Machinauts: Far Side of Cradle - A stat-based RP

On a side of Cradle where Knights have never set foot, dozens of mechanical eyes are once again turning on.
Created by the Torchbellow Gremlin Clan long ago to terminate a dark force that only a grim prophecy could hint at, these elite Mecha Knights are built for a voyage across the vastest portion of the Clockworks.
These... are the Machinauts.
Glossary Quick Find Codes (Ignore this if you're new)
Ctrl-F:
-Type [(insert your username)] to find your Machinaut in the Glossary
-Type [Allofthewonderfulshinies] to go to the Gear section
-Type [Thishasonlybegun] to go to the Finishing Moves list
-Type [Andtherewasmuchnumbercrunching] to go to the Advanced Game Mechanics guide
Character Creation
Your character is a newly-awakened Machinaut; this title is given to a powerful Mecha Knight of Torchbellow Gremlin make that's been given limited sentience... and a mission: thwart the foul force lurking deep within the Clockworks.
The base chassis cannot be changed out, though it can be restored to maximum integrity by mechanical repair, as well as organic healing methods (such as Hearts).
Machinauts, however, can equip four weapons (that they may freely switch between) and a shield, and wear armor, similar to Knights. A variety of weapons are available; however, your Machinauts have been looted by thieves, and as such, you will only be able to acquire reserve 0* weaponry at the start of the game. Recipes for more powerful gear will be available later, either from shops or as rewards for winning battles.
The gear available for your Machinaut includes all weapons, shields, and armor available within Spiral Knights, as well as other gear that will be made special for this RP. You'll have access to a wide array of weapons, from frying pans to magic wands to turret kits, but they will all fall under the categories of "Sword", "Gun", or "Bomb". Similarly, your Machinaut will eventually be decked out in whatever kind of armor you want, provided you perform well enough to acquire the requisite energy, and will have a shield suited to their style.
Build your character by filling out this bio:
Machinaut Name: (This is your Machinaut's... name.)
Personal Colors: (Select two of them: Main Color and Trim. These will be used by some NPCs to identify your knight.)
Preferred Fighting Style: (How does your Machinaut fight? What kind of weapon does it prefer? Is it aggressive? Defensive? Sneaky? This will determine your starting gear.)
Other Information: (Your Machinaut is slowly achieving sentience; what kind of personality is showing through the cracks? Is there anything else interesting about it- something different about this Machinaut's structure?)
Stat requests: (If you'd like to focus on particular stats at the expense of others, let me know here. The stats are, of course, listed ahead.)
And now, to talk about...
The Battle System
Machinauts are built to do battle. This RP will have quite a lot of combat. And you don't have to be on pins and needles about powerplay, because I'll be determining whether you stab that Jelly Cube or not by rolling virtual dice!
That's right, I'm using the Wizards of the Coast virtual dice roller webpage to get random numbers. It'll be just like an RPG game! So all you have to do is keep an eye on your stats... these, of course, are:
Accuracy is your Machinaut's ability to land hits.
Blocking is your Machinaut's ability to block and evade hits in time; use "Block" to focus on Blocking.
Reflexes is your Machinaut's ability to act quickly. This will determine who moves first.
Wait, only three stats? Well, yeah. Your gear determines the damage you cause and take, much like in regular Spiral Knights. Weapons, of course, deal one or more of the four damage types (Normal, Piercing, Elemental, or Shadow) and may cause status effects (Fire, Freeze, Shock... and keep an eye open for new status effects). Shields and Armor have resistance against above damage types and status effects, and Armor determines your hitpoints. And let's not forget Unique Variants, which are also going to be determined by those virtual dice. (In Machinauts, they show up on a roll of 20 on a d20, meaning they've got a 5% chance of appearing.) Weapons' attack speed also will factor into play.
So... anyway! In combat, there will be one turn per day. Very few exceptions; if I stop by on a whim and see everyone's posted, I MIGHT post the next turn early, but don't count on it. You will decide one of the listed actions for your Machinaut. Then, late each night (I'll generally begin posting around 11:00 PM EST), I'll roll the dice and do the number crunching, then post the results to this thread.
But what if you don't post? If you don't, I'll assume your Machinaut Standard-Attacks the weakest target. No Exceptions. But it's probably better to just post, since it's, at most, a quick sentence. (Let me know if you're on vacation or otherwise cannot post for a time. I'll do the same, barring death, capture, Rapture, skull fracture, or such a legendary overload of college work that it's physically painful to contemplate.)
Generally, you'll have a list with commands something like this:
Standard Attack uses a weapon's basic attack, such as a sword swing. Bombs have a standard attack, but it's fairly weak; their specialty is Charge Attacks. In some cases, the weapon will have a combo or require reloading; this effect will be stated on the weapon's description.
Charge Attack uses a weapon's charged attack. It normally will take a full turn to charge, and another full turn to use. Machinauts know not to let damage shake them while charging. Many of these attacks may damage more than one enemy, depending on what it is.
Defend has your Machinaut forgo an attack in favor of a much higher chance to block or dodge attacks. Be warned; your shield breaks, and takes a turn to begin recharging, so Defend may not be the best option when your shield is down. Defend has a chance based on both combatants' Speed to add to your next move.
Finishing Move may become available when certain conditions are satisfied, depending on the weapon used.
Item uses any item the party may have, such as a Health Capsule, a Vial, a Turret Kit... you'll acquire plenty of these.
Revive lets you restore a downed ally by giving it half of your health.
Escape may show up at some point. You can use this for a chance, based on the user's Speed, to leave a battle early, claiming the experience and loot for any enemies you defeated. Don't Escape too early, but when you must, use it in time and you may save a Spark of Life!
Of course, in many cases you'll have to specify the attack's main target.
Getting more for your fighting
If the party has a 75% majority in favor, they can opt to enter the next battle (NOT the current battle) on Elite Mode. This vote can be called at any time, but only once per battle. Playing on Elite makes the enemies gain a noticeable power boost and a VERY noticeable HP boost. However, winning on Elite Mode will net you extra-special treasures!
But wait, there's more! Each battle provides certain optional conditions; fulfill these optional conditions for an extra reward. For example, you may be asked to win before a certain amount of turns, or by destroying a certain enemy first, or by using a certain weapon type a set amount of times, or by using (or NOT using) Finishing Moves... the possibilities are endless.
Loot and Gear
Upon victory, you can receive:
--Crowns, used for... buying things! It's money! Lovely money!
--Heat, which is required to power up your gear enough for an Alchemy Machine to boost it. Fire Crystals will allow you to apply some Heat to a selected item.
--Materials are used to add a boost to your gear at Alchemy Machines, depending on the Material. Some can also be crafted into items.
--Orbs of Alchemy are used at Alchemy Machines to craft better gear for cheaper.
--Variant Drives will add a Unique Variant when used on a weapon at an Alchemy Machine. These are quite rare!
--Sparks of Life will keep you from losing Crowns if your party is wiped out.
--Minerals... What do they do for you? Oh, you'll find out.
--Recipes let you alchemize new kinds of gear!
--Gear can be found, already crafted. It'll generally be a low level, but can be upgraded to add to your arsenal.
--Relics provide some history of the Far Side of Cradle.
You will have ample opportunities to power up your gear. Every so often, Alchemy Machines will be provided. These Machines will allow you to craft more powerful gear based on your Machinaut's Crowns. You can also use Crowns to buy Recipes or Items for the group, so think it through when it comes time to buy and/or craft gear!
Generally, you'll have three days, maximum, to think it through. So think it through quickly.
If I die...
If the entire party dies, and nothing comes to get them back up, they'll use up a Spark of Life to escape. The battle, of course, will restart.
If no Sparks of Life remain, a large sum of Crowns will be lost instead. Be careful.
Acting!
While you don't need a creative writing degree to play, posting a few lines in-character always works; nothing quite like an awesome (or hilariously cheesy) one-liner to start off a big boss fight! To clear up ambiguity, though, always post your Machinaut's action and target at the end of the post, preferably in (single parintheses).
When will the RP begin?
The earliest of these dates:
One week after the first person joins
Three days after the third person joins
The day after the fifth person joins
And will the RP have an ending?
Yes. I won't spoil anything about it, so feel free to theorycraft about what's going to happen and who is actually a Time Lord. (Disclaimer: Doctor Who is not involved in this RP. Or is he... No, he's not. OR IS HE... No, seriously, he's not.)
Excellent! Can I sign up?
Of course! Sign up by filling out the bio, as discussed earlier.
Game already started? No problem! Fill out your own bio and I'll let you jump right in!

However, you must take into account that (which I'm sure you're already aware) this particular style of RP will require immense GM support from you. The way you have set it up will make it far easier for you, but may drive away potential players (not me).
I'm hoping you have some sort of document somewhere, compiling the plot points, specified gear, roll chances, enemies and the like, because a structured game like this would be fairly challenging to throw off the top of your head.
Everything else sounds really epic. =P
I especially like how the story itself has great character development and no need for bios, because of the setting, what with the robots.

Do the names need to be actual names, or can they be the Machinaut's Serial Number?
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How would the stats be sorted out once the game starts? Do you have a dice for that?
_________________________________________
Can we add little design choices to our Machinauts? Like a gear attached to the back of the hand or a fin-like protrusion from the forearms?
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How exactly would the dice roll for UVs work? Weapons and Armor pieces/Shields have different UV types from each other, with Weapons having 8 different UVs (ASI, CTR, DI x6) and Armor/Shields having 10 (x4 damage protection, x6 status resistance).
I was thinking rolling a d16 for weapons and the aformentioned d20 for armor, helmets, and shields. That way there'd be a 50/50 chance of getting a UV in the first place. Then roll a d8 for the UV rankings (Low, Medium, High, Very High) if a UV is scored. Of course, you don't have to do this way and continue doing it your way.

((The names can simply be a serial number. They can also be a regular name, or a code name, or an extended name with at least forty titles. Up to you.
As for the stats, I'll look first at the 'Stat Requests'. Anything after that is largely dependent on the "Preferred Fighting Style" listed in your character bio; dice rolls will be used for everything that can't be determined from that.
The dice for UVs first rolls to see if you even get a UV (20 on a d20 gets a UV), then determines the type (Rolls a d6 for weapons, another d6 if Damage Vs. Monster is received to determine the target family; for armor, rolls a d2 to determine whether Status Resist or Defense Boost is chosen, and a d8 or d4 to choose the status effect or damage tpe), and finally the ranking (Low, Medium, High, Very High) is chosen.
On a side note, Machinauts initially will be limited to a Maximum boost in things like ASI and CTR, but there will be methods to increase this limit.
Design choices are perfectly fine. The Torchbellow Clan forged accessories, much like Knights do, and some would be placed on each Machinaut.
@Hex: No worries. I've got a folder named "Machinauts" on my desktop.))

Machinaut Name: The Fallen King (KV-103 ultra heavy mecha knight prototype)
Personal Colors: Dark, mossy grey on the main armour chasis, with platinum finish for its helmet.
Preferred Fighting Style: Hyper aggressive, dual wield leviathan blades, no shield equiped
Other Information: The Fallen King was the first of the machinauts, some of the most earliest prototypes. It has been deactivated for centuries only to wake up thinking that it was once the great king of a dead civilization. It was programmed with a fake memory and it appears to be a chivalirc gentleman with well mannered speech pattern. How ever, it always charges head on into battle while shouting words of valour.
KV-103 is fashioned with a modified plate helm with what seems like a golden crown on the top (hence its nickname, The Fallen King). Most of the vents are covered up for more protection, only two vents are left for the visor modules to peek out of KV-103's impenetrable defence. The Fallen King is much more well armoured than your average day T3 mecha knights, with two extra layers of iron might plate armour sealed onto its original body as well as a thick steel plate protecting the upper torso. All of these extra protection came at the price of bad mobility and flexibility.
Stat requests:
Accuracy: B
Blocking: S
Reflexes: D

Machinaut Name: DSN-001
Personal Colors: A blood red main color with navy trim.
Preferred Fighting Style: Two fighting protocols: Offense and Defense. Will switch between the two every three turns, regardless of the threat.
Other information: Unlike most Machinauts, DSN-001 has no designated code name. A row of spikes can be faintly seen running down the length of it's back. Between the shoulders is a black pack of unknown purpose, with two wide cables ending in cylindrical "plug" covers hanging from it. A gear is embedded in the back of it's left hand, which has the appearance of being unfinished, turning ever so slowly. In fact, several areas on the main chassis are seemingly open and "incomplete", for instance one of the legs only has the knee down covered in metal plating whereas the thigh has the endoskeleton exposed. Despite these exposed parts, DSN-001 has little to no flaws in terms of outer protection.
DSN-001's "eyes" are two, one-way, black plexiglass panels near the center of it's face, shaped as triangles (think Giga Shades). Two light dots appear where real eyes would while in battle, indicating which fight protocol it is in. Red dots mean it's in Offense protocol, and Blue dots mean it's in Defense protocol. DSN-001's speech pattern is monotoned, with a snarkiness factor added in to express some form of general social patterns.
Stat Requests:
Accuracy: S
Blocking: B
Reflexes: A

Machinaut Name: Mark30-Longshot
Personal Colors: Grey, Black trim
Preferred Fighting Style: Mark uses a high powered pummel gun and a wooden plate shield. He tends to stay towards the back of the group, taking potshots at enemies. For close combat he has a retractable knife on his wrist.
Other Information: Mark is starting to show more observation of surroundings, paying more attention to the smaller things. His head resembles a mecha knights, but with Retrode style eyes for better visual feedback. He cannot shoot a laser like Retrodes though. His legs are reinforced to reduce knock back. He has a small exhaust tube that runs off of his back like a mecha knight, though he only has one.
Stat requests: (If you'd like to focus on particular stats at the expense of others, let me know here. The stats are, of course, listed ahead.)
Accuracy: High
Blocking: Average
Reflexes: low
(EDIT: I'm just doing this.)

"A variety of weapons are available; however, your Machinauts have been looted by thieves, and as such, you will only be able to acquire reserve 0* weaponry at the start of the game."
"Preferred Fighting Style: (How does your Machinaut fight? What kind of weapon does it prefer? Is it aggressive? Defensive? Sneaky? This will determine your starting gear.)"
You don't choose your weapons, they're given to you.
@Colray
I'm not sure how DJ is using the letters, but I'm using them as a ranking based on how I want the stats to be distributed. S being highest priority and F being lowest priority.

((You don't directly choose, but you can select a preferred kind of weapon; a 0* Pummel Gun and Lumber Dirk aren't out of the question.
Three people have joined! So the RP will begin late on 8/29/2014, unless more people join. It'll start with my (very exposition-y) post on that date, likely to be late at night.
I should mention: you'll only start with two weapons (and your armor, helmet and shield), but will be able to wield up to four from the very beginning.
Now, time to put together some stuff in the Glossary!))

Here is some practice writting, don't mind me.
At first, I couldn't hear a thing... there was nothing but darkness, I tried to move but it seems my body is rusted and heavy. After a moment of struggle, before I could even open my eyes for the first time. A voice spoke, I traced the voice and it is sourced from the voice module of my heavy armour.
KV-103 unit 2... if you listening to this, then it means you are activated again...
I am your creator, the name is professor Gerallex of the torchbellow clan...
Seerus and his wretched minions are closing in on this compound when I recored this... they seeked to destroy you...
I sent you to a safe place... which would be where you are once when you wake up...
You have no name, you are the fallen king... with only ashes for your throne... the corpses of your dead enemies will be your only loyal subjects...
The barren waste land will be your only palace and the helm of battle will be your only crown... you are the Fallen King... my greatest creation...
As soon as I stood up, a group of of what seemed like darker hairless version of Gremlins, Gremlins are the only things I ever knew other than my mechanical siblings. They spoke to me in a language that I couldn't get a grip on, but I soon realized their hostile intension when they rose their swords. I wasted no time and broke two of their necks, the third one ran away, what a faithless coward, they seemed to be more fragile and weak than their furry counterparts...
I picked up their swords and ventured into the clockworks, I will make Gerallex proud by proving to this weak little planet that I am the ultimate fighting machine... I am the Fallen King... where I go, there will be bloodshed...

