected enough that the sustained damage was minimal. What little harm he was able to inflict would immediately rejuvenate thanks to the healing power of the white nurse navi -- Cinnamon.
Before Warrior could follow up with anything else, the red ninja returned and tackled him to the ground with a crushing stomp. She hopped off of him immediately after, only for a barrage of her mirages to sequentially stomp him down as well. At the end of the trampling, a finishing blow from Massimo's Lance left Warrior downed next to Nymphra.
They were both still conscious, but only barely.
This was hardly ever a fight to begin with -- it was a massacre of Gigamerica's finest.
{
}
[Universal Skill - Unity]
[When one member of the team falls, the rest are invigorated and fight harder]
° All members of this Boss Team have this skill
° Only one member of the team can be defeated on any given turn
° All Members of the team take half damage from multi-targeting attacks
[Passive]
Massimo
Cinnamon
Marino
Command Mission Team Battle Rules
° Can be challenge by multiple opponents, rewards are unaffected
° Unless any member of your team has Initiative, the Boss Team attacks first
° When fought as a group, any member of the group may operate the Team
° Summoned entities are still treated as targets. NPCs use the owner's version for calculating damage directed at them
° Rewards: 500 Exp || 8000 Zenny || 5 BugFrag || 1 BlueMD || 3 GreenMD
Pattern Versus All Opponents
Massimo
° Massive Lance (aimed once at each target)
° When one ally has been defeated: Massive Lance (aimed once at each target)
° When both allies have been defeated: Massive Lance (aimed once at each target)
Cinnamon
° Angel Hand (aimed once at each target)
° When one ally has been defeated: Angel Hand (aimed once at each target)
° When both allies have been defeated: Angel Hand (aimed once at each target)
Marino
° Beam Knife (aimed once at each target)
° Marino Stamp (aimed once at each target)
° Mirage Dive (aimed at all targets)
° Pattern repeats when additional Attack Slots are gained
COMMAND MISSION TEAM
(Click to Reveal/Hide Stats)
(Click to Reveal/Hide Stats)
}
[Universal Skill - Unity]
[When one member of the team falls, the rest are invigorated and fight harder]
° All members of this Boss Team have this skill
° Only one member of the team can be defeated on any given turn
° All Members of the team take half damage from multi-targeting attacks
[Passive]
Massimo
{
(Click to Reveal/Hide Stats)}
HP: 30,000
Armor: 500
Regeneration: 0
Type: Mini Boss
Element: Metal
Strengths: Sonic, Stone, Blade, Seeking, Metal
Weaknesses: Aqua, Laser, Elec, Ice, Bug
[Skill - Vengeful Counter]
[Massimo strikes back when attacked]
° When struck by an attack, Massimo counters for 200 Unavoidable Damage
° If struck by a counter, Massimo will still retaliate, but at half damage
° This counter can trigger any number of times per turn
[Passive]
[Hyper Mode - Glint Armor]
[Massimo's armor turns golden and his strength is immensely increased for a short time]
° Massimo's Armor, Counter Damage, and Attack Damage are doubled
° Massimo is immune to Negative Statuses and removes any that are present upon entering this Hyper Mode
[Activates when an ally dies -- Lasts 3 Turns]
[Attack - Massive Lance]
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: 900 + (100 * Target's Version)
° Blade Element || C-Range
° Damage Cannot be Reduced
° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
(Click to Reveal/Hide Stats)}
HP: 30,000
Armor: 500
Regeneration: 0
Type: Mini Boss
Element: Metal
Strengths: Sonic, Stone, Blade, Seeking, Metal
Weaknesses: Aqua, Laser, Elec, Ice, Bug
[Skill - Vengeful Counter]
[Massimo strikes back when attacked]
° When struck by an attack, Massimo counters for 200 Unavoidable Damage
° If struck by a counter, Massimo will still retaliate, but at half damage
° This counter can trigger any number of times per turn
[Passive]
[Hyper Mode - Glint Armor]
[Massimo's armor turns golden and his strength is immensely increased for a short time]
° Massimo's Armor, Counter Damage, and Attack Damage are doubled
° Massimo is immune to Negative Statuses and removes any that are present upon entering this Hyper Mode
[Activates when an ally dies -- Lasts 3 Turns]
[Attack - Massive Lance]
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: 900 + (100 * Target's Version)
° Blade Element || C-Range
° Damage Cannot be Reduced
° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
Cinnamon
{
(Click to Reveal/Hide Stats)}
HP: 20,000
Armor: 0
Regeneration: 0
Type: Mini Boss
Element: Light
Strengths: Break, Laser, Fire, Sonic, Light
Weaknesses: Plasma, Dark, Shadow, Toxic, Bug
[Skill - Angelic Aide]
[Cinnamon constantly keeps her allies topped off with health.]
° Cinnamon and her allies restore 30% of their Max HP every turn
[Passive]
[Hyper Mode - Iron Maiden]
[Cinnamon's Armor turns black and her defensive abilities are enhanced temporarily.]
° Cinnamon takes 50% Damage in this Hyper Mode
° When Cinnamon or an ally restores HP beyond their max, 20% of the excess is added to all of their attacks that turn
[Activates when an ally dies -- Lasts 3 Turns]
[Attack - Angel Hand]
[Cinnamon slaps her opponent with her gloves]
° Damage Dealt: 170 + (30 * Target's Version)
° Light Element || C-Range
° If Hits, Victim deals -20% Damage for Two Turns. Stacks with multiple inflictions.
(Click to Reveal/Hide Stats)}
HP: 20,000
Armor: 0
Regeneration: 0
Type: Mini Boss
Element: Light
Strengths: Break, Laser, Fire, Sonic, Light
Weaknesses: Plasma, Dark, Shadow, Toxic, Bug
[Skill - Angelic Aide]
[Cinnamon constantly keeps her allies topped off with health.]
° Cinnamon and her allies restore 30% of their Max HP every turn
[Passive]
[Hyper Mode - Iron Maiden]
[Cinnamon's Armor turns black and her defensive abilities are enhanced temporarily.]
° Cinnamon takes 50% Damage in this Hyper Mode
° When Cinnamon or an ally restores HP beyond their max, 20% of the excess is added to all of their attacks that turn
[Activates when an ally dies -- Lasts 3 Turns]
[Attack - Angel Hand]
[Cinnamon slaps her opponent with her gloves]
° Damage Dealt: 170 + (30 * Target's Version)
° Light Element || C-Range
° If Hits, Victim deals -20% Damage for Two Turns. Stacks with multiple inflictions.
Marino
{
(Click to Reveal/Hide Stats)}
HP: 10,000
Armor: 0
Regeneration: 0
Type: Mini Boss
Element: Shadow
Strengths: Dark, Seeking, Elec, Ice, Shadow
Weaknesses: Stone, Fire, Light, Blade, Bug
[Skill - Hyper Drive]
[Marino moves tremendously fast; enemies have a hard time keeping up with her.]
° Marino Dodges the first attack aimed at her every turn
° Every Turn, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle
° When an ally is defeated, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle
[Passive]
[Hyper Mode - Quick Silver]
[Marino's armor becomes black and yellow; her speed and power are greatly increased for a limited time.]
° Marino's Dodges are raised to Omni during this Hyper Mode
° Marino's Aimers are raised to Omni during this Hyper Mode
° Marino is immune to Damage and Attack Slot Reduction during this Hyper Mode
[Activates when an ally dies -- Lasts 3 Turns]
[Attack - Beam Knife]
[Marino slices quickly at her opponent with a saber-esque knife]
° Damage Dealt: 150 + (50 * Target's Version)
° Blade Element || C-Range
° Undodgeable || Cuts Auras
° Damage cannot be reduced below 50%
[Attack - Marino Stamp]
[Marino leaps at her opponent to deliver an aerial kick]
° Damage Dealt: 150 + (50 * Target's Version)
° Normal Element || C-Range
° Breaks Shields || Cuts Auras
° Damage cannot be reduced below 50%
[Attack - Mirage Dive]
[Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings]
° Damage Dealt: 150 + (50 * Target's Version)
° Shadow Element || C-Range
° Undodgeable || Breaks Shields || Hits All
° Damage cannot be reduced below 50%
(Click to Reveal/Hide Stats)}
HP: 10,000
Armor: 0
Regeneration: 0
Type: Mini Boss
Element: Shadow
Strengths: Dark, Seeking, Elec, Ice, Shadow
Weaknesses: Stone, Fire, Light, Blade, Bug
[Skill - Hyper Drive]
[Marino moves tremendously fast; enemies have a hard time keeping up with her.]
° Marino Dodges the first attack aimed at her every turn
° Every Turn, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle
° When an ally is defeated, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle
[Passive]
[Hyper Mode - Quick Silver]
[Marino's armor becomes black and yellow; her speed and power are greatly increased for a limited time.]
° Marino's Dodges are raised to Omni during this Hyper Mode
° Marino's Aimers are raised to Omni during this Hyper Mode
° Marino is immune to Damage and Attack Slot Reduction during this Hyper Mode
[Activates when an ally dies -- Lasts 3 Turns]
[Attack - Beam Knife]
[Marino slices quickly at her opponent with a saber-esque knife]
° Damage Dealt: 150 + (50 * Target's Version)
° Blade Element || C-Range
° Undodgeable || Cuts Auras
° Damage cannot be reduced below 50%
[Attack - Marino Stamp]
[Marino leaps at her opponent to deliver an aerial kick]
° Damage Dealt: 150 + (50 * Target's Version)
° Normal Element || C-Range
° Breaks Shields || Cuts Auras
° Damage cannot be reduced below 50%
[Attack - Mirage Dive]
[Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings]
° Damage Dealt: 150 + (50 * Target's Version)
° Shadow Element || C-Range
° Undodgeable || Breaks Shields || Hits All
° Damage cannot be reduced below 50%
Attack Pattern
Command Mission Team Battle Rules
° Can be challenge by multiple opponents, rewards are unaffected
° Unless any member of your team has Initiative, the Boss Team attacks first
° When fought as a group, any member of the group may operate the Team
° Summoned entities are still treated as targets. NPCs use the owner's version for calculating damage directed at them
° Rewards: 500 Exp || 8000 Zenny || 5 BugFrag || 1 BlueMD || 3 GreenMD
Pattern Versus All Opponents
Massimo
° Massive Lance (aimed once at each target)
° When one ally has been defeated: Massive Lance (aimed once at each target)
° When both allies have been defeated: Massive Lance (aimed once at each target)
Cinnamon
° Angel Hand (aimed once at each target)
° When one ally has been defeated: Angel Hand (aimed once at each target)
° When both allies have been defeated: Angel Hand (aimed once at each target)
Marino
° Beam Knife (aimed once at each target)
° Marino Stamp (aimed once at each target)
° Mirage Dive (aimed at all targets)
° Pattern repeats when additional Attack Slots are gained
RP PHASE 2
** Click Feint's image for an overview of her stats
** Mouse-over her HP Bar to view her Current/Max HP
[Feint HP=8450/8450]
{}
Version: 19
Formatting Removed
Type: Support
Karma: +75 (Light)
Element: Normal Lv5 -> Shadow Lv5 -> Stone Lv5 || Normal Lv1 -> Elec Lv1
+1 Attack Slot (2 Turn CD)
Initiative
Strengths: -
Weaknesses: -
HP: 8450
Armor: 0 | 61% Damage Taken
Regen: 2953
Base Damage: 230
Attack Slots: 6
Natural Avoid: Dodge (5 CD)
Skills: 9
[Warp] - Speed + Defense + Support / Triumvirate Avoidance
[Feint's suit can speed her up to the point of teleporting short distances, cleverly allowing her to escape any danger. The suit can overload to teleport farther distances if need be, but it will prevent Feint from being able to move for a short time.]
