The full SFRP v7 Overhaul comes with a brand new look to all of the old and familiar systems, with new elemental benefits, a new system for tracking progression and character growth, far more customizable options in all areas, and more concrete rulings on how to move about. A project started by the staff almost three years ago, it is finally completed! Be sure to check out our recruitment event in the news header below to get started in an amazing opportunity!
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Diamond Ice rambled on, obviously still very upset about the events that transpired so long ago, and with her fury she kicked up a blizzard. A single, incredibly cold front was sent towards him, and he had to stand strong, holding up his oversized hand and funneling his rage in order to withstand the chill. From there, he carefully moved himself out of the way of the assault that followed, ending up behind Diamond Ice and facing Cherish as Cherish unloaded.
Light funneled off of Dynamo King's form, as he lifted up his hand and stretched it towards Cherish. Against the viruses, he had focused much more on outright deleting them, but against this foe, he had a different strategy. Light poured from his palm and washed over Cherish, the waves helping hers reconstitute and stay together. With her revitalized, he then released a series of small light spheres into the air, which were better designed to deal with enemies with greater defensive measures.
"Its just ghost data, Cherish - don't let it get to you. Just do your best to stay out of that blizzard. I'll help you stay standing, if you'll focus on getting past her defenses," he reminded her, but, for what it was worth, he did agree that no force was unnecessary, here. Diamond Ice wasn't merged with any human when she first assaulted Sonia Strumm during her concert, and she didn't have any human here, now, as ghost data.
Health: 300% Defense: -1 Damage Level, -25% Damage Actions: 10 Def | 6 Atk | 5 Pre Status: Normal Panel: Ice Special ° Light Lv4: The user and all allies take -2 Damage Levels from all attacks.
[Trigger Ability - Rage] Benefit: Whenever an attack deals damage that ignores Dynamo King's Defensive Mitigations, Dynamo King adds [Powerful (Great)] to four attacks, this turn. Drawback: [10-Turn Mandatory CD]
[Ward] Baseline: Barrier Traits: Null Benefit: Dynamo King raises a Modest Health Barrier. Drawback: [3-Turn Mandatory CD | +2 DL from Prestige]
[Light Jump] Baseline: Warp Trait: Light Benefit: Dynamo King gains 3 effective actions to move or evade attacks. Drawback: [9-Turn Mandatory CD]
Health: 235% Defense: -1 Damage Level, -25% Damage Actions: 10 Def | 6 Atk | 5 Pre Status: Normal Panel: Null Special ° [Passive Ability - Dominating Power] - User's attack damage cannot be decreased by more than 2 Full Damage Levels. This only interacts with effects that reduce attack damage by damage levels. This is a [Powerful] effect. ° [Passive Ability - Potency] - If an attack matching the user's Proficiencies would deal Modest or Lower Damage, it is increased by 1 Full Damage Level on use.
Resonate Noise - Vermillion Noise Form The light emitted by Dynamo King's form becomes darker in hue and more malevolent in nature, steaming off of him in dark shades of red that coil about his body. His armor shifts in hue to match it, Dynamo King's demeanor becoming more led by his natural rage. Effects: Must be activated after the user's Defensive Phase, after responding to all attacks aimed at the user. Can only be activated if the user still has Actions to use. Does not take any actions to activate. -- Gain and Lose Noise twice as quickly, doubling any effect that causes them to gain or lose noise. -- Grants the user's Break Skill attacks and battle cards +Low Damage to their first hit. -- Deal 5% More Damage. Increase by 5% per 3 Prestige, +1 more at Prestige 7. -- Increases the user's Basic Attack Damage when benefitting from Charge by a Low amount. Basic attack becomes a Break/Light Element Ranged Basic Blast when benefitting from Charge. --- Indefinite Duration, but only active while the user remains at or above 75% Noise.
Queen of ♦ :: Auriga Noise
° Tactical Command - While at or above 150% Noise, user's Defenses ignore the rules for Mandatory Cooldown.
Queen of ♥ :: Lyra Noise
° Burning Passion - While at or above 150% Noise, the user's Natural Regen increases by a Moderate amount and can trigger one additional time per turn.
Pre 1 - Kaiser's Fist (1/1) Pre 2 - Hoof Launch (1/1) Pre 3 - Crushing Kaiser (1/1) Pre 4 - Photon Devastator (1/2) Pre 5 - Photon Burst (1/1)
User's attacks with Action Charges can be aimed at allies to heal them for their total Damage -1 Damage Level, to a minimum of Pathetic Health. These attacks cannot harm enemies if used in this way.