Machinaut Name: Cobalt
Personal Colours: Void black with cobalt blue trim.
Preferred Fighting Style: He fights very sneakily. Or well it would seem. His lack of audibility is often mistaken for him being sneaky. He does strangely good at disabling opponents, however.
Other Information: Cobalt doesn't talk. It may be because he doesn't have any mechanical parts within him that allow him to, or he may just lack the programming. Cobalt also seems to have slower sentience progression, or perhaps something else, that inhibits his ability to create a personality. Regardless, Cobalt tends to do as told, showing little emotion outwardly. Some may misinterpret his lack of response as lack of intellect as well.
He has a fairly small, diamond shaped piece of vivid, sapphire coloured metal, bordered with a thin strip of moonstone on his chest.

Excellent! Four Machinauts already. If this were Final Fantasy, your party would be full!
Still working on the Glossary- that's the bulk of the work I need to do for now.
Midnight, you'll be able to dual-wield; your shield will be a "Proto Non-Shield" and add extra hits to sword combos.

"If this were Final Fantasy, your party would be full!" That quote made my day.

Now I know you mean business. o.O
I am thoroughly amazed. That must have a lot of time and effort! I'm just so impressed by the professionalism and accuracy you've implemented, and your sense of humour is just great. My favourite? "Blackpack". XD

Machinaut Name: LV-909 "Ignem"
(Fun fact, that's latin for "soft light". The serial number is a reference to Kerbal Space Program.)
Personal Colors: White main body, light blue trim.
Preferred Fighting Style: Mainly passive, but will fight if it has to.
Other Information: Ignem's personality is mainly being a friend to all living things. However, if you do dare harm it's friends, it will get upset and try to protect them. Additionally, Ignem has a pair of small decorative wings on it's armor.
(I'm not sure if Machinauts should have a gender, correct me if I'm wrong, and if so, Ignem is a female.)
Stat requests: Blocking.
(Sorry for the Kerbal Space Program reference, with a serial number choice, I couldn't resist the urge to reference KSP.)

I would have expected a sword weapon, but whatever. I'll gladly take the Arm Arm though.
Madroid: For the Blue Bomber!
001: Who does not primarily use bombs. *fires Capcom's Revenge*

((KV-103 would make T-800 proud))
KV-103 unit 2, this is professor Gerrallex... if you feel naked right now, I am sorry...
I never had the time to install the proper armour for you before the great coloney sanctioned our clan...
So I prepared a series of pre-recorded audios to guide your way through the clockwork, to the far land... where our clan once where... or rather... your kingdom...
KV-103 walked to an open area on the cradle surface after he just broke the necks of two spiral recruits with his brute strength. After seizing their swords for its own, KV-103 recognized the flaws in his armour, or rather, the lack of it.
"It seems I am naked to a fatal strike," KV-103 monolouged to itself after scanning its unarmoured endoskeleton, "I need to seek protection... armour!"
Moving on to an abandoned junk yard, KV-103 scanned the place and began to scavenge bits and pieces nessessary to bring his aged system back to a functional state. It first applied grease to its rusted joined and removed small gravels from its gears. And suddenly, another audio cued just as KV-103 becomes fully repaired.
You are doing good, Fallen King... if only you have saw your brother, KV-103 unit 1... I sent him to face Seerus's men when they broke in... he died honourably in exchange for the time needed for your escape... you and unit1 were the only two KV-103 ever produced...
I see, you are in a junkyard... now you need to get your self some armour...
KV-103 picked up a steel bucket in mild condition, the sloped design and thickness makes it good for both ranged and melee attack.
So a bucket, not a bad idea... and the size is just right, try it on...
KV-103 wears on the bucket, as goofy as it looks, the bucket was the best thing it could get. Two holes were punctured conveniently in the centre for its visual module to see through, but not without great restriction.
Hey Fallen King, just the helmet isn't enough... look around and see if you can find more to protect your main torso...
KV-103 found a broken motorcycle nearby and decided to dismantle it. Cutting the fuel tank in half with its proto sword, KV-103 attached them onto its shoulder, the fuel tank now act as its shoulder pads. The exhaust pipes and handles were then used to cover up the limbs, the two wheels of the motor cycle were attached to its back to act as protection against rear attacks. Placing the two swords inside the steel wirings of the wheels, KV-103 was prepared for the first few stratums of cradle.
"I am set," KV-103 monolouged in a confident tone as it walked out of the junk yard, "To adventure!"

A derelict lab lies underground. A majority of the machinery either has been looted by now or sits inert from disuse, collecting dust and cobwebs.
>Stasis Pod Energy Output: Stable
Near the east end of the lab is a hidden room, completely untouched by outsiders. A capsule stands in the center, powered by the room's personal transformer.
>Capsule Status: Optimal
>Machinaut Status: Standby
A nearby computer terminal, seperate from the now-defunct mainframe, remains active. It logs the monthly report to assure that the capsule, and by extension what rests inside, still functions.
>Backup Transformer Energy: 3%
>Final Pod Assessment Complete. Opening Capsule.
The capsule vented steam from openings at the top and bottom before revealing an android resting in a stasis pod. The glass lifted as the cables from the Machinaut disconnects from the base, activating it.

With five Machinauts, the RP will begin (as in, more than practice writing) tomorrow, 8/29/2014! ...which was going to happen anyway. But hey, five people! Caps the party for Final Fantasy IV.
@Hex: Glad you like it!
@Mid and Sono: While that practice writing may not necessarily be canon (in particular, the part about the Knights; they're mostly on the opposite side of the planet), I'll make it so the recordings (at the very least) will be canon. But the first thing outside the pods will be a friend.
Now to get to work on Lady-of-War's... Lady of War.

"Now to get to work on Lady-of-War's... Lady of War."
I see what you did there.
I guess I'll do a writing too. The text in italics is the writing. (It might be obvious but I'd like to point it out.)
I laid dormant in the pod. It was dark and quiet. I've been here...for how long exactly? As I pondered on how long it must have been, I realized I could move. I tried to get up, but the pod's construction left just enough headroom to tilt my head forward and see out the nearly opaque glass.
A beep
drew my attention. I had a message. Wondering what it's content could be, I opened it.
Greetings. This is a pre-recorded message.
LV-909, the time has come. A dark force threatens the planet, and if left unchecked, may cause massive devastation on an unforeseen scale. Your mission is simple: find and destroy the dark force.
However, accomplishing it is anything but simple. Cradle is a dangerous planet, and peril could await you at any moment. Fortunately, you are not alone in your task. Several other Machinauts have been assigned the same mission. Seek them out if you must.
Good luck.
As I closed the message, I felt and heard a fizz. A plume of steam burst into my pod. It must be opening! Light began to fill into the opening pod. I was enveloped in a cloud of steam, but I was able to make out a figure looking similar to a Machinaut. Could it be...?
Most of the stuff pertaining to the dark force is pretty much speculative since we have very little info on it. I vaguely guessed that if left unchecked, it could cause a Class X-4 apocalypse or worse. Additionally, what it is, is still up to speculate. Maybe it's the Swarm, maybe it's the Apocrea, who knows.

I was more or less adding a description of the type of pod 001 was in. Can I put in the pre-recorded message for it?

((Of course you can.
Love how people are already getting into the story and it's barely started! You guys rock.))

(OOC: Also Doctorspacebar, I could always illustrate scenes from the roleplay, but first I'd have to draw all the characters according to their description! By the way, would it be possible to have check commands that allow you to check your status and the inventory?)

((I'd love illustrations, actually.
Inventory and status will always be posted after I write out every turn. This way, the inventory is easily referenced, and it might remind me to update the glossary every so often.))

Just one little thing: you seem to have forgotten to include Lady's colours.

(OOC: That's right, you forgot the colors. Here's the colors again: White main body, light blue trim.)

Upon activation, 001 stepped out from the capsule.
>Optics: Online
>Vocal Processors: Damaged
It began moving around, testing several joints to see if any froze up prior to it's awakening.
>Arm Cannon: Online
>Sentience Program: 5%
A beeping noise came from the Terminal, and 001 walked over to it.
>DSN-001, you have one message.
>Open? y/n
Pressing "y", it stepped back as a holo-projector rose from the console. When it turned on, a Gremlin, seemingly in his elder years, appeared. He had a white, dirt-stained lab coat and goggles woth a flame pattern around the openings. "Ah, 001. Hopefully. *clears throat* If you're watching this, then it's finally time for you to walk the surface of Cradle. I've left you in there for quite a while until it was time for you- and your kind, the "Machinauts"- to roam the planet. I was never entirely sure why I was chosen to create you, nor your purpose in the new world, but I hope you fulfil it.
"My... sincerest apologies for not being around to see you awaken. I had known your sister would like to see you, so I uploaded her AI into a reinforced data card for you. She should be to the right of me, unless I forget and put her somewhere else. You can get her after this is over." The doctor paused, a slight glimmer appearing under the goggles. "I just want you to know, that no matter how much you may change, or what happens to you, you two will always be my children. Goodbye."
The projector shut off and returned into the console. 001 looked up to the screen.
>I guess... that's the last we'll see of Doctor Sertak, huh?
The monitor shut off as a compartment to the right of the projector opened up, a data card sliding out. Hesitating, 001 removed the card and inserted it into it's helmet.

((Now that I've added the combat formulas, we can go. The RP will officially begin soon!))

Now we have two RP's starting about at the same time.
*Claps*
Well done.

(I guess I'll make a short writing prior to the start.)
Unfortunately, the Machinaut silhouette was merely a hallucination...
...however, I noticed a rack with some gear to the left of me. A small rocket, a small black shield and a gun. The electronic label on the rack was malfunctioning, probably due to age or sabotage. It read, "Equipment for LV-909". I took the gun, shield and rocket. These are my gear, and I'll put them to good use!
I did a status check.
vision: online.
vocal unit: online.
targeting modules: online.
chassis: partially damaged.
shielding: malfunction.
That's mostly good, but a malfunctioning shielding could have problems. I looked about the decrepit lab looking for an exit. To my right when I exited the pod was a door. I opened it and looked out. I was in a place full of large gears and machinery.
The Clockworks!
(I might be late for my inputs, sorry Doctorspacebar. Sometimes I fall asleep before 11 PM.)

(('Tis fine. I don't expect inputs this late.
I was interrupted by a surprise trip to an excellent Indian restaurant, but I'm back. Expect the post shortly.))