[☉] Avoid One Attack.
[☉] Can Avoid all parts of an 'Avoid Separately' Attack, but Feint will be unable to avoid the attack immediately following when doing so
[9 Uses]
Defensive Skills
[Sturdiness] - Defense / Max HP
[Feint's suit is made of a material as strong as kevlar and as light as fabric. When ever she moves, it absorbs some of the kinetic energy that she creates and stores it as potential energy to fuel its many functions. The energy is emitted when any trauma is caused to the suit, pushing back the danger with an unstoppable force, making it virtually impenetrable by normal means.]
[☉] Feint has +1900 Max HP
[Passive]
[Purge] - Supportive / Element+Status
[Feint's suit provides protection against chemical, biological, and radiological attacks directed against her. For those that do manage to still afflict her, the suit has hidden syringes in key locations on her body that can inject a strengthening agent into her immune system to help fight off the infirmities.]
[☉] Feint gains 1 Elemental Strength of choice for 1 Turn
[☉] Feint gains 1 Status Immunity of choice for 1 Turn
[8 Uses]
Speed Skills
[Overclock] - Speed / Cooldown Reduction
[Feint utilizes the kinetic energy gathered by her suit to speed herself up dramatically; she can almost match Warrior's speed in this state.]
[☉] Feint has 7 Cooldown Reduction, applied as desired
[Passive]
Supportive Skills
[Overpower] - Supportive / Recovery
[Feint's suit stiffens as she braces for a hit, using stored kinetic energy to negate the force of an attack that is brought against it.]
[☉] Restores 1212 HP to a single target
[6 Uses]
[Bastion] - Supportive / Strength
[Feint's kevlar catsuit isn't just for looks. It's designed so that in desperate situations, its molecular structure fastens together to toughen the suit against almost all physical trauma, protecting the user against a series of attacks that others would fall to.]
[☉] Feint takes x0.5 Damage from Elemental Strengths instead of x0.7
[Passive]
[Perfect System] - Supportive / Recovery
[Feint's suit constantly monitors itself for any damage or malfunction and uses whatever stored energy is available to fix the problems it finds before they can cause any harm.]
[☉] Feint regenerates 5% of her Max HP per turn
[Passive]
Offensive Skills
[Transcendence] - Offensive / Attack Slot
[Feint's suit enables her body to act much quicker than is otherwise humanly possible.]
[☉] Feint has +3 Attack Slots
[Passive]
[Blindside] - Offense / Damage
[Feint vanishes from sight and relocates herself to her enemies' blindsides, striking them where they're least defended.]
[☉] One Target deals +285 Damage with All Attacks this turn
[☉] Feint can use this Skill multiple times per turn to stack its effect, but only with 50% efficiency for each use beyond the first
[3 Uses || 4 Max per Battle]
Hyper Modes: 2
Base Hyper Mode Duration: 7 Turns
Positive Force: 1
[Impenetrable] - Defense / Advanced Skill
[The Kevlar Jumpsuit is one of a kind. It cannot be emulated, it cannot be replicated, and it certainly cannot be penetrated by natural forces.]
[☉] Feint's Damage Reducing Effects are applied against Unavoidable, Counter, and "Cannot be Reduced" Damage
[☉] Feint must willingly shut off her Regeneration for 1 Turn for this skill to take effect that turn
[Toggle]
[Covet Mercenary] - Hyper Mode
[Feint utilizes the energy gathered by her suit to intensify her attacks and bolster her physical strength; her close quarters combat is literally earth shattering and she's able to lift objects that even beings much more powerful than herself would struggle with]
[☉] During this Hyper Mode, Feint's Attacks deal 0 Damage and instead inflict 200 Non-Elemental Counter Damage to her target and herself if successful (not applied per hit; no limit per turn)
[☉] Feint cannot gain Attack Slots during this Hyper Mode
[☉] Desolation auto-strikes an additional time per use during this HyperMode
[4 Turns]
[Ruthless Ravager] - Hyper Mode
[Rage enhances Feint's strength far greater than her suit ever could. Those that struggled with its kinetic manipulation will struggle even more against bee's most fearsome fury.]
[☉] Feint's Attacks Cut Undershirt and Darksoul
[3 Turns]
Attacks: 13
Standard Attack
[Desolation] - Normal || S-Range
[Feint only brings one weapon to a fight: a side arm with enough kickback to shatter the bones of the wielder if not reinforced by her suit. When using 'Desolation', Feint fires the weapon with an empty chamber, causing enough force on impact to knock the target back with the force of a cannon, but doing little else without the help of any outside forces.]
10 Damage * 4 Hits
[☉] Breaks Shields | Cuts Auras
[☉] Cannot be Intercepted | Cannot be Naturally Avoided | Ignores Armor
[☉] Avoid Separately
[☉] Can be Optionally Charged for up to 5 Turns for standard Damage:Charge Ratio
[☉] Multiple instances of this attack can be charged at once
2 Turn Cooldown (3x/Turn)
Ammunition Attacks
Feint can load clips of various ammunition into her weapon to make it even deadlier. These enhance the effects of 'Desolation' by putting bullets in the chamber, and when the enhanced hits connect, they provide additional benefit for her as well.
[Electrical Rounds] - Normal || C-Range
[Feint loads a clip of electrically energized ammunition into the magazine-well of her sidearm. Upon contact, they electrocute the target and stiffen their joints, making it difficult for them to avoid further aggression.]
0 Damage
[☉] 'Desolation' has the following effect added to it this turn:
[☉]- 'Electric Shock': Victim loses 2% of their Max Hp every time they avoid. Lasts 3 Turns, cannot be inflicted again for 2 Turns after expiration.
[☉] This Attack can be manually charged for 1 turn for its added effect to last an additional turn
[☉] Up to 2 Rounds may affect Desolation simultaneously
[☉] This Attack cannot be aimed at any target
1 Turn Cooldown
[Obstructive Rounds] - Normal || C-Range
[Feint loads a clip of gaseous ammunition into the magazine-well of her sidearm. Upon contact, they burst into a cloud of smoke, obscuring her from the target's vision.]
0 Damage
[☉] 'Desolation' has the following effect added to it this turn:
[☉]- 'Blind'
[☉] This Attack can be manually charged for 1 turn for its added effect to last an additional turn
[☉] Up to 2 Rounds may affect Desolation simultaneously
[☉] This Attack cannot be aimed at any target
1 Turn Cooldown
[Explosive Rounds] - Normal || C-Range
[Feint loads a clip of explosive ammunition into the magazine-well of her sidearm. Upon contact, they burst into shrapnel, spreading their damage out throughout enemy ranks as far as possible.]
0 Damage
[☉] 'Desolation' has the following effect added to it this turn:
[☉]- 'Hits All'
[☉] This Attack can be manually charged for 1 turn for its added effect to last an additional turn
[☉] Up to 2 Rounds may affect Desolation simultaneously
[☉] This Attack cannot be aimed at any target
1 Turn Cooldown
[Corrosive Rounds] - Normal || C-Range
[Feint loads a clip of acidic ammunition into the magazine-well of her sidearm. Upon contact, they melt into the victim's body and sink to the core.]
0 Damage
[☉] 'Desolation' has the following effect added to it this turn:
[☉]- 'Victim's Healing Effects are 25% less effective for 1 Turn. Stacks with multiple inflictions.'
[☉] This Attack can be manually charged for 1 turn for its added effect to last an additional turn
[☉] Up to 2 Rounds may affect Desolation simultaneously
[☉] This Attack cannot be aimed at any target
1 Turn Cooldown
[Standard Rounds] - Normal || C-Range
[Feint loads a clip of standard ammunition into the magazine-well of her sidearm. The bullets aren't anything special, but they allow the weapon to actually inflict damage when she's out of other options.]
0 Damage
[☉] 'Desolation' gains +25 Damage per hit this turn
[☉] Feint can sacrifice HP upon use of this attack to bolster the effect by +1 Damage/Hit per 20 HP spent
[☉] Damage Amplifications to this attack affect the Damage+ Effect instead
[☉] This Attack can be manually charged for 1 turn for its added effect to last an additional turn
[☉] Up to 2 Rounds may affect Desolation simultaneously
[☉] This Attack cannot be aimed at any target
1 Turn Cooldown
[Lethal Rounds] - Normal || C-Range
[Feint loads a clip of standard ammunition into the magazine-well of her sidearm. The gun is reinforced by the kinetic energy of Feint's suit, amplifying its firepower as it shoots each round at her target.]
0 Damage
[☉] 'Desolation' loses all damage modifiers and instead deals 2.5% of its target's Max Health per hit this turn and Ignores Armor
[☉] This Attack can be manually charged for 1 turn for its added effect to last an additional turn
[☉] Up to 2 Rounds may affect Desolation simultaneously, but these Rounds take up both those slots
[☉] This Attack cannot be aimed at any target
1 Turn Cooldown
Physical Attacks
Feint can still fight without her sidearm. Kinetic energy surges through her suit as she moves to make a close-quarters attack with her body, exponentially increasing her strength as she makes the blow.
[Devastation] - Shadow || C-Range
[Every step she makes creates kinetic energy, and her suit converts it into potential enemy and stores it for later use. The more energy Feint gathers over time, the more cataclysm she brings when she releases it.]