Health: 300% Defense: -1 Level, -25% Damage Actions: 10 Def | 6 Atk | 5 Pre Status: Normal Proximity: All - Melee Panels: Ice Special ° [Passive Ability - Vigilant] Benefit: Dynamo King applies an additional -5 CD each turn to Defensive Powers, as desired.
Cherish's use of explosives to respond to Diamond Ice's own violence seems to work, as the enigmatic ice wave being was engulfed in the fires of her fury. As each cloud dissipated, though, Diamond Ice didn't look all that harmed, and as the explosions and even Dynamo King's own efforts came to fruition, the rapidly spinning ice crystals dashed away from their targets and kicked up a storm of ice and snow around her that protected their master.
"Hyehahhhaa! I'll show you; you'll freeze, you'll stay here, you'll never see the light of day or know warmth again! That'll show you! That'll do it!"
She talked as if crazed, but acted with poise and with purpose. She lifted up her arms, a snowflake appearing in the air between her hands, as an extreme chill blasted at a diagonal angle, coming from who knows where in the noise wave, and brought with it a typhoon of ice and snow that threatened to wipe them out entirely. Followed after it was another lethal show of incredible force, an intense cold that knew no bounds.
While the deep winds kicked up on all sides, Diamond Ice danced and moved about, her movement calling on her summons. More upset than before, she extended her hands and controlled them directly, each movement and turn by one ice block seemingly causing another one to move that much faster, as they rotated around their prey and came charging at them from all angles.
[Devastation - Parry] - Taken for 0% Damage. [Devastation - Parry] - Taken for 50% Damage. [Black Hole] - Taken for 21% Damage.
[Active - Solid Freeze] Benefit: One defense used applies to attacks regardless of effects. Overcome only by [Auto-Hit]. Trigger Natural Regen per Advanced effect ignored. Drawback: [1-Turn Restricted CD]
[Power - Ice Defense] Benefit: Block all attacks with an Unbreakable Shield. Only useable while Satellite Ice is active. Satellite Ice take no damage from multi-target attacks blocked this way. Drawback: [0-Turn Mandatory CD]
[Passive Ability - Dominating Power] - User's attack damage cannot be decreased by more than 2 Full Damage Levels. This only interacts with effects that reduce attack damage by damage levels. This is a [Powerful] effect.
[Passive Ability - Absolute Chill] - 90% @ Cherish + Dynamo Benefit: Inflict Damage with [Auto-Hit] equal to user's Defense to any target within melee range each turn. Enemies reduced to 100% or less health by this effect are Frozen.
Atk 1 - Diamond Dust @ All Giga Expansion: Diamond Dust Baseline: High Ordinance Trait || Range: Aqua, Wind || [Arena Quarters] Description: A majestic storm of ice and snow that freezes anything it touches. Damage: High * 6 Hits Attack Effects: All hits released as part of 1 action. [1-Turn Held Charge] [5-Turn Mandatory CD] [Hits All] [Bypass] [Avoid Separately] [Powerful (Moderate)] [Empower Freeze].
Atk 1 - Permafreeze @ All Gamma Attack: Permafreeze Baseline: High Ordinance Trait || Range: Aqua, Wind || [Arena Quarters] Description: An icy grave carried on the northern winds. Damage: Outstanding. Has 3 True Damage Levels. Attack Effects: [0-CD] [Seek] [Permanent Freeze] [Hits All] Bypasses all immunities, including Gammas. If hits a frozen target, Executes.
Atk 3 - Charge @ Ice Spin (1/1)
Satellite Ice A Action - Ice Spin @ Cherish 2. Attack Name: Ice Spin Baseline: Melee - Bludgeon Trait || Range: Break, Aqua || [Melee (Close)] Description: The ice satellites work in tandem to create confusing arrays that confound their foes. Damage: Immense * 1 Hits Effects: [1-Action Charge] [Advancing] [Destroy] [Avoided Separately] [Multi-Use] [Freeze] Can be chained together with itself. Gains +1 hit per time it is used in a turn. Charging this attack for 1 ice satellite charges it for all.
Satellite Ice B Action - Ice Spin @ Cherish 2. Attack Name: Ice Spin Baseline: Melee - Bludgeon Trait || Range: Break, Aqua || [Melee (Close)] Description: The ice satellites work in tandem to create confusing arrays that confound their foes. Damage: Immense * 2 Hits Effects: [1-Action Charge] [Advancing] [Destroy] [Avoided Separately] [Multi-Use] [Freeze] Can be chained together with itself. Gains +1 hit per time it is used in a turn. Charging this attack for 1 ice satellite charges it for all.