It was five hundred years ago that the Torchbellow Gremlin Clan received the prophecy.
"A terrible force of evil will march from the depths of the great machine. The men of the King on the other side of the world will not hold it off. The machines of the Torch will wage war against it. Many will die, but this is not the end. Some will yet live, and for their sake, the machines of the Torch must light the way forward."
In response to this prophecy, powerful robotic soldiers were commissioned, constructed, and maintained in safe rooms. Each one was at once a war machine and a work of art. These were meant to venture into the Clockworks of the future, a vast, unknown machine, and as such, the soldiers were dubbed "Machinauts".
For four hundred years, the Torchbellow Clan flourished. Then, a day of disaster came. The great city of the Torchbellow Clan was assailed by a force of monsters under the banner of the ruthless beast-tyrant Obsidithax. The city's air defenses were swiftly disabled in a surprise attack, and Obsidithax ordered the entire city bombed out and burned to the ground, an order that claimed the lives of ninety-eight percent of the Torchbellow Gremlins. War ended before it even began.
In the aftermath, the remaining Torchbellow Gremlins were scattered to the winds. Only thieves remained, pilfering the treasures left behind in the deep underground tunnels. But after a hundred years of silence, the Machinauts hidden deep in the underground tunnels once again whirr to life, in response to an active signal from Torchbellow Comm Arrays at the Core site...
Prologue
Gears Grind Once Again
"Another one's broken. Darn it."
A short gremlin in a little green cloak runs across a large atrium, covered in small sealed doors. Of course, not all the doors were sealed well enough to protect their occupants.
"So many broken Machinauts. I had hoped for a reunion." Slowly following behind the gremlin is a brown diving-armored Machinaut with green trim, still in prime condition, with an anchor on its back and a torpedo launcher and shield in its hands.
"Hmm. Hey, this one's all right. Well, okay, his gear's gone, but... ooh, KV-103 'Fallen King'. Nice name. Sounds like a real butt-kicker." The gremlin taps a few emergency keycodes, then jumps up to turn the hatch, then opens the door, releasing a little steam. "Sheesh! How'd it get so hot in there? The bombs were a hundred years ago!"
"Careful, Nalki. You might burn yourself with the steam. Open the door slowly."
"All right, all right... this one's going to be starting up soon. Good thing I got here, right? 'Cause those jerk thieves kinda messed up the Emergency Operator Bot..." Nalki rushes to the next door. "Hmm. Chance of chamber flooding. Nautilus, you got this one?"
"Of course." Nautilus, the brown-armored Machinaut, lumbers over to the door labelled 'Mark30-Longshot', then opens it. No water spills out. "Odd. I wonder what could have caused that warning? Well, it seems this one's operational... if he is missing his original gear."
One by one, Nalki and Nautilus release Machinauts in varying states of disrepair; only KV-103 'Fallen King', DSN-001, Mark30-Longshot, 'Cobalt', and LV-909 'Ignem' are currently in any condition to work.
"See, I TOLD them that signal meant the Machinauts would be operational! Wait'll I get home and tell everyone. I. Was. RIGHT! And I might have just saved the world. Go me."
"Don't be hasty to take all the credit, or you may be resented for it... though I am glad you came."
Just then, something rumbles in a different wing. Nalki stomps her foot on the ground. "Argh! Is that another server error? Hold on..." Nalki begins dashing off, but Nautilus grabs her by the scruff of her neck.
"Nalki! That area could cave in. I'll follow you. I'm best suited for dealing with a potential cave-in."
"But, the Machinauts! Someone's gotta watch 'em. Those stupid Klepto Whelps might pop out of nowhere!"
"These five are Machinauts. Already, they are moving to find the emergency gear in the wreckage. They can fend for themselves."
"Fiiiiine. Just... put me down, okay?"
Nautilus plods off at his slow diving-suit pace, Nalki poking him to try and hurry him up. Not long after they leave the room, though, five Klepto Whelps leap out of an opened vault!
-Enemy Team-
Klepto Whelp A [A-2|B-4|R-2] Health 55/55 | No Shield | NrmD: 20 | PrcD: 0 | EleD: 35 | ShaD: 20
{Kleptongue: 20 Prc, CSPD 6, Camouflage: +2 to Evade Sum of incoming attacks when Defending}
Klepto Whelp B [A-2|B-4|R-2] Health 55/55 | No Shield | NrmD: 20 | PrcD: 0 | EleD: 35 | ShaD: 20
{Kleptongue: 20 Prc, CSPD 6, Camouflage: +2 to Evade Sum of incoming attacks when Defending}
Klepto Whelp C [A-2|B-4|R-2] Health 55/55 | No Shield | NrmD: 20 | PrcD: 0 | EleD: 35 | ShaD: 20
{Kleptongue: 20 Prc, CSPD 6, Camouflage: +2 to Evade Sum of incoming attacks when Defending}
Klepto Whelp D [A-2|B-4|R-2] Health 55/55 | No Shield | NrmD: 20 | PrcD: 0 | EleD: 35 | ShaD: 20
{Kleptongue: 20 Prc, CSPD 6, Camouflage: +2 to Evade Sum of incoming attacks when Defending}
Klepto Whelp E [A-2|B-4|R-2] Health 55/55 | No Shield | NrmD: 20 | PrcD: 0 | EleD: 35 | ShaD: 20
{Kleptongue: 20 Prc, CSPD 6, Camouflage: +2 to Evade Sum of incoming attacks when Defending}
-Player Team-
KV-103 'Fallen King' (Health: 100/100) [Midnight-Dj]
A-7 | B-8 | R-3
]-Proto Sword (L1 Nrm Swd, H0/10, Acc +7, CSPD 5(+2), Com 20/22/20/22/25, Chg 40+40 (25%: +1 target)) {0/25 Sword Hits}
]-Novice Duelist Blade (L1 Prc Swd, H0/10, Acc +6, CSPD 7(+2), Com 18/22Nrm/18/22Nrm/22, Chg 20+20+25+40Nrm) {0/15 Attacks Evaded}
]-
]-
[]Proto Non-Shield (L1 Shd, H0/10, HP 10, Nrm 5|Prc 0|Ele 0|Shd 0)
{}Ex-Motocross Plate Mail (L1 Arm, H0/10) | Iron Plate Bucket (L1 Hlm, H0/10)
- - -
Nrm 80|Prc 0|Ele 0|Shd 0
Fire 0|Freeze 0|Shock 0|Poison 0|Stun +2|Curse 0|Sleep -2|Doom 0
DMG N/A
ASI N/A
CTR N/A
MSI N/A
SEA N/A
FMB N/A
-[Standard Attack - Charge Attack - Defend]-
DSN-001 (Health: 100/100) [Sonosuke]
A-7 | B-5 | R-6
]-Arm Arm (L1 Nrm Gun, H0/10, Acc +7, ROF 7, Clip 4 x 12, Chg 30 (50%: Overkill picks new)) {0/20 Hits with 2+ bullets}
]-Asteroid Bomb (L1 Nrm Bmb, H0/10, Acc +7, ArmSpd 4(+2 Short Fuse), QAt 15 (up to 3), Chg 25 (up to 8) {0/25 Second+ Enemy Hits}
]-
]-
[]Proto Shield (L1 Shd, H0/10, HP 25, Nrm 30|Prc 0|Ele 0|Shd 0)
{}Rusty Brigandine (L1 Arm, H0/10) | Old Mecha-Visor (L1 Hlm, H0/10)
- - -
Nrm 50|Prc 0|Ele 0|Shd 0
Fire 0|Freeze 0|Shock 0|Poison 0|Stun 0|Curse 0|Sleep 0|Doom 0
DMG N/A
ASI N/A
CTR N/A
MSI N/A
SEA N/A
FMB N/A
-[Standard Attack - Charge Attack - Defend]-
Mark30-Longshot (Health: 100/100) [Colray]
A-9 | B-5 | R-2
]-Punch Gun (L1 Nrm Gun, H0/10, Acc +8, ROF 5, Clip 1 x 30, Chg 50 (14%: Meatshot x1.5 damage)) {0/10 Acc-Based Bonus Damage}
]-Plywood Lumberdirk (L1 El/Pc Swd, H0/10, Acc +6, CSPD 8, Com 10/10/10/16, Chg 20 (6 (5.5)%: Backstab x5 damage) {0/20 Supereffective Hits}
]-
]-
[]Plank (L1 Shd, H0/10, HP 35, Nrm 20|Prc 0|Ele 0|Shd 0)
{}Kevlar Knock-Off (L1 Arm, H0/10) | Rusted Retro Visor (L1 Hlm, H0/10)
- - -
Nrm 50|Prc 0|Ele 0|Shd 0
Fire 0|Freeze 0|Shock 0|Poison 0|Stun 0|Curse 0|Sleep 0|Doom 0
DMG N/A
ASI N/A
CTR N/A
MSI N/A
SEA N/A
FMB N/A
-[Standard Attack - Charge Attack - Defend]-
'Cobalt' (Health: 100/100) [Hexlash]
A-6 | B-4 | R-8
]-Frying Pan (L1 Nrm Swd, H0/10, Acc +7, CSPD 4, Com 22/24, Chg 35 (up to 3, Good Fire/Stun rate), Status: Mod Stun (Fair) and Min Fire (Fair)) {0/20 status effects}
]-Static Flash (L1 Nrm Bmb, H0/10, Acc +8, ArmSpd 7, QAt 15 (up to 2), Chg 26 (up to 7, Good Shock rate), Status: Mod Shock (Fair)) {0/15 Charge Attacks}
]-
]-
[]Proto Shield (L1 Shd, H0/10, HP 25, Nrm 30|Prc 0|Ele 0|Shd 0)
{}Badly Battered Brigandine (L1 Arm, H0/10) | Man With A Moon (L1 Hlm, H0/10)
- - -
Nrm 50|Prc 0|Ele 0|Shd 0
Fire 0|Freeze 0|Shock 0|Poison 0|Stun 0|Curse 0|Sleep 0|Doom 0
DMG N/A
ASI N/A
CTR N/A
MSI N/A
SEA N/A
FMB N/A
-[Standard Attack - Charge Attack - Defend]-
LV-909 'Ignem' (Health: 100/100) [Lady-Of-War]
A-3 | B-8 | R-4
]-Bottle Rocket (L1 Nrm Bmb, H0/10, Acc +10, ArmSpd 3, QAt 20 (up to 5, late 1 turn), Chg 35 (up to 12, late 2 turns)) {0/15 Hits While Defending}
]-Light Scope (L1 Nrm Gun, H0/10, Acc +7, ROF 10, Clip 10 x 5, Chg 40) {0/20 Hits with 5+ Bullets}
]-
]-
[]Scuttled Shuttle Siding (L1 Shd, H0/10, HP 25, Nrm 30|Prc 0|Ele 0|Shd 0)
{}Out-of-Date Culet (L1 Arm, H0/10) | Stump (L1 Hlm, H0/10)
- - -
Nrm 50|Prc 0|Ele 0|Shd 0
Fire 0|Freeze 0|Shock 0|Poison 0|Stun 0|Curse 0|Sleep 0|Doom 0
DMG N/A
ASI N/A
CTR N/A
MSI N/A
SEA N/A
FMB N/A
-[Standard Attack - Charge Attack - Defend]-

(Wait a sec. Aren't all of them in different spots? If so, there should be one Chromalisk that each one battles. I just noticed the continuity error there and wanted to point it out. Also, I love how this feels like a Tabletop Game.)
[Bottle Rocket Standard Attack: Klepto Whelp E]
"Back away from the gremlins!" I shouted at the Klepto Whelps as I prepared a bottle rocket.
(EDIT: Oh, okay.)

((While they're all in slightly different spots, the spots are in the same atrium. Their pods are near enough to each other that they'll have time to arm themselves before Nalki and Nautilus leave the room.))

Immediately running the primary protocols, Cobalt equips himself with as appropriate gear possible. Quickly scanning the area, Cobalt identified several Machinauts, but ignored them for the moment, as several Klepto Whelps emerged. Hand closing over the handle of the frying pan, he advanced on the closest one.
(Cobalt engages the first Klepto Whelp[a] with a standard attack, using his Frying pan.)

>Optics: Online
>Arm-Arm: Online
>Targeting System: Functioning
>Arm-Arm Energy Clip: Full
DSN-001 stepped from it's pod. As the Klepto Whelps burst into the room, it grabbed a nearby shield from the ground and it's eyes glowed red.
"Initiate Combat Sequence. Combat Protocol: Offense."
[Arm-Arm Standard Attack: Klepto Whelp C]

Hostiles inbound
class: beast
Best course of action, piercing weapon is advised.
KV-103 awaken from his slumber after centuries of deactivation. His first sight was two Gremlins been assualted by a group of kleptolisks. In the wreckage which it awoke upon were two swords.
Weaponaries detected.
Proto sword and novice duelist sword identified in mild condition
Novice duelist sword: best suited weapon for beasts
"Stay behind me, Gremlins!" KV-103 addressed Nalki and Nautilus, "For I shall protect you!" KV-103 draws the duelist sword and shouted in monotone, "Be gone, vile beasts! For I the Fallen King shall strike you down!!!"
[Novice duelist standard attack: Kelpto whelp C]
((I think concentrate our attacks on certain targets can make things easier later on, less klepto=less damage taken the next round.))

((Midnight, why don't you tell the other Machinauts, instead of us xD))

(( NOTE ))
(KV-103 is programmed to be chivalric, in another word, it prioritizes the protection of the weak first, co-ordination with fellow mechinauts later)
(I am addressing to the players on purpose, you are controlling your own machinauts ATM, so you are in control, not me. And since this is a turn based combat system, I am just throwing out some basic knowledge here.)
(If KV-103 actaully says 'I think concentrate our attacks on certain targets can make things easier later on, less klepto=less damage taken the next round.' would be silly, I am trying to create immersion here. Not a video game)

((Well, I was just saying that if your Machinaut had any ideas, for it to share it with the others so they could work together. I don't see how that would break the immersion. Frankly, I thought it would be even better! But it's your choice, so I'll just leave it at that.))

Get up.
Mark30-Longshot sat forwards in his pod. Something had given him a command. But he wasn't connected to anything. Quickly he ran a scan of himself, nothing in disrepair. As Mark moved he could feel the gears grinding slowly. Note to self, apply oil. He reached up and flicked on his eyes. Multiple lifeforms immediately plopped up on his scanner. Two were gremlins, five seemed to be Klepto-Wekps according to his info bank.
They're in trouble!
The voice again. What was it? Casting the thought aside, Mark pulled himself up and searched for a weapon. Sitting near the pod was a pile of junk. He scanned it and picked out a heavy looking gun and a wood shield. Mark put the shield on his back and picked up a small knife.
[Standard attack Klepto Welp C]

Machinaut Name: D-07 'Ditto'
Personal Colors: Black , with Dark blue trim
Preferred Fighting Style: It attacks are based on the opponent , making it a versilate fighter. It launch several weak attack to intimidate the enemy , then jumping to heavy ones when the opponent is open.However D-07 is very bad at blocking attack. It has 3 Battle style , Copy ( Reflects opponent style and made it its own ) , Charge ( Keep using charge attacks if possible ) , and Predator ( An unpredictable state where it keep switching attack )
( NOTE : its default is set to be Charge Mode )
Other Information: Doesn't talk much. Even when It does , it only says a single phrase ( This is because i can't speak english with proper grammar ). It has 3 red eyes like retrode , the third eyes only open when its scanning. Cold , Ambitious , Caring , and Cautious is the proper description for D-07. It has a Black and blue proto crest , Dark Blue Backpack , and Scratch everywhere on its body.
Stat requests:
Accucary :Medium
Bloking : Close to zero
Reflexes : Very high

((Sure! After I'm done with the latest post, I'll add your guy to the list.
Note that "late at night" may include "early next morning", with college being what it is. STILL! At least one post, every day. I'm working on the first turn now.))