30 Damage
[☉] Breaks Shields | Cuts Auras
[☉] Cannot be Intercepted || Optional Auto Attack
[☉] Feint deals +5 Damage to All Hits of All Attacks this turn
[☉] This Attack can be charged for up to 5 Turns
[☉] Damage Amplifications to this attack affect the Damage+ Effect instead
3 Turn Cooldown
[Blindside] - Shadow || C-Range
[Avoiding Feint's gunfire often puts her target in an exposed position. Her suit can teleport her there instantly to exploit the exposure before the opportunity is missed.]
47 Damage
[☉] Breaks Shields || Cuts Auras
[☉] Auto Strikes once for each instance of 'Desolation' the target avoided last turn, to a Max of 2 times per turn (per target)
[Transcendence] - Shadow || C-Range
[Her body has its limits, but Feint rises above them. The suit is only so powerful, but Feint's operation of it enables it to function beyond its limitations. She excels at nothing better than exceeding expectations.]
0 Damage
[☉] Mirrors the effects and costs of another attack in Feint's arsenal, but costs 2 Attack Slots
[☉] This attack may be charged if the mirrored attack has required/optional charge
[☉] The mirrored attack cannot be used while this one is on cooldown
3 Turn Cooldown
[Spear Kick] - Shadow || S-Range
[Feint dashes toward her enemy, then unexpectedly closes the gap with a warp to catch them offguard with a sudden jumping kick.]
160 Damage
[☉] Undodgeable || Cuts Auras
[☉] Feint can sacrifice HP to add damage to this attack at a ratio of +1 Damage per -5 HP
[☉] This attack can be optionally charged for up to 1 Turn
[Sweep] - Shadow || C-Range
[Feint kicks low to knock her enemy off balance. Airborne targets are met with a crushing somersault kick instead.]
160 Damage
[☉] Undodgeable || Breaks Shields
[☉] Feint can sacrifice HP to add damage to this attack at a ratio of +1 Damage per -5 HP
[☉] This attack can be optionally charged for up to 1 Turn
[Copter Kick] - Shadow || C-Range
[After a short hop to get her body just off the ground, Feint spins her body around with a powerful roundhouse kick. With consecutive uses, she can continue to spin with follow up kicks before landing back on her feet.]
190 Damage
[☉] Cuts Auras || Breaks Shields
[☉] Deals +50 Damage per consecutive use in a turn
[☉] Feint loses 250 HP upon use of this attack; the HP Cost is increased by 250 HP per consecutive use in a turn
Crest Slots: 2/3
Feint's Crest
Navi Crest
[☉] +200 HP
Silver Cross Emblem
The silver cross of the defensive fighter; enhances defensive capability
[☉] +300 HP
Emotional Enlightenment
The depths of one's emotion can decide one's Fate. No one escapes the thorns of Life unscathed. This crest is granted to those who defied the Rosen Warrior.
° +1 Element Level
° Feint Regenerate 5% of her Max HP per turn
Accessory Slots: 2/2
Topaz Cross of Life
A shining cross of topaz, emanates a powerful force.
[☉] Recovery Effects on self are applied at 125%
Diamond Star of Purity
A shining star forged of diamond, sparkles with an otherworldly power
[☉] Feint takes -15% Damage from attacks
Program Slots: 9/9
Enhanced Restoration
Passive program
Feint auto-recovers 8% of her max HP per turn.
Defensive Programs
[Paladin's Spirit ⇪ Alpha]
Activated Program
Feint takes 75% Damage for 4 Turns
(1/1)
[Undershirt ⇪ Nu]
Activated Program
Feint survives a fatal turn of damage with [1] HP
This Program doesn't take up a Program Slot
(1/1)
[Defense Up SP]
Mega Program. Feint takes 80% Damage
Supportive Programs
[Elemental Expansion]
Passive Program
Feint has +1 Element Level.
Can be equipped twice.
[Elemental Expansion]
Passive Program
Feint has +1 Element Level.
Can be equipped twice.
[Life Force ⇪ SP]
Passive Program
Mega Program. Feint has +2000 Max HP.
[Air Shoes ⇪ Nu]
Activated Program
Feint ignores negative and positive panel effects this turn
Does not cost a Program Slot
(1/1)
[Element Adapter] (Normal Lv1 → Elec Lv1)
[Element Adapter] (Normal Lv5 → Shadow Lv5)
[Element Adapter ⇪ Beta] (Shadow Lv5 → Stone Lv5)
Regenerative Programs
[Firewall ⇪ Nu]
Activated Program
Heals one status damage/reduction on Feint
This Program doesn't take up a Program Slot
(1/1)
[Regenerator ⇪ Omega]
Passive Program
Feints regenerates 5% of her Max HP per turn
[Reboot]
Activated Program
+1 use to another program. Can only be equipped/activated once, regardless of other effects. May not give uses to undershirt programs.
⦗1/1⦘
Version: 19
Formatting Removed
Type: Support
Karma: +75 (Light)
Element: Normal Lv5 -> Shadow Lv5 -> Stone Lv5 || Normal Lv1 -> Elec Lv1
+1 Attack Slot (2 Turn CD)
Initiative
Strengths: -
Weaknesses: -
HP: 8450
Armor: 0 | 61% Damage Taken
Regen: 2953
Base Damage: 230
Attack Slots: 6
Natural Avoid: Dodge (5 CD)
Skills: 9
[Warp] - Speed + Defense + Support / Triumvirate Avoidance
[Feint's suit can speed her up to the point of teleporting short distances, cleverly allowing her to escape any danger. The suit can overload to teleport farther distances if need be, but it will prevent Feint from being able to move for a short time.]
[☉] Avoid One Attack.
[☉] Can Avoid all parts of an 'Avoid Separately' Attack, but Feint will be unable to avoid the attack immediately following when doing so
[9 Uses]
Defensive Skills
[Sturdiness] - Defense / Max HP
[Feint's suit is made of a material as strong as kevlar and as light as fabric. When ever she moves, it absorbs some of the kinetic energy that she creates and stores it as potential energy to fuel its many functions. The energy is emitted when any trauma is caused to the suit, pushing back the danger with an unstoppable force, making it virtually impenetrable by normal means.]
[☉] Feint has +1900 Max HP
[Passive]
[Purge] - Supportive / Element+Status
[Feint's suit provides protection against chemical, biological, and radiological attacks directed against her. For those that do manage to still afflict her, the suit has hidden syringes in key locations on her body that can inject a strengthening agent into her immune system to help fight off the infirmities.]
[☉] Feint gains 1 Elemental Strength of choice for 1 Turn
[☉] Feint gains 1 Status Immunity of choice for 1 Turn
[8 Uses]
Speed Skills
[Overclock] - Speed / Cooldown Reduction
[Feint utilizes the kinetic energy gathered by her suit to speed herself up dramatically; she can almost match Warrior's speed in this state.]
[☉] Feint has 7 Cooldown Reduction, applied as desired
[Passive]
Supportive Skills
[Overpower] - Supportive / Recovery
[Feint's suit stiffens as she braces for a hit, using stored kinetic energy to negate the force of an attack that is brought against it.]
[☉] Restores 1212 HP to a single target
[6 Uses]
[Bastion] - Supportive / Strength
[Feint's kevlar catsuit isn't just for looks. It's designed so that in desperate situations, its molecular structure fastens together to toughen the suit against almost all physical trauma, protecting the user against a series of attacks that others would fall to.]
[☉] Feint takes x0.5 Damage from Elemental Strengths instead of x0.7
[Passive]
[Perfect System] - Supportive / Recovery
[Feint's suit constantly monitors itself for any damage or malfunction and uses whatever stored energy is available to fix the problems it finds before they can cause any harm.]
[☉] Feint regenerates 5% of her Max HP per turn
[Passive]
Offensive Skills
[Transcendence] - Offensive / Attack Slot
[Feint's suit enables her body to act much quicker than is otherwise humanly possible.]
[☉] Feint has +3 Attack Slots
[Passive]
[Blindside] - Offense / Damage
[Feint vanishes from sight and relocates herself to her enemies' blindsides, striking them where they're least defended.]
[☉] One Target deals +285 Damage with All Attacks this turn
[☉] Feint can use this Skill multiple times per turn to stack its effect, but only with 50% efficiency for each use beyond the first
[3 Uses || 4 Max per Battle]
Hyper Modes: 2
Base Hyper Mode Duration: 7 Turns
Positive Force: 1
[Impenetrable] - Defense / Advanced Skill
[The Kevlar Jumpsuit is one of a kind. It cannot be emulated, it cannot be replicated, and it certainly cannot be penetrated by natural forces.]
[☉] Feint's Damage Reducing Effects are applied against Unavoidable, Counter, and "Cannot be Reduced" Damage
[☉] Feint must willingly shut off her Regeneration for 1 Turn for this skill to take effect that turn
[Toggle]
[Covet Mercenary] - Hyper Mode
[Feint utilizes the energy gathered by her suit to intensify her attacks and bolster her physical strength; her close quarters combat is literally earth shattering and she's able to lift objects that even beings much more powerful than herself would struggle with]
[☉] During this Hyper Mode, Feint's Attacks deal 0 Damage and instead inflict 200 Non-Elemental Counter Damage to her target and herself if successful (not applied per hit; no limit per turn)
[☉] Feint cannot gain Attack Slots during this Hyper Mode
[☉] Desolation auto-strikes an additional time per use during this HyperMode
[4 Turns]
[Ruthless Ravager] - Hyper Mode
[Rage enhances Feint's strength far greater than her suit ever could. Those that struggled with its kinetic manipulation will struggle even more against bee's most fearsome fury.]
[☉] Feint's Attacks Cut Undershirt and Darksoul
[3 Turns]
Attacks: 13
Standard Attack
[Desolation] - Normal || S-Range
[Feint only brings one weapon to a fight: a side arm with enough kickback to shatter the bones of the wielder if not reinforced by her suit. When using 'Desolation', Feint fires the weapon with an empty chamber, causing enough force on impact to knock the target back with the force of a cannon, but doing little else without the help of any outside forces.]
10 Damage * 4 Hits
[☉] Breaks Shields | Cuts Auras
[☉] Cannot be Intercepted | Cannot be Naturally Avoided | Ignores Armor
[☉] Avoid Separately
[☉] Can be Optionally Charged for up to 5 Turns for standard Damage:Charge Ratio
[☉] Multiple instances of this attack can be charged at once
2 Turn Cooldown (3x/Turn)
Ammunition Attacks
Feint can load clips of various ammunition into her weapon to make it even deadlier. These enhance the effects of 'Desolation' by putting bullets in the chamber, and when the enhanced hits connect, they provide additional benefit for her as well.