Satellite Ice C Action - Ice Spin @ Cherish 2. Attack Name: Ice Spin Baseline: Melee - Bludgeon Trait || Range: Break, Aqua || [Melee (Close)] Description: The ice satellites work in tandem to create confusing arrays that confound their foes. Damage: Immense * 3 Hits Effects: [1-Action Charge] [Advancing] [Destroy] [Avoided Separately] [Multi-Use] [Freeze] Can be chained together with itself. Gains +1 hit per time it is used in a turn. Charging this attack for 1 ice satellite charges it for all.
Atk 4, 5, 6 - Direct Satellite Ices to attack.
2. Attack Name: Ice Spin @ Cherish Baseline: Melee - Bludgeon Trait || Range: Break, Aqua || [Melee (Close)] Description: The ice satellites work in tandem to create confusing arrays that confound their foes. Damage: Immense * 4 Hits Effects: [1-Action Charge] [Advancing] [Destroy] [Avoided Separately] [Multi-Use] [Freeze] Can be chained together with itself. Gains +1 hit per time it is used in a turn. Charging this attack for 1 ice satellite charges it for all.
2. Attack Name: Ice Spin @ Dynamo Baseline: Melee - Bludgeon Trait || Range: Break, Aqua || [Melee (Close)] Description: The ice satellites work in tandem to create confusing arrays that confound their foes. Damage: Immense * 5 Hits Effects: [1-Action Charge] [Advancing] [Destroy] [Avoided Separately] [Multi-Use] [Freeze] Can be chained together with itself. Gains +1 hit per time it is used in a turn. Charging this attack for 1 ice satellite charges it for all.
2. Attack Name: Ice Spin @ Dynamo Baseline: Melee - Bludgeon Trait || Range: Break, Aqua || [Melee (Close)] Description: The ice satellites work in tandem to create confusing arrays that confound their foes. Damage: Immense * 6 Hits Effects: [1-Action Charge] [Advancing] [Destroy] [Avoided Separately] [Multi-Use] [Freeze] Can be chained together with itself. Gains +1 hit per time it is used in a turn. Charging this attack for 1 ice satellite charges it for all.
Diamond Ice came out of it all unscathed and unabated, further adding to Cherish's displeasure. Mehk was showing much more calmness than she was, but that was to be expected of someone with more experience.
" You seem irritated. "
" What of it? "
" It'll be harder the think straight that way. "
" Hmph. "
Despite her brother's coaching in her mind's ear, her stubborn demeanor held up. Defying Diamond Ice's inclinations to make her move once again, she continued to arrogantly buckle herself down and let the attacks crash into her -- blasting back the majority of them this time with counter-fire rather than choosing to take the brunt. And she'd continue provoking all the while, almost as if she was deliberately painting the target on her head at this point with how direct she was about it.
Health: 540/600% Armor: 41% Status: Mortal Paragon (1/5), Elec Noise (∞), Burn×2 (1/5), Poison×2 (1/10) Panels: Ice Proximity: All - Melee Special - Wood: Cherish cannot lose more than 50% of her current health from a single hit - Wood: Cherish takes -3 Full Damage Levels from all attacks until she moves - Mortal Paragon: Cherish takes -3 Full Damage Levels from all attacks until she moves - Mortal Paragon: Cherish cannot be forcibly moves and her panels cannot be forcibly changed - Light: DK's allies take -2 Damage Levels from all attacks
Balanced Stance - Duplicates the effect of a single augmenting ability. 3-Turn CD between uses.
Conditioning (Holy): Cherish's Panels become Holy, as do those in Melee of her (Diamond Ice's cannot be changed) Hoof Launch: Cherish restores 45% HP Photon Burst: Cherish restores 28% HP
Normal (Ice) Element: Cherish's Defense can be doubled in response to one attack per turn. Absolute Chill: Cherish loses 90% 8% HP.
Barrier Support Card || Single-Use Benefit: The user summons a Modest health barrier around themselves or an ally. This does not require an action to use.