((I've noticed people referring to Nautilus as a "Gremlin". An easy mistake to make, because his key physical feature is his big diving suit, but he's actually a Machinaut.
The RNG is a fickle beast, it seems. Good thing Kleptolisks are such wimps!))
From the next room, you can hear Nalki and Nautilus talking.
"Okay, here we go. Sheesh, this is easy to hack!"
"It IS a hundred years out of date."
"All right... that should be it... wait, really? Lag. Why is there lag?! I KNOW it's over a hundred years old, but come on! This thing is running nothing else!"
"Hmm... Nalki, come over here while that's loading. It looks like D-07 here will be simple to fix..."
The conversation is harder to hear afterward, as the party has already engaged the Kleptolisks, slaying one and damaging another. Somehow, KV-103 and LV-909 take hits, but Hearts from the slain Kleptolisk restore their health.
(Turn Roll (with Tiebreakers):
Klepto Whelp A: 2+2=4 (83/100)
Klepto Whelp B: 1+2=3 (47/100)
Klepto Whelp C: 2+2=4 (98/100)
Klepto Whelp D: 3+2=5 (49/100)
Klepto Whelp E: 1+2=3 (6/100)
KV-103 'Fallen King': 2+3=5 (23/100)
DSN-001: 3+6=9 (4/100)
Mark30-Longshot: 1+2=3 (63/100)
Cobalt: 1+8=9 (59/100)
LV-909 'Ignem': 3+4=7)
(COBALT'S move: Standard attack w/Frying Pan to Klepto Whelp A
8 Reflexes + 4 Combo Speed - 2 Foe Reflexes + 2 Roll = 12/6 = 2 Attacks)
(Evade Sum: 6 Accuracy + 7 Cookware - 2 Foe Blocking = 11)
(No foe Shield; no Block Sum)
(First roll: 4. Cobalt hits! The attack dealt 17 damage.
Roll for Fair Moderate Stun: 38. Status Failed!
Roll for Fair Minor Fire: 54. Status Failed!)
(Second roll: 9. Cobalt hits! The attack dealt 19 damage.
Roll for Fair Moderate Stun: 30. Status Failed!
Roll for Fair Minor Fire: 26. Status Failed!)
Klepto Whelp A is at 19/55 Health.
(DSN-001's move: Standard Attack w/ Arm Arm to Klepto Whelp C
6 Reflexes + 14 Rate of Fire - 2 Foe Reflexes + 3 Roll = 21 / 6 = 3.5 -> 4 Attacks)
(Evade Sum: 7 Accuracy + 7 Arm Cannon - 2 Foe Blocking = 12)
(No foe Shield; no Block Sum)
(First roll: 1. DSN-001 hits! The attack dealt 7 damage.)
(Second roll: 3. DSN-001 hits! The attack dealt 7 damage.)
(Third roll: 18. DSN-001 misses!)
(Fourth roll: 5. DSN-001 hits! The attack dealt 7 damage.)
Klepto Whelp C is at 34/55 health.
DSN-001 gained 1 point for Capcom's Revenge!
(LV-909 'IGNEM''s move: Standard Attack w/ Bottle Rocket to Klepto Whelp E
4 Reflexes + 3 Arm Speed - 2 Foe Reflexes + 3 Roll = 8 / 6 = 1.33 -> 1 Attack)
(Standard Bottle Rocket -> Klepto Whelp E in one turn)
(KLEPTO WHELP D's move: Kleptongue to Mark30-Longshot
2 Reflexes + 6 CSPD - 2 Foe Reflexes + 2 Roll = 8/6 = 1.33 -> 1 Attack)
(Evade Sum: 2 Accuracy + 6 Attack Acc - 2 Foe Blocking = 6)
(Block Sum: 2 Accuracy + 6 Attack Acc - 5 Foe Blocking = 3)
(First roll: 5. Blocked! Mark30-Longshot's Plank takes 20 damage.)
(KV-103 'FALLEN KING''s move: Standard Attack w/ Novice Dueling Sword to Klepto Whelp C
3 Reflexes + 9 Combo Speed - 2 Foe Reflexes + 2 Roll = 12/6 = 2 Attacks)
(Evade Sum: 7 Accuracy + 6 Foil - 2 Foe Blocking = 11)
(No Foe Shield: No Block Sum)
(First roll: 11. KV-103 just misses!)
(Second roll: 16. KV-103 misses!)
(Combo State: 3rd hit.)
(KLEPTO WHELP C's move: Kleptongue to Cobalt
2 Reflexes + 6 CSPD - 8 Foe Reflexes + 2 Roll = 2/6 = 1 attack)
(Evade Sum: 2 Accuracy + 6 Attack Acc - 2 Foe Blocking = 6 Evade Sum)
(Block Sum: 2 Accuracy + 6 Attack Acc - 4 Foe Blocking = 4 Evade Sum)
(First roll: 19. Klepto Whelp C misses!)
(KLEPTO WHELP A's move: Kleptongue to DSN-001
2 Reflexes + 6 CSPD - 6 Foe Reflexes + 4 Roll = 6/6 = 1 attack)
(Evade Sum: 2 Accuracy + 6 Attack Acc - 2 Foe Blocking = 6 Evade Sum)
(Block Sum: 2 Accuracy + 6 Attack Acc - 5 Foe Blocking = 3 Evade Sum)
(First Roll: 6. Klepto Whelp A just misses!)
(MARK30-LONGSHOT's move: Standard Attack w/ Punch Gun (auto-picked) to Klepto Whelp C
2 Reflexes + 5 ROF - 2 Foe Reflexes + 3 Roll = 8/6 = 1.33 -> 1 Attack)
(Evade Sum: 9 Accuracy + 8 Magnum - 2 Foe Blocking = 15 Evade Sum)
(No foe Shield - No Block Sum)
(First roll: 9. Mark30-Longshot hits! Klepto Whelp C takes 25 damage.
Klepto Whelp C is down!)
(Klepto Whelp C drops loot.
Everyone gained 16 Crowns!
Heat on Victory: +5!
No Consumables dropped.
A Heart dropped!)
(KLEPTO WHELP B's move: Kleptongue to KV-103 'Fallen King'
2 Reflexes + 6 CSPD - 3 Foe Reflexes + 4 Roll = 9/6 = 1.5 -> 2 Attacks)
(Evade Sum: 2 Accuracy + 6 Attack Acc - 4 Foe Blocking = 4)
(Block Sum: 2 Accuracy + 6 Attack Acc - 8 Foe Blocking = 0 -> 1)
(First Roll: 15. Klepto Whelp B misses!)
(Second Roll: 1. Klepto Whelp B, surprisingly, manages to hit! KV-103 'Fallen King' takes 20 damage.
There's no items for Klepto Whelp B to steal!)
KV-103 'Fallen King' benefits from a Heart: +20 HP restored!
KV-103 'Fallen King' is at 100/100 HP.
(KLEPTO WHELP E's move: Kleptongue to LV-909 'Ignem'
2 Reflexes + 6 CSPD - 4 Foe Reflexes + 4 Roll = 8/6 = 1.33 -> 1 Attack)
(Evade Sum: 2 Accuracy + 6 Attack Acc - 4 Foe Blocking = 4)
(Block Sum: 2 Accuracy + 6 Attack Acc - 8 Foe Blocking = 0 -> 1)
(First Roll: 1. Klepto Whelp D, in a fit of surprising luck, manages to hit! LV-909 'Ignem' takes 20 damage.
There's no items for Klepto Whelp D to steal!)
LV-909 'Ignem' benefits from a Heart: +20 HP restored!
LV-909 'Ignem' is at 100/100 HP.
-Pending Effects-
Standard Bottle Rocket (LV-909 'Ignem') -> Klepto Whelp E (1 turn remaining)
-Loot Earned-
+16 Crowns
+5 Heat
1 Klepto Whelp down - Materials pending
-Enemy Team-
Klepto Whelp A [A-2|B-4|R-2] Health 34/55 | No Shield | NrmD: 20 | PrcD: 0 | EleD: 35 | ShaD: 20
{Kleptongue: 20 Prc, ACC 6, CSPD 6, Camouflage: +2 to Evade Sum of incoming attacks when Defending}
Klepto Whelp B [A-2|B-4|R-2] Health 55/55 | No Shield | NrmD: 20 | PrcD: 0 | EleD: 35 | ShaD: 20
{Kleptongue: 20 Prc, ACC 6, CSPD 6, Camouflage: +2 to Evade Sum of incoming attacks when Defending}
Klepto Whelp C Down!
Klepto Whelp D [A-2|B-4|R-2] Health 55/55 | No Shield | NrmD: 20 | PrcD: 0 | EleD: 35 | ShaD: 20
{Kleptongue: 20 Prc, ACC 6, CSPD 6, Camouflage: +2 to Evade Sum of incoming attacks when Defending}
Klepto Whelp E [A-2|B-4|R-2] Health 55/55 | No Shield | NrmD: 20 | PrcD: 0 | EleD: 35 | ShaD: 20
{Kleptongue: 20 Prc, ACC 6, CSPD 6, Camouflage: +2 to Evade Sum of incoming attacks when Defending}
-Player Team-
KV-103 'Fallen King' (Health: 100/100) [Midnight-Dj]
A-7 | B-8 | R-3
]-Proto Sword (L1 Nrm Swd, H0/10, Acc +7, CSPD 5(+2), Com 20/22/20/22/25, Chg 40+40 (25%: +1 target)) {0/25 Sword Hits}
]-Novice Duelist Blade (L1 Prc Swd, H0/10, Acc +6, CSPD 7(+2), Com 18/22Nrm/18/22Nrm/22, Chg 20+20+25+40Nrm) {0/15 Attacks Evaded}
]-
]-
[]Proto Non-Shield (L1 Shd, H0/10, HP 10, Nrm 5|Prc 0|Ele 0|Shd 0)
{}Ex-Motocross Plate Mail (L1 Arm, H0/10) | Iron Plate Bucket (L1 Hlm, H0/10)
- - -
Nrm 80|Prc 0|Ele 0|Shd 0
Fire 0|Freeze 0|Shock 0|Poison 0|Stun +2|Curse 0|Sleep -2|Doom 0
DMG N/A
ASI N/A
CTR N/A
MSI N/A
SEA N/A
FMB N/A
-[Standard Attack - Charge Attack - Defend]- (Novice Dueling Sword: 3rd hit next)
DSN-001 (Health: 100/100) [Sonosuke]
A-7 | B-5 | R-6
]-Arm Arm (L1 Nrm Gun, H0/10, Acc +7, ROF 7, Clip 4 x 12, Chg 30 (50%: Overkill picks new)) {1/20 Hits with 2+ bullets}
]-Asteroid Bomb (L1 Nrm Bmb, H0/10, Acc +7, ArmSpd 4(+2 Short Fuse), QAt 15 (up to 3), Chg 25 (up to 8) {0/25 Second+ Enemy Hits}
]-
]-
[]Proto Shield (L1 Shd, H0/10, HP 25, Nrm 30|Prc 0|Ele 0|Shd 0)
{}Rusty Brigandine (L1 Arm, H0/10) | Old Mecha-Visor (L1 Hlm, H0/10)
- - - 1 Heart (+20)
Nrm 50|Prc 0|Ele 0|Shd 0
Fire 0|Freeze 0|Shock 0|Poison 0|Stun 0|Curse 0|Sleep 0|Doom 0
DMG N/A
ASI N/A
CTR N/A
MSI N/A
SEA N/A
FMB N/A
-[Standard Attack - Charge Attack - Defend]-
Mark30-Longshot (Health: 100/100) [Colray]
A-9 | B-5 | R-2
]-Punch Gun (L1 Nrm Gun, H0/10, Acc +8, ROF 5, Clip 1 x 30, Chg 50 (14%: Meatshot x1.5 damage)) {0/10 Acc-Based Bonus Damage}
]-Plywood Lumberdirk (L1 El/Pc Swd, H0/10, Acc +6, CSPD 8, Com 10/10/10/16, Chg 20 (6 (5.5)%: Backstab x5 damage) {0/20 Supereffective Hits}
]-
]-
[]Plank (L1 Shd, H0/10, HP 15, Nrm 20|Prc 0|Ele 0|Shd 0)
{}Kevlar Knock-Off (L1 Arm, H0/10) | Rusted Retro Visor (L1 Hlm, H0/10)
- - - 1 Heart (+20)
Nrm 50|Prc 0|Ele 0|Shd 0
Fire 0|Freeze 0|Shock 0|Poison 0|Stun 0|Curse 0|Sleep 0|Doom 0
DMG N/A
ASI N/A
CTR N/A
MSI N/A
SEA N/A
FMB N/A
-[Standard Attack - Charge Attack - Defend]-
'Cobalt' (Health: 100/100) [Hexlash]
A-6 | B-4 | R-8
]-Frying Pan (L1 Nrm Swd, H0/10, Acc +7, CSPD 4, Com 22/24, Chg 35 (up to 3, Good Fire/Stun rate), Status: Mod Stun (Fair) and Min Fire (Fair)) {0/20 status effects}
]-Static Flash (L1 Nrm Bmb, H0/10, Acc +8, ArmSpd 7, QAt 15 (up to 2), Chg 26 (up to 7, Good Shock rate), Status: Mod Shock (Fair)) {0/15 Charge Attacks}
]-
]-
[]Proto Shield (L1 Shd, H0/10, HP 25, Nrm 30|Prc 0|Ele 0|Shd 0)
{}Badly Battered Brigandine (L1 Arm, H0/10) | Man With A Moon (L1 Hlm, H0/10)
- - - 1 Heart (+20)
Nrm 50|Prc 0|Ele 0|Shd 0
Fire 0|Freeze 0|Shock 0|Poison 0|Stun 0|Curse 0|Sleep 0|Doom 0
DMG N/A
ASI N/A
CTR N/A
MSI N/A
SEA N/A
FMB N/A
-[Standard Attack - Charge Attack - Defend]-
LV-909 'Ignem' (Health: 100/100) [Lady-Of-War]
A-3 | B-8 | R-4
]-Bottle Rocket (L1 Nrm Bmb, H0/10, Acc +10, ArmSpd 3, QAt 20 (up to 5, late 1 turn), Chg 35 (up to 12, late 2 turns)) {0/15 Hits While Defending}
]-Light Scope (L1 Nrm Gun, H0/10, Acc +7, ROF 10, Clip 10 x 5, Chg 40) {0/20 Hits with 5+ Bullets}
]-
]-
[]Scuttled Shuttle Siding (L1 Shd, H0/10, HP 25, Nrm 30|Prc 0|Ele 0|Shd 0)
{}Out-of-Date Culet (L1 Arm, H0/10) | Stump (L1 Hlm, H0/10)
- - -
Nrm 50|Prc 0|Ele 0|Shd 0
Fire 0|Freeze 0|Shock 0|Poison 0|Stun 0|Curse 0|Sleep 0|Doom 0
DMG N/A
ASI N/A
CTR N/A
MSI N/A
SEA N/A
FMB N/A
-[Standard Attack - Charge Attack - Defend]-
((You'll be able to jump in on the third turn, Spirals.
The loot system will need a little refinement. Suffice to say, you get better loot from higher Star foes.))

"Target eliminated."
Backing up to avoid the attack from Klepto A (presumably), 001 notices a bomb on the ground. It picks it up, switching weapons.
"Let us see what this explosive does."
[Asteroid Bomb Charge Attack]

((Herp de derp. I put the wrong Klepto Whelp there. Fixed!
I've written out D-07's bio!))