[Electrical Rounds] - Normal || C-Range
[Feint loads a clip of electrically energized ammunition into the magazine-well of her sidearm. Upon contact, they electrocute the target and stiffen their joints, making it difficult for them to avoid further aggression.]
0 Damage
[☉] 'Desolation' has the following effect added to it this turn:
[☉]- 'Electric Shock': Victim loses 2% of their Max Hp every time they avoid. Lasts 3 Turns, cannot be inflicted again for 2 Turns after expiration.
[☉] This Attack can be manually charged for 1 turn for its added effect to last an additional turn
[☉] Up to 2 Rounds may affect Desolation simultaneously
[☉] This Attack cannot be aimed at any target
1 Turn Cooldown
[Obstructive Rounds] - Normal || C-Range
[Feint loads a clip of gaseous ammunition into the magazine-well of her sidearm. Upon contact, they burst into a cloud of smoke, obscuring her from the target's vision.]
0 Damage
[☉] 'Desolation' has the following effect added to it this turn:
[☉]- 'Blind'
[☉] This Attack can be manually charged for 1 turn for its added effect to last an additional turn
[☉] Up to 2 Rounds may affect Desolation simultaneously
[☉] This Attack cannot be aimed at any target
1 Turn Cooldown
[Explosive Rounds] - Normal || C-Range
[Feint loads a clip of explosive ammunition into the magazine-well of her sidearm. Upon contact, they burst into shrapnel, spreading their damage out throughout enemy ranks as far as possible.]
0 Damage
[☉] 'Desolation' has the following effect added to it this turn:
[☉]- 'Hits All'
[☉] This Attack can be manually charged for 1 turn for its added effect to last an additional turn
[☉] Up to 2 Rounds may affect Desolation simultaneously
[☉] This Attack cannot be aimed at any target
1 Turn Cooldown
[Corrosive Rounds] - Normal || C-Range
[Feint loads a clip of acidic ammunition into the magazine-well of her sidearm. Upon contact, they melt into the victim's body and sink to the core.]
0 Damage
[☉] 'Desolation' has the following effect added to it this turn:
[☉]- 'Victim's Healing Effects are 25% less effective for 1 Turn. Stacks with multiple inflictions.'
[☉] This Attack can be manually charged for 1 turn for its added effect to last an additional turn
[☉] Up to 2 Rounds may affect Desolation simultaneously
[☉] This Attack cannot be aimed at any target
1 Turn Cooldown
[Standard Rounds] - Normal || C-Range
[Feint loads a clip of standard ammunition into the magazine-well of her sidearm. The bullets aren't anything special, but they allow the weapon to actually inflict damage when she's out of other options.]
0 Damage
[☉] 'Desolation' gains +25 Damage per hit this turn
[☉] Feint can sacrifice HP upon use of this attack to bolster the effect by +1 Damage/Hit per 20 HP spent
[☉] Damage Amplifications to this attack affect the Damage+ Effect instead
[☉] This Attack can be manually charged for 1 turn for its added effect to last an additional turn
[☉] Up to 2 Rounds may affect Desolation simultaneously
[☉] This Attack cannot be aimed at any target
1 Turn Cooldown
[Lethal Rounds] - Normal || C-Range
[Feint loads a clip of standard ammunition into the magazine-well of her sidearm. The gun is reinforced by the kinetic energy of Feint's suit, amplifying its firepower as it shoots each round at her target.]
0 Damage
[☉] 'Desolation' loses all damage modifiers and instead deals 2.5% of its target's Max Health per hit this turn and Ignores Armor
[☉] This Attack can be manually charged for 1 turn for its added effect to last an additional turn
[☉] Up to 2 Rounds may affect Desolation simultaneously, but these Rounds take up both those slots
[☉] This Attack cannot be aimed at any target
1 Turn Cooldown
Physical Attacks
Feint can still fight without her sidearm. Kinetic energy surges through her suit as she moves to make a close-quarters attack with her body, exponentially increasing her strength as she makes the blow.
[Devastation] - Shadow || C-Range
[Every step she makes creates kinetic energy, and her suit converts it into potential enemy and stores it for later use. The more energy Feint gathers over time, the more cataclysm she brings when she releases it.]
30 Damage
[☉] Breaks Shields | Cuts Auras
[☉] Cannot be Intercepted || Optional Auto Attack
[☉] Feint deals +5 Damage to All Hits of All Attacks this turn
[☉] This Attack can be charged for up to 5 Turns
[☉] Damage Amplifications to this attack affect the Damage+ Effect instead
3 Turn Cooldown
[Blindside] - Shadow || C-Range
[Avoiding Feint's gunfire often puts her target in an exposed position. Her suit can teleport her there instantly to exploit the exposure before the opportunity is missed.]
47 Damage
[☉] Breaks Shields || Cuts Auras
[☉] Auto Strikes once for each instance of 'Desolation' the target avoided last turn, to a Max of 2 times per turn (per target)
[Transcendence] - Shadow || C-Range
[Her body has its limits, but Feint rises above them. The suit is only so powerful, but Feint's operation of it enables it to function beyond its limitations. She excels at nothing better than exceeding expectations.]
0 Damage
[☉] Mirrors the effects and costs of another attack in Feint's arsenal, but costs 2 Attack Slots
[☉] This attack may be charged if the mirrored attack has required/optional charge
[☉] The mirrored attack cannot be used while this one is on cooldown
3 Turn Cooldown
[Spear Kick] - Shadow || S-Range
[Feint dashes toward her enemy, then unexpectedly closes the gap with a warp to catch them offguard with a sudden jumping kick.]
160 Damage
[☉] Undodgeable || Cuts Auras
[☉] Feint can sacrifice HP to add damage to this attack at a ratio of +1 Damage per -5 HP
[☉] This attack can be optionally charged for up to 1 Turn
[Sweep] - Shadow || C-Range
[Feint kicks low to knock her enemy off balance. Airborne targets are met with a crushing somersault kick instead.]
160 Damage
[☉] Undodgeable || Breaks Shields
[☉] Feint can sacrifice HP to add damage to this attack at a ratio of +1 Damage per -5 HP
[☉] This attack can be optionally charged for up to 1 Turn
[Copter Kick] - Shadow || C-Range
[After a short hop to get her body just off the ground, Feint spins her body around with a powerful roundhouse kick. With consecutive uses, she can continue to spin with follow up kicks before landing back on her feet.]
190 Damage
[☉] Cuts Auras || Breaks Shields
[☉] Deals +50 Damage per consecutive use in a turn
[☉] Feint loses 250 HP upon use of this attack; the HP Cost is increased by 250 HP per consecutive use in a turn
Crest Slots: 2/3
Feint's Crest
Navi Crest
[☉] +200 HP
Silver Cross Emblem
The silver cross of the defensive fighter; enhances defensive capability
[☉] +300 HP
Emotional Enlightenment
The depths of one's emotion can decide one's Fate. No one escapes the thorns of Life unscathed. This crest is granted to those who defied the Rosen Warrior.
° +1 Element Level
° Feint Regenerate 5% of her Max HP per turn
Accessory Slots: 2/2
Topaz Cross of Life
A shining cross of topaz, emanates a powerful force.
[☉] Recovery Effects on self are applied at 125%
Diamond Star of Purity
A shining star forged of diamond, sparkles with an otherworldly power
[☉] Feint takes -15% Damage from attacks
Program Slots: 9/9
Enhanced Restoration
Passive program
Feint auto-recovers 8% of her max HP per turn.
Defensive Programs
[Paladin's Spirit ⇪ Alpha]
Activated Program
Feint takes 75% Damage for 4 Turns
(1/1)
[Undershirt ⇪ Nu]
Activated Program
Feint survives a fatal turn of damage with [1] HP
This Program doesn't take up a Program Slot
(1/1)
[Defense Up SP]
Mega Program. Feint takes 80% Damage
Supportive Programs
[Elemental Expansion]
Passive Program
Feint has +1 Element Level.
Can be equipped twice.
[Elemental Expansion]
Passive Program
Feint has +1 Element Level.
Can be equipped twice.
[Life Force ⇪ SP]
Passive Program
Mega Program. Feint has +2000 Max HP.
[Air Shoes ⇪ Nu]
Activated Program
Feint ignores negative and positive panel effects this turn
Does not cost a Program Slot
(1/1)
[Element Adapter] (Normal Lv1 → Elec Lv1)
[Element Adapter] (Normal Lv5 → Shadow Lv5)
[Element Adapter ⇪ Beta] (Shadow Lv5 → Stone Lv5)
Regenerative Programs
[Firewall ⇪ Nu]
Activated Program
Heals one status damage/reduction on Feint
This Program doesn't take up a Program Slot
(1/1)
[Regenerator ⇪ Omega]
Passive Program
Feints regenerates 5% of her Max HP per turn
[Reboot]
Activated Program
+1 use to another program. Can only be equipped/activated once, regardless of other effects. May not give uses to undershirt programs.
⦗1/1⦘
" You two seem to be having trouble. "
" Cherish?! What are you doing here? "
Cherish Pele -- also known by her old mercenary alias: "Feint".
While Warrior and Nymphra worked for the Gigamerica's Cyber Defense, Feint worked for Netopia's. So she, too, was a human that was pulsed into the Cyber World via special military permissions, but she served under a different country than her friends Jacob and Faith.
" Careful, sis! They're strong! "
" No sh*t. "
Calling them "friends" was actually a stretch of the imagination. There were actually few times that Feint ever seemed to be in a good mood toward Faith or Jake. She always seemed to be irritable at best, and even now as she stood above them in their prone, injured state, that persona still held true. She didn't appear to have the slightest concern for their well-being.
" These incomplete copy-navis escaped a lab in Netopia and I was sent to destroy them. I wish I could have said you beat me to it, but it looks like Gigamerica's Cyber Defense is still a little lacking compared to Netopia's. "
" Talk all the trash you want. There's a cold spot in the dirt waiting for you right here."
" Keep it warm for me. It's no coincidence you're always right beside it."
" ... "
" Oh, and Faith. "
" ? "
" Stop calling me your sister. "
With a cock of her gun, the blacksuit-clad woman turned her back to the wounded warriors and made her steady approach to the three intruders that had so easily defeated them.
It was her turn now.
BATTLE START
° Feint has Initiative
{
}
° Feint charges Devastation
° Feint charges Transcendence (Devastation)
° Feint charges Standard Rounds
° Feint charges Desolation (A)
° Feint charges Desolation (B)
° Feint charges Desolation (C)
FEINT OFFENSIVE 1
Feint has 6 Attack Slots
Feint has 6 Attack Slots
}
° Feint charges Devastation
° Feint charges Transcendence (Devastation)
° Feint charges Standard Rounds
° Feint charges Desolation (A)
° Feint charges Desolation (B)
° Feint charges Desolation (C)
{
}
HP: 8450/8450
Status: Normal
Stage: Normal
Cooldowns
° N/A
Charges
° Devastation (1)
° Transcendence (1)
° Standard Rounds (1)
° DesolationA (1)
° DesolationB (1)
° DesolationC (1)
FEINT SUMMARY 1
}
HP: 8450/8450
Status: Normal
Stage: Normal
Cooldowns
° N/A
Charges
° Devastation (1)
° Transcendence (1)
° Standard Rounds (1)
° DesolationA (1)
° DesolationB (1)
° DesolationC (1)
{
}
Massimo HP: 30,000 / 30,000
Cinnamon HP: 20,000 / 20,000
Marino HP: 10,000 / 10,000
° No Defense Necessary
° Marino gets +1 Attack Slot and +1 Dodge for the rest of battle
CM TEAM DEFENSIVE 1
}
Massimo HP: 30,000 / 30,000
Cinnamon HP: 20,000 / 20,000
Marino HP: 10,000 / 10,000
° No Defense Necessary
° Marino gets +1 Attack Slot and +1 Dodge for the rest of battle
{
}
CM TEAM OFFENSIVE 1
}
{° Massimo used Massive Lance for 1900 Damage (+)}
[Attack - Massive Lance]
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: 900 + (100 * Target's Version)
° Blade Element || C-Range
° Damage Cannot be Reduced
° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: 900 + (100 * Target's Version)
° Blade Element || C-Range
° Damage Cannot be Reduced
° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
{° Cinnamon used Angel Hand for 740 Damage (+)}
[Attack - Angel Hand]
[Cinnamon slaps her opponent with her gloves]
° Damage Dealt: 170 + (30 * Target's Version)
° Light Element || C-Range
° If Hits, Victim deals -20% Damage for Two Turns. Stacks with multiple inflictions.
[Cinnamon slaps her opponent with her gloves]
° Damage Dealt: 170 + (30 * Target's Version)
° Light Element || C-Range
° If Hits, Victim deals -20% Damage for Two Turns. Stacks with multiple inflictions.
{° Marino used Beam Knife for 1100 Damage (+)}
[Attack - Beam Knife]
[Marino slices quickly at her opponent with a saber-esque knife]
° Damage Dealt: 150 + (50 * Target's Version)
° Blade Element || C-Range
° Undodgeable || Cuts Auras
° Damage cannot be reduced below 50%
[Marino slices quickly at her opponent with a saber-esque knife]
° Damage Dealt: 150 + (50 * Target's Version)
° Blade Element || C-Range
° Undodgeable || Cuts Auras
° Damage cannot be reduced below 50%
{° Marino used Marino Stamp for 1100 Damage (+)}
[Attack - Marino Stamp]
[Marino leaps at her opponent to deliver an aerial kick]
° Damage Dealt: 150 + (50 * Target's Version)
° Normal Element || C-Range
° Breaks Shields || Cuts Auras
° Damage cannot be reduced below 50%%
[Marino leaps at her opponent to deliver an aerial kick]
° Damage Dealt: 150 + (50 * Target's Version)
° Normal Element || C-Range
° Breaks Shields || Cuts Auras
° Damage cannot be reduced below 50%%
{° Marino used Mirage Dive for 1100 Damage (+)}
[Attack - Mirage Dive]
[Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings]
° Damage Dealt: 150 + (50 * Target's Version)
° Shadow Element || C-Range
° Undodgeable || Breaks Shields || Hits All
° Damage cannot be reduced below 50%%
[Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings]
° Damage Dealt: 150 + (50 * Target's Version)
° Shadow Element || C-Range
° Undodgeable || Breaks Shields || Hits All
° Damage cannot be reduced below 50%%
{° Marino used Beam Knife for 1100 Damage (+)}
[Attack - Beam Knife]
[Marino slices quickly at her opponent with a saber-esque knife]
° Damage Dealt: 150 + (50 * Target's Version)
° Blade Element || C-Range
° Undodgeable || Cuts Auras
° Damage cannot be reduced below 50%
[Marino slices quickly at her opponent with a saber-esque knife]
° Damage Dealt: 150 + (50 * Target's Version)
° Blade Element || C-Range
° Undodgeable || Cuts Auras
° Damage cannot be reduced below 50%
{
}
Massimo HP: 30,000/30,000
Massimo Status: Normal
Cinnamon HP: 20,000/20,000
Cinnamon Status: Normal
Marino HP: 10,000/10,000
Marino Status: +1 AS || +1 Dodge
CM TEAM SUMMARY 1
}
Massimo HP: 30,000/30,000
Massimo Status: Normal
Cinnamon HP: 20,000/20,000
Cinnamon Status: Normal
Marino HP: 10,000/10,000
Marino Status: +1 AS || +1 Dodge
RP PHASE 3
???: " ... "
Much like the way he had done so far, the Massimo-clone dashed head-on toward its target and thrust its lance forward, intending to impale Feint in the gut to disable her just like he had done to the other Cyber Defenders.
" ... "
Feint made no effort to evade.
Just before the lance made contact with her suit, it appeared as though it emit electrical energy that shifted its molecular structure in such a way that it would counteract the attack.
" ! "
Warrior watched as the lance made contact with Feint's body. The weapon that had shattered his strongest defense like glass would surely do her in... but it didn't!
???: " .... "
The emotionless face of the green juggernaut even looked shocked at the outcome of its attack. The force of impact created a sonicboom so powerful that it caused the ground beneath their feet to fold into a crater. The only visible sign that Feint had even been affected by the lance was her hair blowing wildly away from the rushing wind.
The lance didn't even scratch her suit -- in fact, the weapon looked like it had been dented for even trying!
The red ninja and white nurse tried following up with strikes of their own, but it was to no avail. Feint's suit was more than just for looks; it made her practically invincible!
" My suit stiffens as it takes a hit. It stores kinetic energy from every movement I make, then discharges it to negate the force of anything that strikes against it. "
Every time Feint was attacked by her opposition, the electrical energy in her suit would surge again. If one were to look closely, though, they would notice the direction that the electrical energy would travel in after each surge.
" My gun is a part of my suit. Any excess energy stored will be used to strengthen the firing power of the weapon. In fact, if I so choose, I can absorb the kinetic energy of any attack made against me and siphon it into my gun. "
The direction that it traveled in was, indeed, to the gun that Cherish had holstered on her lower back. When she unholstered it and held it in her hand, the electrical energy would surge in that direction instead.
" Interesting fact about this gun: if I weren't wearing this suit, the recoil of a single shot would be powerful enough to dislocate my shoulder. Firing with an empty chamber, the pressurized air alone is enough to shatter a mountain. "
As she said that, she began loading various types of ammunition into the chamber of the weapon.
" Now imagine what it can do with these. "
~* BO-BO-BO-BO-BO-BO-BO-BOOM!! *~
Feint's shots fired off like a gatling gun, spraying the area with bullets that exploded on impact, causing the entire network to rock with violent force after each blast.
It sounded less like the firing of a handgun and more like a rapid-firing tank cannon!
The White-Nurse was unceremoniously ripped to shreds among the chaos, and the thick armor of the Green-Juggernaut was blown away with each shot, exposing the black undersuit that lied beneath. The Red-Ninja was able to scury out of the way of a few shots, but was littered with holes across its body after all was said and done.
Despite their nigh-obliteration, though, the two intruders left standing continued to fight back.
{
}
Feint HP: 8450 / 8450
° Feint naturally takes 61% Damage
° Feint's Total Damage Reduction is 17% from Blade attacks and 34% from other attacks
° Feint takes Massive Lance for 323 Damage
° Feint takes Angel Hand for 251 Damage
° Feint takes Beam Knife for 187 Damage
° Feint takes Marino Stamp for 374 Damage
° Feint takes Mirage Dive for 374 Damage
° Feint takes Beam Knife for 187 Damage
Feint HP: 6754 / 8450
FEINT DEFENSIVE 1
}
Feint HP: 8450 / 8450
° Feint naturally takes 61% Damage
{° Feint activates Paladin's Spirit ⇪ Alpha (+)}
[Paladin's Spirit ⇪ Alpha]
Activated Program
Feint takes 75% Damage for 4 Turns
(1 Use per Battle)
Activated Program
Feint takes 75% Damage for 4 Turns
(1 Use per Battle)
{° Feint activates Reboot to reactivate Paladin's Spirit ⇪ Alpha (+)}
[Reboot]
Activated Program
+1 use to another program. Can only be equipped/activated once, regardless of other effects. May not give uses to undershirt programs.
⦗1 Use per Battle⦘
[Paladin's Spirit ⇪ Alpha]
Activated Program
Feint takes 75% Damage for 4 Turns
(1 Use per Battle)
Activated Program
+1 use to another program. Can only be equipped/activated once, regardless of other effects. May not give uses to undershirt programs.