"Good work DSN-001 and Mark 30, I expect no less from newer modles of machinauts." KV-103 addressed his fellow teammates, "I have taken minor injuries, but worry not my friends! Tis but a scratch, I am all better now! Together! We shall strike them down, IN THE NAME OF THE FALLEN KING!!!"
[Standard attack on klepto whelp A with novice duelist sword, fingers crossed.]
[This is where character information, weapon stats, and other stuff will be placed. Remind me to update this every so often!]
----MACHINAUTS---- [Enter your username in brackets to find your Machinaut!]
KV-103 "The Fallen King" (Dark Grey/Silver) [Midnight-Dj]
Max HP: 100
Accuracy: 7
Blocking: 8
Reflexes: 3
WEAPON A: Proto Sword [0*] A basic blade issued to all Machinauts.
(Level 1 Sword, Heat 0/10, Damage Type: Normal, Combo: 20/20/25, Combo Speed: 5, Charge: 40 (25% chance to hit an extra target))
WEAPON B: Novice Duelist Blade [0*] A simple epee for novices in the art of swordplay.
(Level 1 Sword, Heat 0/10, Damage Type: Piercing, Combo: 18/18/22, Combo Speed: 7, Charge: 20/20/25 instantly (extra attacks hit another target))
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Proto Non-Shield [0*] Who says the system doesn't allow dual wielding?
(Level 1, Heat 0/10, NormalDEF: 5, Health: 10, +2 Sword Combo Speed, Extra Hits: Adds two extra attacks (22/22, Normal Damage) to a sword combo attack and one extra attack (40, Normal Damage) to a sword charge attack)
ARMOR: Ex-Motocross Plate Mail [0*] When you don't have actual Plate Mail, the chassis of a scrapped motorcycle is probably the next best thing. And hey, it even got a new paint job!
(Level 1, Heat 0/10, NormalDEF: 40, Attack Speed Decreased: Low, Stun Resistance +1, Sleep Weakness -1)
HELMET: Iron Plate Bucket [0*] For the customer who wants the royal knight look and doesn't have anything near the royal knight budget.
(Level 1, Heat 0/10, NormalDEF: 40, Attack Speed Decreased: Low, Stun Resistance +1, Sleep Weakness -1)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase: - Medium (-2 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 80
Total Piercing Defense: 0
Total Elemental Defense: 0
Total Shadow Defense: 0
Status Effect Resistance: +2 Stun, -2 Sleep
ACCESSORIES: Golden Crown (Helm, on top)
Finishing Move A (Broadsword): Blade of the Warrior Poet (Deals (combo end damage) x 3, stacking Sword Damage: Medium to entire party for three turns) [Hit enemies 25 times with Swords]
Finishing Move B (Foil): Coup de Foudre (Deals (combo end damage) x 3, always goes first, stacking Sword Attack Speed Increase: Low and Sword Damage: Low to entire party for three turns) [Evade 15 attacks]
------
DSN-001 (Dark Red, Navy Blue) [Sonosuke]
Max HP: 100
Accuracy: 7
Blocking: 5
Reflexes: 6
WEAPON A: Arm Arm [0*] An arm on your arm to keep you well-armed.
(Level 1 Gun, Heat 0/10, Damage Type: Normal, Standard Clip: 4 x 12, Rate of Fire: 7, Charge Attack: 30 damage (50% chance to carry overkill damage to the next target))
WEAPON B: Asteroid Bomb [0*] Launches a single explosive asteroid from a distance.
(Level 1 Bomb, Heat 0/10, Damage Type: Normal, Arm Speed: 4, Short Fuse, Quick Attack: 15 damage (up to 3 targets), Charge Attack: 25 damage (up to 8 targets))
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Proto Shield [0*] A standard shield issued to all Machinauts.
(Level 1, Heat 0/10, NormalDEF: 30, Health: 25)
ARMOR: Rusty Brigandine [0*] See, burglars? This is what happens when you leave the humidifiers on.
(Level 1, Heat 0/10, NormalDEF: 25)
HELMET: Old Mecha-Visor [0*] This is what you'd call an 'antique' if it weren't still good for taking hits.
(Level 1, Heat 0/10, NormalDEF: 25)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 0
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: Blackpack (Armor, Back), Spikes (Armor, Back), Turning Gear (Armor, Left Arm)
Finishing Move A (Arm Cannon): Capcom's Revenge (Deals (Charge Damage) x 3, stacking Gun Charge Time Reduction: Low and Gun Attack Speed Increase: Low for the entire party for 3 turns, is essentially a Laser Hadoken shot out of an arm cannon) [Hit enemies with two or more bullets in a turn, 20 separate times]
Finishing Move B (Artillery Bomb): Block out the Sun (Deals (Charge Damage) x 1.5 to all enemies, Good chance of Moderate Stun, restores ally Shields to full health with 5% "overheal") [Hit 25 extra enemies]
------
Mark30-Longshot (Grey, Black) [Colray]
Max HP: 100
Accuracy: 10
Blocking: 5
Reflexes: 3
WEAPON A: Punch Gun [0*] A single-shot magnum, popular with marksmen for its fast, relatively powerful bullet.
(Level 1 Gun, Heat: 0/10, Damage Type: Normal, Standard Clip: 1 x 30, Rate of Fire: 5, Charge Attack: 50 damage (5%+Accuracy chance to "meatshot" for x1.5 damage, Recoil decreases Rate of Fire, Combo Speed, and Standard Bomb Arm time by 4 the turn after the charge shot))
WEAPON B: Plywood Lumberdirk [0*] Thanks to a simple alchemical core, this is probably Cradle's single deadliest piece of plywood.
(Level 1 Sword, Heat: 0/10, Damage Type: Piercing/Elemental, Combo: 10/10/10/16, Combo Speed: 8, Charge Attack: 20 damage (2+(Accuracy/2)% chance to "Backstab" for x5 damage))
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Plank [0*] Blocking attacks that wood've hit you doesn't go against the grain, does it?
(Level 1, Heat: 0/10, NormalDEF: 20, Health: 35)
ARMOR: Kevlar Knock-Off [0*] It just isn't as good as the real thing.
(Level 1, Heat: 0/10, NormalDEF: 25)
HELMET: Rusted Retro Visor [0*] Despite wear and tear, it'll still help you when you and your foes don't see eye to eyes.
(Level 1, Heat: 0/10, NormalDEF: 25)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 0
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: Exhaust Pipe (Armor, Back)
Finishing Move A (Magnum): Make My Day (Deals (Charge Damage) x 2, Magnum Force: 100% Knockdown chance on target, 50% Knockdown chance on all other enemies (Knockdown causes an enemy to lose a turn, may fail on heavier foes)) [Deal Accuracy-based bonus damage 10 times]
Finishing Move B (Knife): Element of Surprise (Deals (Charge Damage) x 3, Entire party ignores 25% of enemy defense for 3 turns) [Damage an enemy with their weakness 20 times]
------
Cobalt (Black, blue) [Hexlash]
Max HP: 100
Accuracy: 6
Blocking: 4
Reflexes: 8
WEAPON A: Frying Pan [0*] Who knew how far a little reinforced plating would take this seemingly benign cooking utensil?
(Level 1 Sword, Heat 0/10, Damage Type: Normal, Combo: 22/24, Combo Speed: 4, Charge: 35 damage (up to 3 targets, Fire and Stun Chances become Good), Fair Chance of Moderate Stun, Fair Chance of Minor Fire)
WEAPON B: Static Flash [0*] A proto bomb modified to generate small bursts of electricity upon detonation.
(Level 1 Bomb, Heat 0/10, Damage Type: Normal, Arm Speed: 7, Quick Attack: 15 damage (up to 2 targets), Charge Attack: 26 damage (up to 7 targets, Shock chance becomes Good), Fair Chance of Moderate Shock)
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Proto Shield [0*] A standard shield issued to all Machinauts.
(Level 1, Heat 0/10, NormalDEF: 30, Health: 25)
ARMOR: Badly Battered Brigandine [0*] This armor stands as testament to why you never set your new suit of armor down on a tank tread. Ever.
(Level 1, Heat: 0/10, NormalDEF: 25)
HELMET: Man With A Moon [0*] This helmet is made out of white stone with holes in it. It LOOKS like rare moon rock. It isn't.
(Level 1, Heat: 0/10, NormalDEF: 25)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 0
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: Sapphire... chest... diamond... thing (Armor, Front)
Finishing Move A (Cookware): Crackling Bacon Grease (Deals (Combo end damage) x 1.5, Good Chance of Strong Fire, entire party's attacks gain Slight chance of Minor Fire for three turns, enemies vulnerable to up to four separate stacks of Fire for three turns, smells like delicious bacon) [Cause status effects 20 times]
Finishing Move B (Radial Bomb): Barrel of Boxes of Bombs (Deals (Charge Damage) x 3 to all enemies) [Use 15 successful Charge Attacks]
------
LV-909 "Ignem" (White, Light Blue) [Lady-Of-War]
Max HP: 100
Accuracy: 3
Blocking: 8
Reflexes: 4
WEAPON A: Bottle Rocket [0*] A bomb that flies into the air, then comes back down to generate extra explosive power.
(Level 1 Bomb, Heat 0/10, Damage Type: Normal, Arm Speed: 3, Delayed Attack (1 extra turn required for Standard, 2 for Charge attacks), Quick Attack: 20 damage (up to 5 targets), Charge Attack: 35 damage (up to 12 targets))
WEAPON B: Light Scope [0*] A gun that fires packets of focused light wrapped in plasma. It doubles as a flashlight.
(Level 1 Gun, Heat 0/10, Damage Type: Normal, Rate of Fire: 10, Standard Clip: 10 x 5 damage, Charged Shot: 40 damage)
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Scuttled Shuttle Siding [0*] The metal siding of a space shuttle. It affords protection equal to a Proto Shield.
(Level 1, Heat 0/10, NormalDEF: 30, Health: 25)
ARMOR: Out-of-Date Culet [0*] This Machinaut's Culet was built in a time when people weren't quite as well armored as today.
(Level 1, Heat 0/10, NormalDEF: 25)
HELMET: Stump [0*] An old tree stump, pulled out of the ground and carved into an artistic (See also: impractical) helmet.
(Level 1, Heat 0/10, NormalDEF: 25)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 0
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: Wings of Braevery (Armor, Shoulders)
Finishing Move A (Future-Sight Style): Delayed Blast Firestorm (Two turns after use, deals (Charge attack damage) x 3 to all targets, entire party's Max Shield Health increases by 25% for three turns) [Damage 15 enemies on the same turn the Defend command is chosen]
Finishing Move B (Assault Rifle): Rambo Reload Requirement (Fires (standard clip x 2) bullets at once - 1 for each new target selected, selects a new target after a kill, Gun Attack Speed Increase: Medium to entire party for three turns) [Hit enemies with five or more bullets in a turn, 20 separate times]
------
D-07 "Ditto" (Black, Dark Blue) [Spirals-Ore]
Max HP: 100
Accuracy: 5
Blocking: 1
Reflexes: 12
WEAPON A: Hatchet [0*] This tree-chopping tool has been repurposed for use as a weapon.
(Level 1 Sword, Heat 0/10, Damage Type: Normal, Combo: 23/27 (15% chance extra target), Combo Speed: 2, Charge Attack: 42 damage (30% chance extra target))
WEAPON B: Simplistic Six-Shooter [0*] A revolver built on a lower budget, issued to aspiring gunslingers.
(Level 1 Gun, Heat 0/10, Damage Type: Normal, Rate of Fire: 8, Standard Clip: 6 x 12 damage, Charged Shot: 6 x 10 + 24 damage instantly)
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Proto Shield [0*] A standard shield issued to all Machinauts.
(Level 1, Heat 0/10, NormalDEF: 30, Health: 25)
ARMOR: Cruddy Cuirass [0*] It's standard-issue. It's also sub-standard.
(Level 1, Heat 0/10, NormalDEF: 25)
HELMET: Rusted Retro Visor [0*] Despite wear and tear, it'll still help you when you and your foes don't see eye to eyes.
(Level 1, Heat 0/10, NormalDEF: 25)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 0
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: Bruise Crest (Armor, Front), Dark Bluckpack (Armor, Back),
Finishing Move A (Heavy Sword): Whirling Dervish (Hits the target and up to three more random targets for (Combo End Damage) x 2. Universal Damage Bonus: Low to the entire party for three turns.) [Hit extra targets with Sword attacks 10 separate times.]
Finishing Move B (Revolver): Aim with the Eye (Roll 2d3; this attack does (Charge Last Shot Damage) x 1.5 to that many random targets. If the roll is less than 6, aim the remaining bullets (Charge Last Shot Damage x 1.5) at the selected target.) [Hit with 40 total bullets.]
-------
SEE-4 (Pale Red, Cyan) [Eternity-Terminal]
Max HP: 100
Accuracy: 9
Blocking: 5
Reflexes: 4
WEAPON A: Gremlin Plasmator [0*] A prototype firearm from the Wildbark Clan, it inspired the Ironclaws' well-known Pulsar and Catalyzer series.
(Level 1 Gun, Heat 0/10, Damage Type: Normal, Rate of Fire: 5, Clip: 3x16, Charge Attack: 20 damage (up to 3 targets, Minor Catalyst: leaves a charge that a Normal-Damage Gun can detonate for 15 damage)
WEAPON B: Cloudy Orb [0*] A glass ball imbued with Owlite magic. This sounds impressive, but the magic is a bit unstable and could really use improvement.
(Level 1 Bomb, Heat 0/10, Damage Type: Normal, Arm Time: 5, Quick Attack: 15 damage, up to 3 targets (Slight Chance of Minor ??? (Fire, Freeze, Shock, or Poison), Charge Attack: 20 damage, up to 10 targets (Fair Chance of Minor ??? (Fire, Freeze, Shock, or Poison))
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Proto Shield [0*] A standard shield issued to all Machinauts.
(Level 1, Heat 0/10, NormalDEF: 30, Health: 25)
ARMOR: Asbestos Armor [0*] A great way to keep warm, and to show that you're really taking advantage of the whole "not being biological" thing.
(Level 1, Heat 0/10, NormalDEF: 22, Freeze Resistance: +1, Fire Vulnerability: -1)
HELMET: Compute-O-Vision [0*] What's one good way to keep warm? Wear a freaking computer screen on your head.
(Level 1, Heat 0/10, NormalDEF: 22, Freeze Resistance: +1, Shock Vulnerability: -1)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 44
Total Piercing Defense: 0
Total Elemental Defense: 0
Total Shadow Defense: 0
Status Effect Rate: -1 Fire, +2 Freeze, -1 Shock
Finishing Move A (Gremlin Gun): Catalysm (Places three of the gun's Catalyzer Charge on each enemy. Note that this Finisher will change if the gun is upgraded to a Pulsar-line weapon.) [Place 15 Catalyzer Charges.]
Finishing Move B (Orb): Fog of Demise (Create a cloud for three turns that lowers enemy accuracy by 2, allows the coexistence of Fire and Freeze, and has a Good chance to inflict Strong Fire, Freeze, Shock, Poison, and Stun on each enemy at the end of each turn.) [Cause two enemies two different status effects in the same turn, 5 separate times.]
-------
K1XK1N9 "Enterthekicks" (Yellow, Mustard) [Whyna]
Max HP: 200
Accuracy: 2
Blocking: 7
Reflexes: 9
WEAPON A: Mini-Blaster [1*] A predecessor to the popular Isoran Valiance line, useful for its utility at higher depths.
(Level 1 Gun, Heat 0/15, Damage Type: Normal, Standard Clip: 3 x 28, Rate of Fire: 5, Charge Attack: 70 damage)
WEAPON B: Force Halberd [1*] A robotic axe-on-a-stick made of raw energy. What about this is NOT mind-blindingly cool?
(Level 1 Sword, Heat: 0/15, Damage Type: Normal/Elemental, Combo: 30/31, Combo Speed: 3, Charge Attack: 65 damage, +2 to blocking against enemies attacking at close range)
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Tough Plank [1*] A plank that's tough. That description told you absolutely nothing.
(Level 1, Heat: 0/10, NormalDEF: 30, PiercingDEF: 20, Health: 65)
ARMOR: Vitasuit [1*] Biotic or cybernetic, all knights agree: Vitasuits are GREAT for your health!
(Level 1, Heat 0/15, NormalDEF: 20, PiercingDEF: 10, ElementalDEF: 10, ShadowDEF: 10, Health + 60)
HELMET: Base Helm [1*] It's shiny! It's new! It's entirely average! It covers your head!
(Level 1, Heat 0/15, NormalDEF: 35, PiercingDEF: 20, ElementalDEF: 20, ShadowDEF: 20, Health + 40)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 30
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: Funky Satellite Dish (Helmet, Top)
Finishing Move A (Pistol): Outlaw's Bane (Deals (Charge Damage) x 3, successful hit marks the enemy for 3 turns increasing incoming damage by 133%) [Damage the same target two turns in a row, 10 times]