⦗1 Use per Battle⦘
[Paladin's Spirit ⇪ Alpha]
Activated Program
Feint takes 75% Damage for 4 Turns
(1 Use per Battle)
{° Feint activates Purge to gain a Strength to Blade and an Immunity to Damage Reduction (+)}
[Purge] - Supportive / Element+Status
° Feint gains 1 Elemental Strength of choice for 1 Turn (Blade)
° Feint gains 1 Status Immunity of choice for 1 Turn (Damage Reduction)
[7/8 Uses Left]
° Feint gains 1 Elemental Strength of choice for 1 Turn (Blade)
° Feint gains 1 Status Immunity of choice for 1 Turn (Damage Reduction)
[7/8 Uses Left]
{° Feint takes x0.5 Damage from Elemental Strengths due to Bastion (+)}
[Bastion] - Supportive / Strength
° Feint takes x0.5 Damage from Elemental Strengths instead of x0.7
[Passive]
° Feint takes x0.5 Damage from Elemental Strengths instead of x0.7
[Passive]
{° Feint disables her Regeneration this turn to toggle on Impenetrable (+)}
[Impenetrable] - Defense / Advanced Skill
° Feint's Damage Reducing Effects are applied against Unavoidable, Counter, and "Cannot be Reduced" Damage
° Feint must willingly shut off her Regeneration for 1 Turn for this skill to take effect that turn
[Toggle]
° Feint's Damage Reducing Effects are applied against Unavoidable, Counter, and "Cannot be Reduced" Damage
° Feint must willingly shut off her Regeneration for 1 Turn for this skill to take effect that turn
[Toggle]
° Feint's Total Damage Reduction is 17% from Blade attacks and 34% from other attacks
° Feint takes Massive Lance for 323 Damage
° Feint takes Angel Hand for 251 Damage
° Feint takes Beam Knife for 187 Damage
° Feint takes Marino Stamp for 374 Damage
° Feint takes Mirage Dive for 374 Damage
° Feint takes Beam Knife for 187 Damage
Feint HP: 6754 / 8450
{
}
° Feint activates Elec Element's Effects for +1 Attack Slot
° Feint charges Desolation (C)
FEINT OFFENSIVE 2
6 Attack Slots
6 Attack Slots
}
° Feint activates Elec Element's Effects for +1 Attack Slot
{° Feint activates Blindside 3 Times for +570 Damage this turn (+)}
[Blindside] - Offense / Damage
° One Target deals +285 Damage with All Attacks this turn
° Feint can use this Skill multiple times per turn to stack its effect, but only with 50% efficiency for each use beyond the first
[0/3 Uses Left]
° One Target deals +285 Damage with All Attacks this turn
° Feint can use this Skill multiple times per turn to stack its effect, but only with 50% efficiency for each use beyond the first
[0/3 Uses Left]
{° Feint uses Devastation at Cinnamon (+)}
[Devastation] - Shadow || C-Range
30 Damage
° Breaks Shields | Cuts Auras
° Cannot be Intercepted || Optional Auto Attack
° Feint deals +862 Damage to All Hits of All Attacks this turn
° This Attack can be charged for up to 5 Turns
° Damage Amplifications to this attack affect the Damage+ Effect instead
3 Turn Cooldown
Original Damage Buff: 5
Blindside Augment: +570
Charge Augment: x1.5
30 Damage
° Breaks Shields | Cuts Auras
° Cannot be Intercepted || Optional Auto Attack
° Feint deals +862 Damage to All Hits of All Attacks this turn
° This Attack can be charged for up to 5 Turns
° Damage Amplifications to this attack affect the Damage+ Effect instead
3 Turn Cooldown
Original Damage Buff: 5
Blindside Augment: +570
Charge Augment: x1.5
{° Feint uses Transcendence at Cinnamon (+)}
[Transcendence] - Shadow || C-Range
0 Damage
° Mirrors the effects and costs of another attack in Feint's arsenal, but costs 2 Attack Slots
° This attack may be charged if the mirrored attack has required/optional charge
° The mirrored attack cannot be used while this one is on cooldown
3 Turn Cooldown
Mirrored Attack: Devastation
[Transcendent Devastation] - Shadow || C-Range
30 Damage
° Breaks Shields | Cuts Auras
° Cannot be Intercepted || Optional Auto Attack
° Feint deals +2155 Damage to All Hits of All Attacks this turn
° This Attack can be charged for up to 5 Turns
° Damage Amplifications to this attack affect the Damage+ Effect instead
3 Turn Cooldown
Original Damage Buff: +5
Blindside Augment: +570
Devastation Augment: +862
Charge Augment: x1.5
0 Damage
° Mirrors the effects and costs of another attack in Feint's arsenal, but costs 2 Attack Slots
° This attack may be charged if the mirrored attack has required/optional charge
° The mirrored attack cannot be used while this one is on cooldown
3 Turn Cooldown
Mirrored Attack: Devastation
[Transcendent Devastation] - Shadow || C-Range
30 Damage
° Breaks Shields | Cuts Auras
° Cannot be Intercepted || Optional Auto Attack
° Feint deals +2155 Damage to All Hits of All Attacks this turn
° This Attack can be charged for up to 5 Turns
° Damage Amplifications to this attack affect the Damage+ Effect instead
3 Turn Cooldown
Original Damage Buff: +5
Blindside Augment: +570
Devastation Augment: +862
Charge Augment: x1.5
{° Feint uses Explosive Rounds (+)}
[Explosive Rounds] - Normal || C-Range
0 Damage
° 'Desolation' has the following effect added to it this turn:
- 'Hits All'
° This Attack can be manually charged for 1 turn for its added effect to last an additional turn
° Up to 2 Rounds may affect Desolation simultaneously
° This Attack cannot be aimed at any target
1 Turn Cooldown
0 Damage
° 'Desolation' has the following effect added to it this turn:
- 'Hits All'
° This Attack can be manually charged for 1 turn for its added effect to last an additional turn
° Up to 2 Rounds may affect Desolation simultaneously
° This Attack cannot be aimed at any target
1 Turn Cooldown
{° Feint uses Standard Rounds (+)}
[Standard Rounds] - Normal || C-Range
0 Damage
° 'Desolation' gains+25 +3612 Damage per hit this turn
° Feint can sacrifice HP upon use of this attack to bolster the effect by +1 Damage/Hit per 20 HP spent
° Damage Amplifications to this attack affect the Damage+ Effect instead
° This Attack can be manually charged for 1 turn for its added effect to last an additional turn (Fulfilled)
° Up to 2 Rounds may affect Desolation simultaneously
° This Attack cannot be aimed at any target
1 Turn Cooldown
Original Damage Buff: +25
Blindside Augment: +570
Devastation Augment: +862
Transcendent Devastation Augment: +2155
Charge Augment: +1 Turn of Duration
0 Damage
° 'Desolation' gains
° Feint can sacrifice HP upon use of this attack to bolster the effect by +1 Damage/Hit per 20 HP spent
° Damage Amplifications to this attack affect the Damage+ Effect instead
° This Attack can be manually charged for 1 turn for its added effect to last an additional turn (Fulfilled)
° Up to 2 Rounds may affect Desolation simultaneously
° This Attack cannot be aimed at any target
1 Turn Cooldown
Original Damage Buff: +25
Blindside Augment: +570
Devastation Augment: +862
Transcendent Devastation Augment: +2155
Charge Augment: +1 Turn of Duration
{° Feint uses Desolation at All Targets (+)}
[Desolation] - Normal || S-Range
10 10,176 Damage * 4 Hits
° Breaks Shields | Cuts Auras
° Cannot be Intercepted | Cannot be Naturally Avoided | Ignores Armor
° Avoid Separately
° Can be Optionally Charged for up to 5 Turns for standard Damage:Charge Ratio
° Multiple instances of this attack can be charged at once
Usable 3x/Turn
Original Damage: 10
Blindside Augment: +570 (Final Total)
Devastation Augment: +862 (Per Hit)
Transcendent Devastation Augment: +2155 (Per Hit)
Standard Rounds Augment: +3612 (Per Hit)
Charge Augment: x1.5 Damage
Explosive Rounds Augment: Hits All
° Breaks Shields | Cuts Auras
° Cannot be Intercepted | Cannot be Naturally Avoided | Ignores Armor
° Avoid Separately
° Can be Optionally Charged for up to 5 Turns for standard Damage:Charge Ratio
° Multiple instances of this attack can be charged at once
Usable 3x/Turn
Original Damage: 10
Blindside Augment: +570 (Final Total)
Devastation Augment: +862 (Per Hit)
Transcendent Devastation Augment: +2155 (Per Hit)
Standard Rounds Augment: +3612 (Per Hit)
Charge Augment: x1.5 Damage
Explosive Rounds Augment: Hits All
{° Feint uses Desolation at All Targets (+)}
[Desolation] - Normal || S-Range
10 10,176 Damage * 4 Hits
° Breaks Shields | Cuts Auras
° Cannot be Intercepted | Cannot be Naturally Avoided | Ignores Armor
° Avoid Separately
° Can be Optionally Charged for up to 5 Turns for standard Damage:Charge Ratio
° Multiple instances of this attack can be charged at once
Usable 3x/Turn
Original Damage: 10
Blindside Augment: +570 (Final Total)
Devastation Augment: +862 (Per Hit)
Transcendent Devastation Augment: +2155 (Per Hit)
Standard Rounds Augment: +3612 (Per Hit)
Charge Augment: x1.5 Damage
Explosive Rounds Augment: Hits All
° Breaks Shields | Cuts Auras
° Cannot be Intercepted | Cannot be Naturally Avoided | Ignores Armor
° Avoid Separately
° Can be Optionally Charged for up to 5 Turns for standard Damage:Charge Ratio
° Multiple instances of this attack can be charged at once
Usable 3x/Turn
Original Damage: 10
Blindside Augment: +570 (Final Total)
Devastation Augment: +862 (Per Hit)
Transcendent Devastation Augment: +2155 (Per Hit)
Standard Rounds Augment: +3612 (Per Hit)
Charge Augment: x1.5 Damage
Explosive Rounds Augment: Hits All
° Feint charges Desolation (C)
{
}
HP: 6754/8450
Status: Paladin's Spirit (1/4) || +3612 Damage per Hit to Desolation (1/2)
Stage: Normal
Cooldowns
° Elec Element (0/2)
° Devastation (0/3)
° Transcendence (0/3)
° Explosive Rounds (0/1)
Charges
° DesolationC (2)
FEINT SUMMARY 2
}
HP: 6754/8450
Status: Paladin's Spirit (1/4) || +3612 Damage per Hit to Desolation (1/2)
Stage: Normal
Cooldowns
° Elec Element (0/2)
° Devastation (0/3)
° Transcendence (0/3)
° Explosive Rounds (0/1)
Charges
° DesolationC (2)
{
}
Massimo HP: 30,000 / 30,000
Cinnamon HP: 20,000 / 20,000
Marino HP: 10,000 / 10,000
° CM Team takes 50% Damage from Multi Target Attacks
° Cinnamon takes Devastation for 30 Damage
° Cinnamon takes Transcendent Devastation for 30 Damage
° Marino Dodges the first two hits of Desolation(A)
° Massimo and Cinnamon take the first two hits of Desolation(A) for 10,176 Damage
° CM Team takes the second two hits of Desolation(A) for 10,176 Damage
° Marino and Cinnamon take sufficient damage to fall (Cinnamon Chosen)
° Cinnamon Deleted
° Massimo and Marino cannot be deleted this turn
° Massimo and Marino take all hits of Desolation(B) for 20,3526 Damage
° Massimo Counters for 200 * 8 Damage
° Marino gets +1 Attack Slot and +1 Dodge for the rest of battle
° Cinnamon's defeat gives Marino +1 Attack Slot and +1 Dodge for the rest of battle
Massimo HP: 1/30,000
Marino HP: 1/10,000
CM TEAM DEFENSIVE 2
}
Massimo HP: 30,000 / 30,000
Cinnamon HP: 20,000 / 20,000
Marino HP: 10,000 / 10,000
° CM Team takes 50% Damage from Multi Target Attacks
° Cinnamon takes Devastation for 30 Damage
° Cinnamon takes Transcendent Devastation for 30 Damage
° Marino Dodges the first two hits of Desolation(A)
° Massimo and Cinnamon take the first two hits of Desolation(A) for 10,176 Damage
° CM Team takes the second two hits of Desolation(A) for 10,176 Damage
° Marino and Cinnamon take sufficient damage to fall (Cinnamon Chosen)
° Cinnamon Deleted
° Massimo and Marino cannot be deleted this turn
° Massimo and Marino take all hits of Desolation(B) for 20,3526 Damage
° Massimo Counters for 200 * 8 Damage
° Marino gets +1 Attack Slot and +1 Dodge for the rest of battle
° Cinnamon's defeat gives Marino +1 Attack Slot and +1 Dodge for the rest of battle
{° Cinnamon's defeat sends Marino and Massimo into Hyper mode (+)}
[Hyper Mode - Glint Armor]
° Massimo's Armor, Counter Damage, and Attack Damage are doubled
° Massimo is immune to Negative Statuses and removes any that are present upon entering this Hyper Mode
[Activates when an ally dies -- Lasts 3 Turns]
[Hyper Mode - Quick Silver]
° Marino's Dodges are raised to Omni during this Hyper Mode
° Marino's Aimers are raised to Omni during this Hyper Mode
° Marino is immune to Damage and Attack Slot Reduction during this Hyper Mode
[Activates when an ally dies -- Lasts 3 Turns]
° Massimo's Armor, Counter Damage, and Attack Damage are doubled
° Massimo is immune to Negative Statuses and removes any that are present upon entering this Hyper Mode
[Activates when an ally dies -- Lasts 3 Turns]
[Hyper Mode - Quick Silver]
° Marino's Dodges are raised to Omni during this Hyper Mode
° Marino's Aimers are raised to Omni during this Hyper Mode
° Marino is immune to Damage and Attack Slot Reduction during this Hyper Mode
[Activates when an ally dies -- Lasts 3 Turns]
Massimo HP: 1/30,000
Marino HP: 1/10,000
{
}
CM TEAM OFFENSIVE 2
}
{° Massimo used Massive Lance for 3800 Damage (+)}
[Attack - Massive Lance]
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: 1800 + (200 * Target's Version)
° Blade Element || C-Range
° Damage Cannot be Reduced
° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: 1800 + (200 * Target's Version)
° Blade Element || C-Range
° Damage Cannot be Reduced
° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
{° Massimo used Massive Lance for 3800 Damage (+)}
[Attack - Massive Lance]
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: 1800 + (200 * Target's Version)
° Blade Element || C-Range
° Damage Cannot be Reduced
° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: 1800 + (200 * Target's Version)
° Blade Element || C-Range
° Damage Cannot be Reduced
° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
{° Marino used Beam Knife for 1100 Damage (+)}
[Attack - Beam Knife]
[Marino slices quickly at her opponent with a saber-esque knife]
° Damage Dealt: 150 + (50 * Target's Version)
° Blade Element || C-Range
° Undodgeable || Cuts Auras
° Damage cannot be reduced below 50%
[Marino slices quickly at her opponent with a saber-esque knife]
° Damage Dealt: 150 + (50 * Target's Version)
° Blade Element || C-Range
° Undodgeable || Cuts Auras
° Damage cannot be reduced below 50%
{° Marino used Marino Stamp for 1100 Damage (+)}
[Attack - Marino Stamp]
[Marino leaps at her opponent to deliver an aerial kick]
° Damage Dealt: 150 + (50 * Target's Version)
° Normal Element || C-Range
° Breaks Shields || Cuts Auras
° Damage cannot be reduced below 50%%
[Marino leaps at her opponent to deliver an aerial kick]
° Damage Dealt: 150 + (50 * Target's Version)
° Normal Element || C-Range
° Breaks Shields || Cuts Auras
° Damage cannot be reduced below 50%%
{° Marino used Mirage Dive for 1100 Damage (+)}
[Attack - Mirage Dive]
[Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings]
° Damage Dealt: 150 + (50 * Target's Version)
° Shadow Element || C-Range
° Undodgeable || Breaks Shields || Hits All
° Damage cannot be reduced below 50%%
[Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings]
° Damage Dealt: 150 + (50 * Target's Version)
° Shadow Element || C-Range
° Undodgeable || Breaks Shields || Hits All
° Damage cannot be reduced below 50%%
{° Marino used Beam Knife for 1100 Damage (+)}
[Attack - Beam Knife]
[Marino slices quickly at her opponent with a saber-esque knife]
° Damage Dealt: 150 + (50 * Target's Version)
° Blade Element || C-Range
° Undodgeable || Cuts Auras
° Damage cannot be reduced below 50%
[Marino slices quickly at her opponent with a saber-esque knife]
° Damage Dealt: 150 + (50 * Target's Version)
° Blade Element || C-Range
° Undodgeable || Cuts Auras
° Damage cannot be reduced below 50%
{° Marino used Marino Stamp for 1100 Damage (+)}
[Attack - Marino Stamp]
[Marino leaps at her opponent to deliver an aerial kick]
° Damage Dealt: 150 + (50 * Target's Version)
° Normal Element || C-Range
° Breaks Shields || Cuts Auras
° Damage cannot be reduced below 50%%
[Marino leaps at her opponent to deliver an aerial kick]
° Damage Dealt: 150 + (50 * Target's Version)
° Normal Element || C-Range
° Breaks Shields || Cuts Auras
° Damage cannot be reduced below 50%%
{° Marino used Mirage Dive for 1100 Damage (+)}
[Attack - Mirage Dive]
[Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings]
° Damage Dealt: 150 + (50 * Target's Version)
° Shadow Element || C-Range
° Undodgeable || Breaks Shields || Hits All
° Damage cannot be reduced below 50%%
[Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings]
° Damage Dealt: 150 + (50 * Target's Version)
° Shadow Element || C-Range
° Undodgeable || Breaks Shields || Hits All
° Damage cannot be reduced below 50%%
{
}
Massimo HP: 1/30,000
Massimo Status: Glint Armor (1/3)
Cinnamon HP: 0
Cinnamon Status: Deleted
Marino HP: 1/10,000
Marino Status: +3 AS || +3 Dodge || Quick Silver (1/3)
CM TEAM SUMMARY 2
}
Massimo HP: 1/30,000
Massimo Status: Glint Armor (1/3)
Cinnamon HP: 0
Cinnamon Status: Deleted
Marino HP: 1/10,000
Marino Status: +3 AS || +3 Dodge || Quick Silver (1/3)
RP PHASE 4
" ! "
Nymphra was shocked at how much fire power Cherish had access to! And this was without even exerting any effort! How could it be that she was so easily able to dispatch of the intruders that had so easily dispatched of her and Warrior?!
" ... "
And Feint was as non-chalant as could be about it all. As if this were just a regular day on the job.
The two intruders that were still standing attacked at her more viciously than before, but their attacks led to the same fruitless results as she simply endured them without any visible damage being inflicted.
After another volley of shots from her gun, the Marino-clone was sent to the grave and all that was left standing was the Massimo-clone.
This would be over shortly.
{
}
Feint HP: 6754 / 8450
° Feint's Total Damage Reduction is 17% from Blade or Shadow attacks and 34% from other attacks
° Feint takes Vengeful Counter for 544 Damage
° Feint takes Massive Lance for 646 Damage
° Feint takes Massive Lance for 646 Damage
° Feint takes Beam Knife for 187 Damage
° Feint takes Marino Stamp for 374 Damage
° Feint takes Mirage Dive for 187 Damage
° Feint takes Beam Knife for 187 Damage
° Feint takes Marino Stamp for 374 Damage
° Feint takes Mirage Dive for 187 Damage
Feint HP: 3422 / 8450
FEINT DEFENSIVE 2
}
Feint HP: 6754 / 8450
{° Feint activates Purge twice to gain a Strength to Blade and Shadow (+)}
[Purge] - Supportive / Element+Status
° Feint gains 1 Elemental Strength of choice for 1 Turn (Blade || Shadow)
° Feint gains 1 Status Immunity of choice for 1 Turn (N/A || N/A)
[5/8 Uses Left]
° Feint gains 1 Elemental Strength of choice for 1 Turn (Blade || Shadow)
° Feint gains 1 Status Immunity of choice for 1 Turn (N/A || N/A)
[5/8 Uses Left]
{° Feint disables her Regeneration this turn to toggle on Impenetrable (+)}
[Impenetrable] - Defense / Advanced Skill
° Feint's Damage Reducing Effects are applied against Unavoidable, Counter, and "Cannot be Reduced" Damage
° Feint must willingly shut off her Regeneration for 1 Turn for this skill to take effect that turn
[Toggle]
° Feint's Damage Reducing Effects are applied against Unavoidable, Counter, and "Cannot be Reduced" Damage
° Feint must willingly shut off her Regeneration for 1 Turn for this skill to take effect that turn
[Toggle]
° Feint's Total Damage Reduction is 17% from Blade or Shadow attacks and 34% from other attacks
° Feint takes Vengeful Counter for 544 Damage
° Feint takes Massive Lance for 646 Damage
° Feint takes Massive Lance for 646 Damage
° Feint takes Beam Knife for 187 Damage
° Feint takes Marino Stamp for 374 Damage
° Feint takes Mirage Dive for 187 Damage
° Feint takes Beam Knife for 187 Damage
° Feint takes Marino Stamp for 374 Damage
° Feint takes Mirage Dive for 187 Damage
Feint HP: 3422 / 8450
{
}
° Feint passes with the rest of her attack slots
FEINT OFFENSIVE 3
6 Attack Slots
6 Attack Slots
}
{° Feint autostrikes with Blindside at Marino (+)}
[Blindside] - Shadow || C-Range
47 Damage
° Breaks Shields || Cuts Auras
° Auto Strikes once for each instance of 'Desolation' the target avoided last turn, to a Max of 2 times per turn (per target)
47 Damage
° Breaks Shields || Cuts Auras
° Auto Strikes once for each instance of 'Desolation' the target avoided last turn, to a Max of 2 times per turn (per target)
{° Feint autostrikes with Blindside at Marino (+)}
[Blindside] - Shadow || C-Range
47 Damage
° Breaks Shields || Cuts Auras
° Auto Strikes once for each instance of 'Desolation' the target avoided last turn, to a Max of 2 times per turn (per target)
47 Damage
° Breaks Shields || Cuts Auras
° Auto Strikes once for each instance of 'Desolation' the target avoided last turn, to a Max of 2 times per turn (per target)
{° Feint uses Desolation at Marino (+)}
[Desolation] - Normal || S-Range
[Feint only brings one weapon to a fight: a side arm with enough kickback to shatter the bones of the wielder if not reinforced by her suit. When using 'Desolation', Feint fires the weapon with an empty chamber, causing enough force on impact to knock the target back with the force of a cannon, but doing little else without the help of any outside forces.]