Finishing Move B (Halberd): Guardsman (Raises entire party's defenses by 50% and entire party's Blocking by 2 points for 3 Turns) [Block 15 attacks]
-------
Sephiroth (Orange, Yellow) [Saucce]
Max HP: 200
Accuracy: 9
Blocking: 2
Reflexes: 7
WEAPON A: Bog Repeater [1*] A haunted swamp provided the wood for this venomous crossbow's dire, dire stock.
(Level 1 Gun, Heat 0/15, Damage Type: Shadow, Must preload (uses half Reload value - base 4), Reload Time x 1.5, Rate of Fire: 9, Clip: 3 x 20, Charge: 9 x 20, Good Chance of Minor Poison)
WEAPON B: Force Halberd [1*] Aerodynamic Combat Spatula [1*] In times of strife, burgers bring battle-glory.
(Level 1 Sword, Heat 0/15, Damage Type: Normal, Combo: 25/25/25/25, Combo Speed: 6, Charge: 60 damage (10+ACC% chance to Flip for 2x damage), On Flip: Good Chance of Minor Stun x3)
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Tough Plank [1*] A plank that's tough. That description told you absolutely nothing.
(Level 1, Heat: 0/10, NormalDEF: 30, PiercingDEF: 20, Health: 65)
ARMOR: Vitasuit [1*] Biotic or cybernetic, all knights agree: Vitasuits are GREAT for your health!
(Level 1, Heat 0/15, NormalDEF: 20, PiercingDEF: 10, ElementalDEF: 10, ShadowDEF: 10, Health + 60)
HELMET: Base Helm [1*] It's shiny! It's new! It's entirely average! It covers your head!
(Level 1, Heat 0/15, NormalDEF: 35, PiercingDEF: 20, ElementalDEF: 20, ShadowDEF: 20, Health + 40)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 30
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: None
Finishing Move A (Crossbow): Bolt Trap (Next enemy to attack your team takes (Stnd. Damage) x 6, Gun Damage Boost: Low for the entire party for 3 turns) [Land every bullet in a clip, ten separate times]
Finishing Move B (Cookware): Crackling Bacon Grease (Deals (Combo end damage) x 1.5, Good Chance of Strong Fire, entire party's attacks gain Slight chance of Minor Fire for three turns, enemies vulnerable to up to four separate stacks of Fire for three turns, smells like delicious bacon) [Cause status effects 20 times]
------
PAD-103 "Mute" (Grey, Blue) [Magmaul-Ace]
Max HP: 200
Accuracy: 8
Blocking: 5
Reflexes: 5
WEAPON A: Apprentice Orb [1*] A more effective Owlite combat orb. Its power has been sufficiently awakened to change its damage type.
(Level 1 Bomb, Heat 0/15, Damage Type: Elemental, Arm Time: 5, Quick Attack: 21 damage, up to 4 targets (Slight Chance of Minor ??? (Fire, Freeze, Shock, or Poison), Charge Attack: 30 damage, up to 11 targets (Fair Chance of Moderate ??? (Fire, Freeze, Shock, or Poison))
WEAPON B: Blast Charge [1*] A bomb of Isoran design, built at low cost for aspiring grenadiers.
(Level 1 Bomb, Heat 0/15, Damage Type: Normal, Arm Speed: 7, Quick Attack: 22 damage (up to 5 targets), Charge Attack: 40 damage (up to 11 targets))
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Tough Plank [1*] A plank that's tough. That description told you absolutely nothing.
(Level 1, Heat: 0/10, NormalDEF: 30, PiercingDEF: 20, Health: 65)
ARMOR: Vitasuit [1*] Biotic or cybernetic, all knights agree: Vitasuits are GREAT for your health!
(Level 1, Heat 0/15, NormalDEF: 20, PiercingDEF: 10, ElementalDEF: 10, ShadowDEF: 10, Health + 60)
HELMET: Base Helm [1*] It's shiny! It's new! It's entirely average! It covers your head!
(Level 1, Heat 0/15, NormalDEF: 35, PiercingDEF: 20, ElementalDEF: 20, ShadowDEF: 20, Health + 40)
TRINKET 1:
(Nothing)
TRINKET 2:
(Nothing)
Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 30
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: Wicked Awesome Face Mask
Finishing Move A (Orb): Fog of Demise (Create a cloud for three turns that lowers enemy accuracy by 2, allows the coexistence of Fire and Freeze, and has a Good chance to inflict Strong Fire, Freeze, Shock, Poison, and Stun on each enemy at the end of each turn.) [Cause two enemies two different status effects in the same turn, 5 separate times.]
Finishing Move B (Radial Bomb): Barrel of Boxes of Bombs (Deals (Charge Damage) x 3 to all enemies) [Use 15 successful Charge Attacks]
------
903:99ASSASSIN (Black, Gray) [Herozenzero]
Max HP: 200
Accuracy: 7
Blocking: 4
Reflexes: 7
WEAPON A: Sharpened Lumberdirk [1*] Utilizing a tougher wood than its plywood predecessor, this Lumberdirk is much more effective for either kind of back-stabbing.
(Level 1 Sword, Heat: 0/15, Damage Type: Piercing/Elemental, Combo: 14/14/14/22, Combo Speed: 8, Charge Attack: 30 damage (4+(Accuracy/2)% chance to "Backstab" for x5 damage))
WEAPON B: Bog Repeater [1*] A haunted swamp provided the wood for this venomous crossbow's dire, dire stock.
(Level 1 Gun, Heat 0/15, Damage Type: Shadow, Must preload (uses half Reload value - base 4), Reload Time x 1.5, Rate of Fire: 9, Clip: 3 x 20, Charge: 9 x 20, Good Chance of Minor Poison)
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Tough Plank [1*] A plank that's tough. That description told you absolutely nothing.
(Level 1, Heat: 0/10, NormalDEF: 30, PiercingDEF: 20, Health: 65)
ARMOR: Vitasuit [1*] Biotic or cybernetic, all knights agree: Vitasuits are GREAT for your health!
(Level 1, Heat 0/15, NormalDEF: 20, PiercingDEF: 10, ElementalDEF: 10, ShadowDEF: 10, Health + 60)
HELMET: Base Helm [1*] It's shiny! It's new! It's entirely average! It covers your head!
(Level 1, Heat 0/15, NormalDEF: 35, PiercingDEF: 20, ElementalDEF: 20, ShadowDEF: 20, Health + 40)
TRINKET 1: Critical Scope [1*] A little Grave Soil and a simple Mineral comparator work surprisingly well at helping you find weak points.
(Level --, Accuracy-based Bonus Damage rates are doubled, moves with Accuracy-based Bonus Damage on the Charge get this chance on other kinds of attacks.)
TRINKET 2: Fledglite Tome of Impact Retribution [1*] Did a Trojan knock your HP down by about half? Show HIM how it feels by converting a bit of that damage to power.
(Level --, 1/4 damage taken by the wielder or the wielder's Shield is added to their next attack, damage boost cannot exceed 33% of base attack)Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 30
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: In-your-face Terminology
Finishing Move A Element of Surprise (Deals (Charge Damage) x 3, Entire party ignores 25% of enemy defense for 3 turns) [Damage an enemy with their weakness 20 times]
Finishing Move B (Radial Bomb): Bolt Trap (Next enemy to attack your team takes (Stnd. Damage) x 6, Gun Damage Boost: Low for the entire party for 3 turns) [Land every bullet in a clip, ten separate times]
------
M4g1k (Red, Black) [Snakey-One]
Max HP: 200
Accuracy: 8
Blocking: 2
Reflexes: 8
WEAPON A: Apprentistick [1*] A novice Owlite wand capable of hurling (relatively) powerful magic missiles at a target.
(Level 1 Gun, Heat 0/15, Damage Type: Elemental, Rate of Fire: 3, Clip: 2 x 35, Charge Attack: 1 x 50, 35% chance to induce knockdown)
WEAPON B: Apprentice Orb [1*] A more effective Owlite combat orb. Its power has been sufficiently awakened to change its damage type.
(Level 1 Bomb, Heat 0/15, Damage Type: Elemental, Arm Time: 5, Quick Attack: 21 damage, up to 4 targets (Slight Chance of Minor ??? (Fire, Freeze, Shock, or Poison), Charge Attack: 30 damage, up to 11 targets (Fair Chance of Moderate ??? (Fire, Freeze, Shock, or Poison))
WEAPON C:
(Nothing)
WEAPON D:
(Nothing)
SHIELD: Tough Plank [1*] A plank that's tough. That description told you absolutely nothing.
(Level 1, Heat: 0/10, NormalDEF: 30, PiercingDEF: 20, Health: 65)
ARMOR: Vitasuit [1*] Biotic or cybernetic, all knights agree: Vitasuits are GREAT for your health!
(Level 1, Heat 0/15, NormalDEF: 20, PiercingDEF: 10, ElementalDEF: 10, ShadowDEF: 10, Health + 60)
HELMET: Base Helm [1*] It's shiny! It's new! It's entirely average! It covers your head!
(Level 1, Heat 0/15, NormalDEF: 35, PiercingDEF: 20, ElementalDEF: 20, ShadowDEF: 20, Health + 40)
TRINKET 1: Fledglite Tome of Hearty Fortune [1*] Owlite apprentices used Wolver Fangs as a sort of scope to aim this book at their foes, before proceeding to get a few more Hearts from them.
(Level --, gives one enemy target a Hearty Mark, improving their Accuracy by 1 for three turns, but giving them a second heart drop chance if they die within three turns.)
TRINKET 2: Fledglite Tome of Impact Retribution [1*] Did a Trojan knock your HP down by about half? Show HIM how it feels by converting a bit of that damage to power.
(Level --, 1/4 damage taken by the wielder or the wielder's Shield is added to their next attack, damage boost cannot exceed 33% of base attack)Damage Bonus: None (+0 to damage vs. anything)
Attack Speed Increase:None (+0 to Combo Speed, Rate of Fire, and Standard Bomb Arm Time)
Charge Time Reduction: None (0% chance to charge and attack on the same turn)
Finishing Move Boost: None (0% increased Finishing Move magnitude)
Status Effect Amplification: None
Movement Speed Increase: None
Total Normal Defense: 50
Total Piercing Defense: 0
Total Elemental Defense: 30
Total Shadow Defense: 0
Status Effect Rate: Base
ACCESSORIES: Invisible Wizard Hat (or maybe he just doesn't have one)
Finishing Move A (Wand) : Incredible Force (Deals (Charge Damage) x 2, 70% Knockdown chance, all allied attacks have a +25% Knockdown Chance for 3 turns.) [Gaining Finisher Points equal to 100 - Knockdown Chance for each knockdown, acquire 400 Finisher Points]
Finishing Move B (Orb): Fog of Demise (Create a cloud for three turns that lowers enemy accuracy by 2, allows the coexistence of Fire and Freeze, and has a Good chance to inflict Strong Fire, Freeze, Shock, Poison, and Stun on each enemy at the end of each turn.) [Cause two enemies two different status effects in the same turn, 5 separate times.]
------
GEAR [Quick Find: Allofthewonderfulshinies]
(Note that "Close Range" encompasses most attacks with Combo Speed and some with Arm Speed, but very few with Rate of Fire.)
~-2*-~
(Basic Alchemy requirement: 3 Simple Orbs of Alchemy. Unless otherwise noted, this is all that's needed for 1* crafting.)
List of currently available 2* item recipes
~-1*-~
(Basic Alchemy requirement: 3 Flawed Orbs of Alchemy. Unless otherwise noted, this is all that's needed for 1* crafting.)
-Swords-
SmallCalibur [1*] A blade made with Isoran smithing techniques, this weapon is sharp, but light enough to pull off a spin attack.
(Level 1 Sword, Heat 0/15, Damage Type: Normal, Combo: 28/28/33, Combo Speed: 5, Charge: 45 (50% chance 1 extra target, 20% chance 2 extra targets), Extra Hit: 15% (75% vs. Turrets) to get an extra attack.)
(Broadsword: Blade of the Warrior Poet)
Bolted Blade [1*] A Proto Sword with additional reinforcement and an improved energy diffuser.
(Level 1 Sword, Heat 0/15, Damage Type: Normal, Combo: 28/28/33, Combo Speed: 5, Charge: 51 (30% chance to hit an extra target) + 14x2)
(Broadsword: Blade of the Warrior Poet)
Weighted Frying Pan [1*] An even more powerful weapon for an aspiring war gourmet.
(Level 1 Sword, Heat 0/15, Damage Type: Normal, Combo: 28/31, Combo Speed: 4, Charge: 41 damage (up to 3 targets, Fire and Stun Chances become Good), Fair Chance of Moderate Stun, Fair Chance of Minor Fire)
(Cookware: Crackling Bacon Grease)
Aerodynamic Combat Spatula [1*] In times of strife, burgers bring battle-glory.
(Level 1 Sword, Heat 0/15, Damage Type: Normal, Combo: 25/25/25/25, Combo Speed: 6, Charge: 60 damage (10+ACC% chance to Flip for 2x damage), On Flip: Good Chance of Minor Stun x3)
(Cookware: Crackling Bacon Grease)
Heavy Hatchet [1*] A Hatchet with additional weight behind each blow.
(Level 1 Sword, Heat 0/10, Damage Type: Normal, Combo: 36/37 (15% chance extra target), Combo Speed: 2, Charge Attack: 72 damage (30% chance extra target))
(Heavy Sword: Whirling Dervish)
Tempered Dueling Sword [1*] A stronger saber for a selective sword-master.
(Level 1 Sword, Heat 0/15, Damage Type: Piercing, Combo: 23/23/26, Combo Speed: 7, Charge: 28/28/33 instantly (extra attacks hit another target)
(Foil: Coup de Foudre)
Sharpened Lumberdirk [1*] Utilizing a tougher wood than its plywood predecessor, this Lumberdirk is much more effective for either kind of back-stabbing.
(Level 1 Sword, Heat: 0/15, Damage Type: Piercing/Elemental, Combo: 14/14/14/22, Combo Speed: 8, Charge Attack: 30 damage (4+(Accuracy/2)% chance to "Backstab" for x5 damage))
(Knife: Element of Surprise)
Weighted Anchor [1*] Light enough to carry, but heavy enough to make a nice loud THUD when you hit something with it.
(Level 1 Sword, Heat: 0/15, Damage Type: Piercing/Elemental, Combo: 36/37, Combo Speed: 3, Charge Attack: 18/19/21/23 instantly, 30% +1 Target, 15% +2 Targets)
(Boat Anchor: Storm, then Calm)
Force Halberd [1*] A robotic axe-on-a-stick made of raw energy. What about this is NOT mind-blindingly cool?
(Level 1 Sword, Heat: 0/15, Damage Type: Normal/Elemental, Combo: 30/31, Combo Speed: 3, Charge Attack: 65 damage, +2 to blocking against enemies attacking at close range)
(Halberd: Guardsman)
Kat Claw [1*] A haunted claw gauntlet that Kat Tribe warriors would wear on their arms, useful for close-quarters combat.
(Level 1 Sword, Heat: 0/15, Damage Type: Normal(25%)/Shadow(75%), Combo: 28/28/31, Combo Speed: 5, Charge: 45 (+3 instead of +2 Accuracy Boost on charge), 1 extra attack against enemies that recently attacked the user at close range)
(Cat Claw: Fury of Scraith)
Metal Fist [1*] A basic fist weapon, for those of us who don't plan on going home and being family men just yet.
(Level 1 Sword, Heat: 0/15, Damage Type: Normal, Combo: 23/24/36, Combo Speed: 8, Charge: 45 (Good Chance of Moderate Stun), +3 Accuracy next turn if hit while defending)
(Fist Weapon: Zero Punch)
-Guns-
Mini-Blaster [1*] A predecessor to the popular Isoran Valiance line, useful for its utility at higher depths.
(Level 1 Gun, Heat 0/15, Damage Type: Normal, Standard Clip: 3 x 28, Rate of Fire: 5, Charge Attack: 70 damage)
(Pistol: Outlaw's Bane)
Super Arm Arm [1*] You've gotta HAND it to 'em, this is a much better arm for your arm.
(Level 1 Gun, Heat 0/15, Damage Type: Normal, Standard Clip: 4 x 20, Rate of Fire: 7, Charge Attack: 55 damage (60% chance to carry overkill damage to the next target))
(Arm Cannon: Capcom's Revenge)
Cycle Beam [1*] How we get this thing's bullets to twirl around in little barrel-rolls is still a mystery.
(Level 1 Gun, Heat 0/15, Damage Type: Normal, Standard Clip: 3 x 24, Rate of Fire: 6, Charge Attack: 50 damage, Small chance of Strong Stun)
(Arm Cannon: Capcom's Revenge)
Pummel Gun [1*] More power makes everything better.
(Level 1 Gun, Heat: 0/15, Damage Type: Normal, Standard Clip: 1 x 55, Rate of Fire: 5, Charge Attack: 75 damage (9%+Accuracy chance to "meatshot" for x1.5 damage, Recoil decreases Rate of Fire, Combo Speed, and Standard Bomb Arm time by 4 the turn after the charge shot))
(Magnum: Make My Day)
Overclocked Light Scope [1*] Brighter light! Hotter plasma! Honestly, this is nothing BUT an improvement.
(Level 1 Gun, Heat 0/15, Damage Type: Normal, Rate of Fire: 10, Standard Clip: 10 x 10 damage, Charged Shot: 70 damage)
(Assault Rifle: Rambo Reload Requirement)
Six-Shooter [1*] An improved handgun with stronger bullets and a better scope.
(Level 1 Gun, Heat 0/15, Damage Type: Normal, Rate of Fire: 8, Standard Clip: 6 x 18 damage, Charged Shot: 6 x 16 + 36 damage instantly)
(Revolver: Aim with the Eye)
Heightened Plasmator [1*] A finer Wildbark weapon with improved Catalyzing technology.
(Level 1 Gun, Heat 0/15, Damage Type: Normal, Rate of Fire: 5, Clip: 3x24, Charge Attack: 30 damage (up to 3 targets, Minor Catalyst: leaves a charge that a Normal-Damage Gun can detonate for 25 damage)
(Catalytic Gremlin Gun: Catalysm)
Apprentistick [1*] A novice Owlite wand capable of hurling (relatively) powerful magic missiles at a target.
(Level 1 Gun, Heat 0/15, Damage Type: Elemental, Rate of Fire: 3, Clip: 2 x 35, Charge Attack: 1 x 50, 35% chance to induce knockdown)
(Magic Wand: Incredible Force)
Bog Repeater [1*] A haunted swamp provided the wood for this venomous crossbow's dire, dire stock.
(Level 1 Gun, Heat 0/15, Damage Type: Shadow, Must preload (uses half Reload value - base 4), Reload Time x 1.5, Rate of Fire: 9, Clip: 3 x 20, Charge: 9 x 20, Good Chance of Minor Poison)
(Repeating Crossbow: Bolt Trap)
-Bombs-
Blast Charge [1*] A bomb of Isoran design, built at low cost for aspiring grenadiers.
(Level 1 Bomb, Heat 0/15, Damage Type: Normal, Arm Speed: 7, Quick Attack: 22 damage (up to 5 targets), Charge Attack: 40 damage (up to 11 targets))
(Radial Bomb: Barrel of Boxes of Bombs)
Blazin' Firecracker [1*] A more powerful Firecracker.
(Level 1 Bomb, Heat 0/15, Damage Type: Normal, Arm Speed: 7, Quick Attack: 20 damage (up to 3 targets), Charge Attack: 36 damage (up to 8 targets, Fire chance becomes Good), Fair Chance of Moderate Fire)
(Radial Bomb: Barrel of Boxes of Bombs)
Master Cold Snap [1*] A more powerful Cold Snap.
(Level 1 Bomb, Heat 0/15, Damage Type: Normal, Arm Speed: 7, Quick Attack: 20 damage (up to 3 targets), Charge Attack: 36 damage (up to 8 targets, Freeze chance becomes Good), Fair Chance of Moderate Freeze)
(Radial Bomb: Barrel of Boxes of Bombs)
Super Static Flash [1*] A more powerful Static Flash.
(Level 1 Bomb, Heat 0/15, Damage Type: Normal, Arm Speed: 7, Quick Attack: 20 damage (up to 3 targets), Charge Attack: 36 damage (up to 8 targets, Shock chance becomes Good), Fair Chance of Moderate Shock)
(Radial Bomb: Barrel of Boxes of Bombs)
Asteroid Bomb Mk II [1*] Launches an even more powerful asteroid from a distance.
(Level 1 Bomb, Heat 0/15, Damage Type: Normal, Arm Speed: 4, Quick Attack: 22 damage (up to 4 targets), Charge Attack: 40 damage (up to 10 targets), +2 Blocking against close-range enemies while in use)
(Artillery Bomb: Block out the Sun)
Battle Rocket [1*] While the altitude this rocket can reach isn't enough to hit the ceiling of most Clockwork domes, it is enough to build up velocity, amplifying the explosion on impact.
(Level 1 Bomb, Heat 0/15, Damage Type: Normal, Arm Speed: 3, Delayed Attack (1 extra turn required for Standard, 2 for Charge attacks), Quick Attack: 28 damage (up to 7 targets), Charge Attack: 48 damage (up to 15 targets))
(Future-Sight Style: Delayed Blast Firestorm)
Scatter Shards [1*] A basic shard bomb. Despite a mind-bogglingly shoddy initial design, this new series has seen drastic improvement over the years.
(Level 1 Bomb, Heat 0/15, Damage Type: Piercing, Arm Speed: 8, Quick Attack: 18 damage (up to 3 targets) + 2 shards x 15 damage (up to 2 targets each), Charge Attack: 28 damage (up to 5 targets) + 4 shards x 15 damage (up to 2 targets each), shards explode after a turn)
(Cluster Bomb: The Big One)
Lil' Gelato [1*] A juvenile Ice Cream Polyp, a subspecies of alchemically-formed Polar Polyp. They're very long-lived, and their loyalty makes them popular pets.
(Level 1 Bomb, Heat 0/15, Damage Type: Piercing, Arm Speed: N/A, Quick Attack: N/A, Charge Attack: Lil' Gelato is deployed (A6/B0/R8 Turret, 20+5% Machinaut HP, retreats at 0 HP, Frosty Spine: 1x25 Prc, 5 ROF, Slight Chance of Minor Freeze))
(Turret: Practical Problem Solving)
Lil' Wiz [1*] This juvenile Magic Polyp cannot produce spikes, but makes up for it by knowing basic electro-magic.
(Level 1 Bomb, Heat 0/15, Damage Type: Elemental, Arm Speed: N/A, Quick Attack: N/A, Charge Attack: Lil' Wiz is deployed (A6/B0/R8 Turret, 15 + 3% Machinaut HP, retreats at 0 HP, Galvan: 1x18 Ele, 5 ROF, Slight Chance of Minor Shock, 75% chance (-15% per chain strike) for each attack to chain to another target with -1 ACC per chain))
(Turret: Practical Problem Solving)
Shiny Shards [1*] A basic shard bomb. This bomb uses the old shrapnel-bomb design, and is immensely popular with old-school demolitions men.
(Level 1 Bomb, Heat 0/15, Damage Type: Piercing/Elemental, Arm Speed: 8, Quick Attack: 4 shards x 10 damage, Charge Attack: 8 shards x 15 damage, 10% + Accuracy chance to land all shards on one target, otherwise 50% + Acc * 2 for each shard to find another target)
(Shrapnel Bomb: Chain Blast)
Apprentice Orb [1*] A more effective Owlite combat orb. Its power has been sufficiently awakened to change its damage type.
(Level 1 Bomb, Heat 0/15, Damage Type: Elemental, Arm Time: 5, Quick Attack: 21 damage, up to 4 targets (Slight Chance of Minor ??? (Fire, Freeze, Shock, or Poison), Charge Attack: 30 damage, up to 11 targets (Fair Chance of Moderate ??? (Fire, Freeze, Shock, or Poison))
(Orb: Fog of Demise)
Demise Clock [1*] A strange mechanism running on an almost alien clockwork. The user's foes tend to die when they get too close.
(Level 1 Bomb, Heat 0/15, Damage Type: Shadow, Arm Speed: 2, Quick Attack: 18 damage (up to 2 targets, Slight chance of Minor Doom, calculated as if the target had an extra 2 Doom resistance), Charge Attack: 30 damage (up to 7 targets, Slight chance of Minor Doom))
(Timer: Timey-Wimey Wall)
-Shields-
Boosted Shield [1*] When a Proto Shield just isn't enough, there's the Boosted Shield.
(Level 1, Heat 0/15, NormalDEF: 50, Health: 40)
Bolted Non-Shield [1*] A Bolted Blade built for the off-hand. Don't wield it like a regular Bolted Blade. Just trust me on this one.
(Level 1, Heat 0/15, NormalDEF: 10, Health: 20, +2 Sword Combo Speed, Extra Hits: Adds two extra attacks (30/30, Normal Damage) to a sword combo attack and one extra attack (51, Normal Damage) to a sword charge attack)
Tough Plank [1*] A plank that's tough. That description told you absolutely nothing.
(Level 1, Heat: 0/10, NormalDEF: 30, PiercingDEF: 20, Health: 65)
Fledglite Shield [1*] Young Owlites would get these shields as a means of defense against magical attack.
(Level 1, Heat 0/15, ElementalDEF: 50, Health: 40)
Bone Shield [1*] So who was it that first made zombies into a shield? That's both brilliant and... somewhat disturbing.
(Level 1, Heat 0/15, ShadowDEF: 50, Health: 40)
-Armor-
Base Mail [1*] It's shiny! It's new! It's entirely average!
(Level 1, Heat 0/15, NormalDEF: 35, PiercingDEF: 20, ElementalDEF: 20, ShadowDEF: 20, Health + 40)
Vitasuit [1*] Biotic or cybernetic, all knights agree: Vitasuits are GREAT for your health!
(Level 1, Heat 0/15, NormalDEF: 20, PiercingDEF: 10, ElementalDEF: 10, ShadowDEF: 10, Health + 60)
Hefty Plate Armor [1*] Tough plate armor with toughness in mind (and mobility most emphatically OUT of mind).
(Level 1, Heat 0/15, NormalDEF: 70, PiercingDEF: 60, Health + 40, Attack Speed Decrease: Low, Stun Resistance + 1, Sleep Vulnerability - 1)
Fireproof Suit [1*] A suit of armor that sacrifices traditional defenses to stop being so flammable.
(Level 1, Heat 0/15, NormalDEF: 30, ElementalDEF: 10, Health + 40, Fire Resistance + 1)
Cozy Coat [1*] It's soft and it's fuzzy and it keeps you from freezing to death.
(Level 1, Heat 0/15, NormalDEF: 30, ElementalDEF: 10, Health + 40, Freeze Resistance + 1)
Static Mitigator Suit [1*] A lovingly crafted net of wires and resistors woven into this suit gently leads ornery electrons out of your body.
(Level 1, Heat 0/15, NormalDEF: 30, ElementalDEF: 10, Health + 40, Shock Resistance + 1)
Immune Armor [1*] This suit of armor connects to the wearer's immune system and cooperates with it to remove toxins.
(Level 1, Heat 0/15, NormalDEF: 30, ElementalDEF: 10, Health + 40, Poison Resistance + 1)
-Helmets-
Base Helm [1*] It's shiny! It's new! It's entirely average! It covers your head!
(Level 1, Heat 0/15, NormalDEF: 35, PiercingDEF: 20, ElementalDEF: 20, ShadowDEF: 20, Health + 40)
Vitacap [1*] The Vitacap improves your health and looks way more stylish than a pith helm.
(Level 1, Heat 0/15, NormalDEF: 20, PiercingDEF: 10, ElementalDEF: 10, ShadowDEF: 10, Health + 60)
Hefty Plate Helmet [1*] Nothing stops your head from being blown off (or turning properly) quite like a big heap of metal.
(Level 1, Heat 0/15, NormalDEF: 70, PiercingDEF: 60, Health + 40, Attack Speed Decrease: Low, Stun Resistance + 1, Sleep Vulnerability - 1)
Sprinkler Hat [1*] It carries a little water that it sprinkles on the user when they get lit on fire.
(Level 1, Heat 0/15, NormalDEF: 30, ElementalDEF: 10, Health + 40, Fire Resistance + 1)
Warm Hat [1*] Sometimes you don't need all the armor. Sometimes you just need a nice warm hat to keep yourself from being rooted to the spot and killed by a Blitz Needle.
(Level 1, Heat 0/15, NormalDEF: 30, ElementalDEF: 10, Health + 40, Freeze Resistance + 1)
Rubber Helm [1*] Ask any royal knight you happen to see: What's the best tuna? "No clue, but this helm sure does great at blocking electric shocks!"
(Level 1, Heat 0/15, NormalDEF: 30, ElementalDEF: 10, Health + 40, Shock Resistance + 1)
Immune Helmet [1*] This helmet coordinates with the brain's neurons (or their cybernetic equivalent) to filter toxins out of the body.
(Level 1, Heat 0/15, NormalDEF: 30, ElementalDEF: 10, Health + 40, Poison Resistance + 1)
-Trinkets-
(Note that Boost does not stock Trinket recipes!)
Default Coil [1*] This item improves your defensive stances, making it crystal clear that you need this item.
(Level --, Changes "Defend" into "Default", Default functions like Defend but also builds up 1 Brave Point, 1* Default Coil's Brave Points give a +2 bonus to ASI and CTR per Point on the next attack)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Spark Plug, 50 Crowns--
Knight Bracer [1*] An armlet for a champion of chivalry, this enables the user to perform death-defying acts of blocking crap.
(Level --, can take incoming hits for allies that are below 10% HP, hits can be blocked but not evaded)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Beast Scale, 50 Crowns--
Fledglite Tome of Impact Retribution [1*] Did a Trojan knock your HP down by about half? Show HIM how it feels by converting a bit of that damage to power.
(Level --, 1/4 damage taken by the wielder or the wielder's Shield is added to their next attack, damage boost cannot exceed 33% of base attack)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Ripped-Up Wanted Poster, 50 Crowns--
Bomber Gauntlets [1*] Don't like waiting to explode things? Well, this won't keep the wait away, but it CAN amp up the power of the explosions that you wait to explode!
(Level --, allows the wielder to hold Vials and liftable items (like Pots and Bombshells) for a turn, Bomb Charge Attacks, Liftables, and Vials gain +2 extra targets and +25% damage when held for a turn)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Cheap Gunpowder, 50 Crowns--
Rocket Boots [1*] Placing jets on your feet will take your strategy to new heights! ...Okay, that was a bad one.
(Level --, allows a "Jump Attack" that makes the user immune to damage on the first turn, then use their Standard Attack with double Reflexes and CSPD/ROF/ArmSPD on the next turn, Sword attacks condense all attacks into a single strike)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Scrap Metal, 50 Crowns--
Bucket Dimension [1*] This unassuming bucket creates a bizarre space that captures projectiles for expulsion at a later date.
(Level --, wielder can use it to capture projectiles on a turn by Evading or Blocking them (with a +2 Block Sum), captured projectiles can be released one at a time in the order they were captured)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Brimstone, 50 Crowns--
Periodic Block of Elements [1*] This block will, every so often, spit out a free Vial for the user to throw. Its glass is alchemically regenerated, so it can't give you more than one at a time...
(Level --, creates free Vials for the user's use only, can hold 1 vial at a time and takes 3 turns per new vial)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Gel Drop, 50 Crowns--
Risk vs. Reload [1*] Activate Risk vs. Reload, and you may cut your reload time by half! ...Or you might just end up exploding yourself.
(Level --, can "Risk Vs. Reload" with a Gun Attack to either cut Reload time in half (60% chance) or take 25 damage while attacking (40% chance).)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Emptied Clip, 50 Crowns--
Boxer Belt [1*] No, it's not the title belt. But it's a good way to get on the road to the title.
(Level --, taking 10+ damage adds one point to a 20-point KO Meter, on full KO Meter: next Sword attack does 3x damage and pierces defense.)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Rock Clip, 50 Crowns--
Critical Scope [1*] A little Grave Soil and a simple Mineral comparator work surprisingly well at helping you find weak points.
(Level --, Accuracy-based Bonus Damage rates are doubled, moves with Accuracy-based Bonus Damage on the Charge get this chance on other kinds of attacks.)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Grave Soil, 50 Crowns--
Fledglite Tome of Hearty Fortune [1*] Owlite apprentices used Wolver Fangs as a sort of scope to aim this book at their foes, before proceeding to get a few more Hearts from them.
(Level --, gives one enemy target a Hearty Mark, improving their Accuracy by 1 for three turns, but giving them a second heart drop chance if they die within three turns.)
--Requires no Orbs of Alchemy--
--Requires: 1 of any 1* material, 1 Sharp Fang, 50 Crowns--
------
--FINISHING MOVES AVAILABLE-- [Quick Find: Thishasonlybegun]
--BROADSWORDS--
Blade of the Warrior Poet (Deals (combo end damage) x 3, stacking Sword Damage: Medium to entire party for three turns) [Hit enemies 25 times with Swords]
--FOILS--
Coup de Foudre (Deals (combo end damage) x 3, always goes first, stacking Sword Attack Speed Increase: Low and Sword Damage: Low to entire party for three turns) [Evade 15 attacks]
--KNIVES--
Element of Surprise (Deals (Charge Damage) x 3, Entire party ignores 25% of enemy defense for 3 turns) [Damage an enemy with their weakness 20 times]
--GREAT AXES--
Barbarous Break (Deals (Charge Damage) x 6) [Deal (100 * (Star Level + 1)) Overkill Damage]
--HEAVY SWORDS--
Whirling Dervish (Hits the target and up to three more random targets for (Combo End Damage) x 2. Universal Damage Bonus: Low to the entire party for three turns.) [Hit extra targets with Sword attacks 10 separate times.]
--FIST WEAPONS--
Zero Punch (Builds up power for three turns (without restricting movement), then on the third turn, hits all targets for (Charge Damage) x 2, Universal Status Effect Amp: Low to the entire party for three turns.) [Complete 15 full combos]
--COOKWARE--
Crackling Bacon Grease (Deals (Combo end damage) x 1.5, Good Chance of Strong Fire, entire party's attacks gain Slight chance of Minor Fire for three turns, enemies vulnerable to up to four separate stacks of Fire for three turns, smells like delicious bacon) [Cause status effects 20 times]
--BOAT ANCHOR--
Storm, then Calm (Deals (Combo end damage) x 3, +20% to party's defenses and +2 to party's Resistances for 3 turns) [Damage 15 enemy Shields]
--HALBERD--
Guardsman (Raises entire party's defenses by 50% and entire party's Blocking by 2 points for 3 Turns) [Block 15 attacks]
--CAT CLAW--
Fury of Scraith (Attack with +2 extra attacks and Finisher hit detection, raises entire party's Reflexes and Accuracy by 1 point for 3 Turns) [Break 5 Shields]
--PISTOLs--