10 9,055 Damage * 4 Hits
° Breaks Shields | Cuts Auras
° Cannot be Intercepted | Cannot be Naturally Avoided | Ignores Armor
° Avoid Separately
° Can be Optionally Charged for up to 5 Turns for standard Damage:Charge Ratio
° Multiple instances of this attack can be charged at once
Usable 3x/Turn
Original Damage: 10
Standard Rounds Augment: +3612 (Per Hit)
Charge Augment: x2.5 Damage
[Feint only brings one weapon to a fight: a side arm with enough kickback to shatter the bones of the wielder if not reinforced by her suit. When using 'Desolation', Feint fires the weapon with an empty chamber, causing enough force on impact to knock the target back with the force of a cannon, but doing little else without the help of any outside forces.]
° Breaks Shields | Cuts Auras
° Cannot be Intercepted | Cannot be Naturally Avoided | Ignores Armor
° Avoid Separately
° Can be Optionally Charged for up to 5 Turns for standard Damage:Charge Ratio
° Multiple instances of this attack can be charged at once
Usable 3x/Turn
Original Damage: 10
Standard Rounds Augment: +3612 (Per Hit)
Charge Augment: x2.5 Damage
° Feint passes with the rest of her attack slots
{
}
HP: 3422/8450
Status: Paladin's Spirit (2/4)
Stage: Normal
Cooldowns
° Elec Element (1/2)
° Devastation (1/3)
° Transcendence (1/3)
° Explosive Rounds (1/1)
° Standard Rounds (1/1)
Charges
° N/A
FEINT SUMMARY 3
}
HP: 3422/8450
Status: Paladin's Spirit (2/4)
Stage: Normal
Cooldowns
° Elec Element (1/2)
° Devastation (1/3)
° Transcendence (1/3)
° Explosive Rounds (1/1)
° Standard Rounds (1/1)
Charges
° N/A
{
}
Massimo HP: 1 / 30,000
Cinnamon HP: 0 / 20,000
Marino HP: 1 / 10,000
° Marino Omni-Dodges Blindside(A)
° Marino Omni-Dodges Blindside(B)
° Marino Omni-Dodges the first two hits of Desolation(C)
° Marino takes the second two hits of Desolation(C) for 18,110 Damage
° Marino Deleted
Massimo HP: 1/30,000
CM TEAM DEFENSIVE 3
}
Massimo HP: 1 / 30,000
Cinnamon HP: 0 / 20,000
Marino HP: 1 / 10,000
° Marino Omni-Dodges Blindside(A)
° Marino Omni-Dodges Blindside(B)
° Marino Omni-Dodges the first two hits of Desolation(C)
° Marino takes the second two hits of Desolation(C) for 18,110 Damage
° Marino Deleted
Massimo HP: 1/30,000
{
}
CM TEAM OFFENSIVE 3
}
{° Massimo used Massive Lance for 3800 Damage (+)}
[Attack - Massive Lance]
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: 1800 + (200 * Target's Version)
° Blade Element || C-Range
° Damage Cannot be Reduced
° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: 1800 + (200 * Target's Version)
° Blade Element || C-Range
° Damage Cannot be Reduced
° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
{° Massimo used Massive Lance for 3800 Damage (+)}
[Attack - Massive Lance]
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: 1800 + (200 * Target's Version)
° Blade Element || C-Range
° Damage Cannot be Reduced
° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: 1800 + (200 * Target's Version)
° Blade Element || C-Range
° Damage Cannot be Reduced
° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
{° Massimo used Massive Lance for 3800 Damage (+)}
[Attack - Massive Lance]
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: 1800 + (200 * Target's Version)
° Blade Element || C-Range
° Damage Cannot be Reduced
° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: 1800 + (200 * Target's Version)
° Blade Element || C-Range
° Damage Cannot be Reduced
° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
{
}
Massimo HP: 1/30,000
Massimo Status: Glint Armor (2/3)
Cinnamon HP: 0
Cinnamon Status: Deleted
Marino HP: 0
Marino Status: Deleted
CM TEAM SUMMARY 3
}
Massimo HP: 1/30,000
Massimo Status: Glint Armor (2/3)
Cinnamon HP: 0
Cinnamon Status: Deleted
Marino HP: 0
Marino Status: Deleted
RP PHASE 5
Two down, one to go. The Massimo-clone lashed out at Feint valiantly again, but there was simply nothing it could do that would penetrate her defense.
" That spot warm yet, Rayner? "
" ... "
Warrior grit his teeth as the Netopian Agent taunted her superiority over him. He hated to see her arrogance rewarded.
" I bet you'd be a lot less tough if you took that suit off. "
" And I bet you'd really enjoy that, wouldn't you? "
In more ways than one, really. But not even in Warrior's dreams would Feint let that ever happen.
With her last standing opponent on its last legs, she finished it off like the rest of its group with a ruthless barrage of shots from her gun. Although Warrior and Nymphra stood no chance against these intruders, they were no match for Feint's arsenal. Perhaps she really was the strongest of the three.
{
}
Feint HP: 3422 / 8450
° Feint's Total Damage Reduction is 17% from Blade attacks and 34% from other attacks
° Feint takes Massive Lance for 646 Damage
° Feint takes Massive Lance for 646 Damage
° Feint takes Massive Lance for 646 Damage
Feint HP: 1488 / 8450
FEINT DEFENSIVE 3
}
Feint HP: 3422 / 8450
{° Feint activates Purge to gain a Strength to Blade (+)}
[Purge] - Supportive / Element+Status
° Feint gains 1 Elemental Strength of choice for 1 Turn (Blade)
° Feint gains 1 Status Immunity of choice for 1 Turn (N/A)
[4/8 Uses Left]
° Feint gains 1 Elemental Strength of choice for 1 Turn (Blade)
° Feint gains 1 Status Immunity of choice for 1 Turn (N/A)
[4/8 Uses Left]
{° Feint disables her Regeneration this turn to toggle on Impenetrable (+)}
[Impenetrable] - Defense / Advanced Skill
° Feint's Damage Reducing Effects are applied against Unavoidable, Counter, and "Cannot be Reduced" Damage
° Feint must willingly shut off her Regeneration for 1 Turn for this skill to take effect that turn
[Toggle]
° Feint's Damage Reducing Effects are applied against Unavoidable, Counter, and "Cannot be Reduced" Damage
° Feint must willingly shut off her Regeneration for 1 Turn for this skill to take effect that turn
[Toggle]
° Feint's Total Damage Reduction is 17% from Blade attacks and 34% from other attacks
° Feint takes Massive Lance for 646 Damage
° Feint takes Massive Lance for 646 Damage
° Feint takes Massive Lance for 646 Damage
Feint HP: 1488 / 8450
{
}
° Feint passes with the rest of her attack slots
FEINT OFFENSIVE 4
6 Attack Slots
6 Attack Slots
}
{° Feint uses Desolation at Massimo (+)}
[Desolation] - Normal || S-Range
[Feint only brings one weapon to a fight: a side arm with enough kickback to shatter the bones of the wielder if not reinforced by her suit. When using 'Desolation', Feint fires the weapon with an empty chamber, causing enough force on impact to knock the target back with the force of a cannon, but doing little else without the help of any outside forces.]
10 Damage * 4 Hits
° Breaks Shields | Cuts Auras
° Cannot be Intercepted | Cannot be Naturally Avoided | Ignores Armor
° Avoid Separately
° Can be Optionally Charged for up to 5 Turns for standard Damage:Charge Ratio
° Multiple instances of this attack can be charged at once
Usable 3x/Turn
[Feint only brings one weapon to a fight: a side arm with enough kickback to shatter the bones of the wielder if not reinforced by her suit. When using 'Desolation', Feint fires the weapon with an empty chamber, causing enough force on impact to knock the target back with the force of a cannon, but doing little else without the help of any outside forces.]
10 Damage * 4 Hits
° Breaks Shields | Cuts Auras
° Cannot be Intercepted | Cannot be Naturally Avoided | Ignores Armor
° Avoid Separately
° Can be Optionally Charged for up to 5 Turns for standard Damage:Charge Ratio
° Multiple instances of this attack can be charged at once
Usable 3x/Turn
° Feint passes with the rest of her attack slots
{
}
HP: 1488/8450
Status: Paladin's Spirit (3/4)
Stage: Normal
Cooldowns
° Elec Element (2/2)
° Devastation (2/3)
° Transcendence (2/3)
Charges
° N/A
FEINT SUMMARY 4
}
HP: 1488/8450
Status: Paladin's Spirit (3/4)
Stage: Normal
Cooldowns
° Elec Element (2/2)
° Devastation (2/3)
° Transcendence (2/3)
Charges
° N/A
{
}
Massimo HP: 1 / 30,000
Cinnamon HP: 0 / 20,000
Marino HP: 0 / 10,000
° Massimo takes all hits of Desolation for 40 Damage
° Massimo Deleted
CM TEAM DEFENSIVE 4
}
Massimo HP: 1 / 30,000
Cinnamon HP: 0 / 20,000
Marino HP: 0 / 10,000
° Massimo takes all hits of Desolation for 40 Damage
° Massimo Deleted
RP PHASE 6
" Conflict Resolved. "
The only thing left of the three intruders were ribbons of residual deleted data scattered about the dark network. Even if they hated to admit it, Jake and Faith had to be thankful that Cherish showed up, otherwise the story would have ended quite differently.
" Step up your game, Gigamerica. Next time, I might not be there to save your hides. "
" I certainly hope not. "
" ... "
After a brief moment of eye contact, but without a word, Cherish left Jacob and Faith in the network and Pulsed Out.
There wasn't much else for them but to do the same.
It wasn't their proudest moment, but their discovery that day was indisputable: Feint had beat them in the arms race, and now they had catching up to do if they were to get on her level.
REWARDS
° Feint Gets: 500 Exp || 8000 Zenny || 5 BugFrag || 1 BlueMD || 3 GreenMD
(( Feint is officially my first character to ever reach v20! Champagne all around! ))