Outlaw's Bane (Deals (Charge Damage) x 3, successful hit marks the enemy for 3 turns increasing incoming damage by 133%) [Damage the same target two turns in a row, 10 times]
--ARM CANNONS--
Capcom's Revenge (Deals (Charge Damage) x 3, stacking Gun Charge Time Reduction: Low and Gun Attack Speed Increase: Low for the entire party for 3 turns, is essentially a Laser Hadoken shot out of an arm cannon) [Hit enemies with two or more bullets in a turn, 20 separate times]
--MAGNUMS--
Make My Day (Deals (Charge Damage) x 2, Magnum Force: 100% Knockdown chance on target, 50% Knockdown chance on all other enemies (Knockdown causes an enemy to lose a turn, may fail on heavier foes)) [Deal Accuracy-based bonus damage 10 times]
--ASSAULT RIFLES--
Rambo Reload Requirement (Fires (standard clip x 2) bullets at once - 1 for each new target selected, selects a new target after a kill, Gun Attack Speed Increase: Medium to entire party for three turns) [Hit enemies with five or more bullets in a turn, 20 separate times]
--REVOLVERS--
Aim with the Eye (Roll 2d3; this attack does (Charge Last Shot Damage) x 1.5 to that many random targets. If the roll is less than 6, aim the remaining bullets (Charge Last Shot Damage x 1.5) at the selected target.) [Hit with 40 total bullets.]
--GREMLIN GUNS (CATALYTIC)--
Catalysm (Places three of the gun's Catalyzer Charge on each enemy.) [Place 15 Catalyzer Charges.]
--GREMLIN GUNS (PULSAROID)--
Meteor Shower (Fires 10 exploding normal shots at random targets with Finisher hit detection, stacking Universal Attack Speed Increase: Low to the entire party for 3 turns.) [Damage 3 enemies with a single shot, 15 separate times.]
--MAGIC WANDS--
Incredible Force (Deals (Charge Damage) x 2, 70% Knockdown chance, all allied attacks have a +25% Knockdown Chance for 3 turns.) [Gaining Finisher Points equal to 100 - Knockdown Chance for each knockdown, acquire 400 Finisher Points]
--CROSSBOWS--
Bolt Trap (Next enemy to attack your team takes (Stnd. Damage) x 6, Gun Damage Boost: Low for the entire party for 3 turns) [Land every bullet in a clip, ten separate times]
--RADIAL BOMBS--
Barrel of Boxes of Bombs (Deals (Charge Damage) x 3 to all enemies) [Use 15 successful Charge Attacks]
--SHRAPNEL BOMBS--
Chain Blast (Deals (Charge Damage) x 8 to the target, creates 24 Shrapnel pieces with (Charge Damage) if the target is destroyed) [Hit a target with 3+ pieces of Shrapnel 10 separate times]
--CLUSTER BOMBS--
The Big One (Creates a Bomb that deals (Charge Damage) x 1.5 to 2 more targets than the Charge, and spawns four Charged bombs) [Hit a target twice in a row with the same attack 10 separate times]
--ARTILLERY BOMBS--
Block out the Sun (Deals (Charge Damage) x 1.5 to all enemies, Good chance of Moderate Stun, restores ally Shields to full health with 5% "overheal") [Hit 25 extra enemies]
--FUTURE-SIGHT STYLE--
Delayed Blast Firestorm (Two turns after use, deals (Charge attack damage) x 3 to all targets, entire party's Max Shield Health increases by 25% for three turns) [Damage 15 enemies on the same turn the Defend command is chosen]
--ORBS--
Fog of Demise (Create a cloud for three turns that lowers enemy accuracy by 2, allows the coexistence of Fire and Freeze, and has a Good chance to inflict Strong Fire, Freeze, Shock, Poison, and Stun on each enemy at the end of each turn.) [Cause two enemies two different status effects in the same turn, 5 separate times.]
--TURRETS--
Practical Problem Solving (Gives the turret access to the Revive command, increases all its stats by 7 and allows it to use Reflexes defensively, and gives the turret temporary hitpoints equal to (150 * Star Level + 1) and causes it to draw in attacks that would be fully absorbed by those hitpoints, and increases all other turrets' stats by 1 for three turns.)
--TIMERS--
Timey-Wimey Wall (Entire party's Evade and Block Sums are increased by 6 for 3 turns)
------
--ADVANCED BATTLE FORMULAS-- [Quick Find: Andtherewasmuchnumbercrunching]
Confirm Attack Hits:
-Add (Attacker Accuracy + Weapon Accuracy - (Target Blocking / 2) + Misc); this is the Evade Sum.
-Add (Attacker Accuracy + Weapon Accuracy - (Target Blocking) + Misc); this is the Block Sum.
-Roll 1d16.
---If the roll is 16, or is at or above the Evade Sum, the attack misses.
---If the roll is 1, or is at or below the Block Sum, the attack hits.
---If the roll is between the Block Sum and the Evade Sum, the attack is Blocked and directed to the user's shield. Targets with no shield, or with a broken shield, will be hit.
---Charged attacks will raise Weapon Accuracy by 2.
---Defending doubles the target's Blocking stat in the above equation.
-Helpful effects never miss. Nobody (except maybe a Doom Cube) is trying to dodge a Remedy Capsule.
-Finishing Moves have a much lower chance to miss. Roll Percentile Dice for each target; attacks miss on a roll of 1 and are Blocked on a roll of 2.. If a target is Defending, attacks miss on a roll of 2 and are Blocked on a roll of 4.
EXAMPLE: Nautilus has 6 Accuracy and uses a Titan's Anchor, which (as a Boat Anchor weapon) has a Weapon Accuracy of 8. His target, a Retrode, has 2 Blocking and no Shield; this means that the Evade Sum is 13 and the Block Sum is 12. Nautilus manages to swing twice in his turn. For his first attack, Nautilus rolls a 15. The attack misses. For his second attack, Nautilus rolls a 10. The attack hits!
Number of Attacks:
-With a Sword or other Melee Weapon attack: add (Combo Speed + Attacker Reflexes + 1d4 Roll - Target Reflexes - Combo Length), and divide the result by 2. If the number is greater than the combo length, add (Combo Length) attacks and subtract the remaining sum by (1 + Combo Length/2) rounded down, then repeat until the sum is zero.
EXAMPLE: Pholy has 7 Reflexes and uses Metal Fists with 10 Combo Speed and a 3-hit combo on a Trojan, which has 2 Reflexes. He rolls a 3 on 1d4, so the initial sum is 7 + 10 + 3 - 2 - 3 = 15. Dividing 15 by 2 gets 7.5. The first full combo lowers this sum to 4.5, and 3 more points are removed afterward, leaving 1.5 remaining. This allows Pholy two more attacks, for a total of five attacks.
-With a Gun or other Ranged attack, add (Rate of Fire + Attacker Reflexes + 1d4 Roll - Target Reflexes / 2 - Clip Size / 3). In a similar vein to swords, take the result and subtract the first Clip, before removing 8 points from the remaining result for Reload. (For every 3 points of Gun ASI, remove 1 point from the Reload requirement.)
EXAMPLE: Gaunt has 8 Reflexes and fires an Overclocked Light Scope (10 Rate of Fire, 10-shot clip) standard attack at a Quicksilver with 7 Reflexes. He rolls a 3 on 1d4, so the initial sum is 8 + 10 + 3 - 4 - 3 = 14. A full clip lowers this result to 4, and Reload subtracts 8, leaving the sum at -4. As such, Gaunt can fire off the full clip of 10 shots, and nothing more.
-With any other attack, add (Speed Modifier + Attacker Reflexes - Target Reflexes / 2 + 1d4 roll + Misc). Take this sum and simply divide by six.
---Attack Speed Increase will affect the Number of Attacks.
Charge Attack mechanics:
-When a Charge Attack is used, unless effects like "Quick Charge" are present, the charge takes a full turn.
-While Charging, the user cannot Block; attack rolls between the Evade and Block sum automatically connect.
-Charge Time Reduction increases the Turn Order for that
---An instant Charge may occur on a Charge Attack; the chance of this happening is (5 + (5 * Charge Time Reduction level))%.
Area Attacks
-Each Area Attack has a chance of hitting multiple targets. This amount is listed with the attack damage. (Example: 50 Nrm (up to 8))
-When the attack is launched, 1d(MaxTargets) is rolled- for example, an attack that hits 10 enemies will roll 1d10.
---If the number rolled is over the current amount of targets, the amount of targets increases by 1 and another roll takes place.
---If the number rolled is at or under the current amount of targets, the number of targets stays put and each target's Evade and Block sums are processed.
The effect of Defenses:
-(Total Damage - Target Defense / 4) = Total Damage
-Sum of all (Damage of each Attack - Shield Defense / 4) = Damage to Shield on successful Block
-Note that only the relevant Defense is applied; an Umbra Driver would check against Shadow Defense while a Dark Briar Barrage would check against Piercing Defense.
-Split Damage relies on 50% of each of the target's relevant defenses unless otherwise noted.
Movement Speed Increase's effect:
-Each point of MSI increases one stat.
-The first point increases the user's highest stat, the second increases the user's second highest stat, the third increases the user's lowest stat. This pattern repeats itself.
-In case of a tie, Reflexes takes priority, followed by Blocking.
-Turn Order rolls increase by (MSI/2). If anyone has .5 MSI, the roll for a Tiebreaker is (1d50 + 50).
Status Effects:
-The chance of a status effect occurring is 12.5% base for a Slight Chance, 25% for a Fair Chance, and 50% for a Good Chance.
-Status Resistance decreases the chance by 2.5% per level; enough Resistance can cause de facto immunity to a Slight Chance.
-Some enemies are immune to certain status effects (for example, a Pepperkat is immune to Fire, Curse and Doom, while an Isotrode is immune to Poison and Sleep)
-The amount of turns a Status Effect lasts depends on the strength (Minor, Moderate, or Strong) of the effect
---Minor lasts 2 turns, -1 for each level of resistance, +1 for every three levels of vulnerability
---Moderate lasts 3 turns, -1 for every two levels of resistance, +1 for every two levels of vulnerability
---Strong lasts 4 turns, -1 for every three levels of resistance, +1 for every two levels of vulnerability
---Shock lasts 1.5 times longer
---Curse lasts 3 times longer
---Doom completely ignores this
-Status Effects' power is dependent on effect strength (Minor, Moderate, or Strong) and on the user's Status Effect Amp
---Fire deals (5 * effect strength * (inflicting attack Star Level+1)) unblockable, unmitigated damage each turn. Each point of Fire Effect Amp (and target Fire Vulnerability) adds an additional 2.5% damage per level to Minor Fire, 4% damage per level to Moderate Fire, and 5% damage per level to Strong Fire. Each point of target Fire Resistance removes the same amount of damage.
---Freeze holds the opponent, preventing them from hitting except against a non-Defending enemy on an attack roll of 1, for (1 + effect strength) turns, and negating the Evade Sum while Frozen. Every three points of Freeze Effect Amp (and target Freeze Vulnerability) add an additional turn to the Freeze effect, while every three points of target Freeze Resistance remove a turn from the Freeze effect (minimum 1 turn). Being hit by an attack (friendly or hostile) has an (100 - (5 * User Freeze Effect Amp))% chance to break Freeze.
---Shock causes spasms that interrupt any actions. The chance of these spasms is (12.5 * effect strength). An additional 2.5% spasm chance is added for each point of Shock Effect Amp and target Shock Vulnerability, and a 2.5% spasm chance is removed for each point of Shock Resistance. Shock also causes (2 * (inflicting attack Star Level + 1)) Elemental damage, that is Blocked on a roll of 3 or 4, or if the user is Defending.
---Poison converts all forms of healing into damage; hearts are not picked up while poisoned, but Health Capsules will harm you if used on the same turn you're poisoned. It also lowers all damage by (15% * effect strength) and all defenses by (5% * effect strength) after all other modifiers. An additional 3% damage and 1% defenses are lost for each point of Poison Effect Amp or Poison Vulnerability, and 3% damage and 1% defenses are retained for each point of Poison Resistance.
---Stun slows your attacks. The Number of Attacks sum is divided by an additional (1 + effect strength), and if forced to round down, it will take two turns to launch one attack. Charge Attacks take an additional turn to charge. An "instant charge" still works with Minor Stun, works like a normal Charge Attack with Moderate Stun, and does not happen with Strong Stun. Accuracy, Blocking and Reflexes are also reduced by (1 * effect strength). Every two points of Stun Status Amp and target Stun Vulnerability increases this amount by 1, and every two points of Stun Status Resistance decrease this amount by 1.
---Curse damages you if you use a weapon or item affected by the Curse. Being hit with Curse again renews the timer (like all status effects), and randomizes the Cursed weapons based on the original Curse strength. Two Weapons or Attacks and three Items, plus an additional weapon and item for every two points of Curse Effect Amp or Curse Vulnerability (and minus an additional weapon and item for every two points of Curse Resistance) are Cursed. The Curse damage is (15 * effect strength * (inflicting attack Star Level + 2)); it is mitigated by 1/4 of the victim's Shadow defense and obviously can't be blocked. Each point of Curse Effect Amp or Curse Vulnerability adds +2.5% Curse damage, and each point of Curse Resistance removes 2.5% Curse damage.
-----A victim that is Cursed before they can attack, and has a non-Cursed weapon or attack available, has a (10 * Reflexes)% chance of switching to a non-Cursed weapon or attack before attacking. A Curse on a Remedy Capsule inflicts half the usual damage if the Capsule is used to cure the Curse.
---Sleep outright causes the user to not do anything while active. Damage (or an ally's "Attack") awakens the user. However, the victim regains health equal to (5 * (3 / effect strength) * Victim Armor Star Level) each turn. Sleep Resistance increases this healing by +2% per point. Sleep Effect Amp and Sleep Vulnerability decrease this healing by -2% per point. (Let's be honest. How do you get a good night's sleep in heavy plate mail?) If the victim is also Poisoned, the effects of Sleep Resistance, Vulnerability, and Effect Amp are reversed.
-----Machinauts have a "Sleep Mode". While this allows them a form of faux-organic rejuvenation, experiments with Zee Cores reveal that it also, unfortunately, makes them vulnerable to Sleep effects. But hey, Sleep strata never show up! Right? Uh... right?
---Doom reduces the target's HP to zero after ((6/effect strength) + 2) turns. Every four points of Doom Effect Amp and Doom Vulnerability reduce the initial countdown by one, while every four points of Doom Resistance increase the countdown by one. Each point of the victim's Doom Resistance higher than the sum of their Doom Vulnerability and the attacker's Doom Effect Amp reduces the damage by 5% (from an initial 100%).
-----No, bosses cannot be inflicted with Doom. Come on now.
Turn Order
-At the start of each turn, each combatant rolls 1d3 (which is totally possible with creative use of 1d6!). This plus the combatant's Reflexes is that combatant's Speed.
-The highest Speed Sum goes first, then the next highest, and so on.
-In case of a tie, percentile dice are rolled for each combatant.
-Movement Speed Increase helps with this.
-Certain commands always go first (Defend, for example).
Weapon Accuracy
SWORDS
-Broadsword: 7
-Foil: 6
-Knife: 6
-Great Axe: 8
-Heavy Sword: 8
-Fists: 7
-Cookware: 7
-Boat Anchor: 8
-Halberd: 7
-Cat Claw: 7
GUNS
-Pistol: 7
-Arm Cannon: 7
-Magnum: 8
-Assault Rifle: 6
-Revolver: 6
-Gremlin Gun: 7
-Magic Wand: 6
-Crossbow: 6
BOMBS
-Radial: 8
-Artillery: 7
-Shrapnel: 8
-Cluster: 7
-Future Sight Style: 10
-Orb: 7
-Timer: 6
-Turret: 8