Black Hole Lv4 || [Ranged (Arena Quarters)] || Single-Use Description: The user rips open a hole in space that drains away the life of one enemy. Damage: Pitiful → Low → Moderate → Modest [True Damage] [Alternate Use] - Not Used Attack Effects: [Auto Hit]
Black Hole Lv4 || [Ranged (Arena Quarters)] || Single-Use Description: The user rips open a hole in space that drains away the life of one enemy. Damage: Pitiful → Low → Moderate → Modest [True Damage] [Alternate Use] - Not Used Attack Effects: [Auto Hit]
Black Hole Lv4 || [Ranged (Arena Quarters)] || Single-Use Description: The user rips open a hole in space that drains away the life of one enemy. Damage: Pitiful → Low → Moderate → Modest [True Damage] [Alternate Use] - Not Used Attack Effects: [Auto Hit]
Attack Name: Provoke Baseline: Blast Trait || Range: Munitions|| Range Description: Coming later Damage: Low (3%) → Great (15%) +4 Full Dmg Lvs +50% +50% Effects: [Multi-Use +4] [Requires 2 Dodges to Evade] [Spread] - [Struck Targets must aim at Cherish and use their weakest attacks this turn] Drawback: [1 Action Charge]
- Critical Strike - Cherish adds [Precision] to a single attack this turn, outside of its natural cooldown. She also increases the selected attack's damage to its inherent maximum; this applies a buff to the attack equal to the difference between its current amount and its Baseline Cap + additional damage levels equal to the number of damage level buffs she can apply. 3-Turn CD between uses.
Wood: Cherish's Wood Attacks gain Overcome and Powerful (Low) until she moves
Elec Noise: Cherish's Non-Special Property Attacks gain 3 Powerful Lvs
Elec Noise: Cherish's Non-Special Property Attacks gain +2 Max Dmg Lv Additions
Mortal Paragon: This Attack gains [Bypass] outside of Natural CD
Synergy: This Attack gains +50% Damage
Balanced Stance: This Attack gains +50% Damage
A8 | Charge: Imbue (Bypass)
A9 | Charge: Provoke
Remaining 0 Atk Actions: -
Remaining 0 Def Actions: -
Total Self-Inflicted: 15% + Burn×3 + Poison×3 (all applied during Defensive Phase)
Diamond Ice was even more determined to destroy them this time around than before. Carefully weaving around the storms that she summoned, Dynamo King relied on the energy that his body created to release light all around him, deterring all harm. Dynamo was whispering fury in his ear, and he had to level his own head to keep it on straight.
He turned his attention to the ice blocks that were all around them. With Diamond Ice so close, he and Cherish were back to back, with Remnant just barely in between them, and the ice blocks right on top of them. It was a less than ideal place to be in, but Dynamo fought best up close, and Cherish didn't seem keen on moving. So, that meant they would just have to stand their place here, then.
He kept his eyes on the ice blocks, watching the way that they moved, and first brought out a large hammer from his battle cards to smash one of them into dust. They were her main method of attack, so, removing them would make destroying her easier. Then, he lowered his horn and rammed his weight into the other two. Raising his fist up, he turned on his heel and brought the fist crashing down, unleashing a wave of light all throughout the space, lighting up the otherwise dismal noise space and shattering some of the glass that was laid down.
Some of the light fell down onto Cherish, revitalizing her, as he noticed she had no way to naturally heal herself. Once he was done, he raised the oversized limb that was his namesake and turned about once, crashing the incredible weight towards Diamond Ice with the intent to shatter her into pieces.
Health: 300% Defense: -1 Damage Level, -25% Damage Actions: 10 Def | 6 Atk | 5 Pre Status: Normal Panel: Ice Special ° Light Lv4: The user and all allies take -2 Damage Levels from all attacks.
[Diamond Dust] - Expends 6 Defensive Actions to evade. [Permafreeze] - Activates Ward (3-CD | Mandatory). Modest Health Barrier blocks. [Ice Spin] - Activates Hope's Beacon (3-CD | Mandatory]. High Health Aura absorbs. [Absolute Chill] - Takes 65% Damage.
[Ward] Baseline: Barrier Traits: Null Benefit: Dynamo King raises a Modest Health Barrier. Drawback: [3-Turn Mandatory CD | +2 DL from Prestige]
[Hope's Beacon] Baseline: Aura Traits: Null Benefit: Dynamo King raises a High Health Aura. Drawback: [3-Turn CD | +2 DL from Prestige]
Health: 235% Defense: -1 Damage Level, -25% Damage Actions: 10 Def | 6 Atk | 5 Pre Status: Normal Panel: Null Special ° [Passive Ability - Dominating Power] - User's attack damage cannot be decreased by more than 2 Full Damage Levels. This only interacts with effects that reduce attack damage by damage levels. This is a [Powerful] effect. ° [Passive Ability - Potency] - If an attack matching the user's Proficiencies would deal Modest or Lower Damage, it is increased by 1 Full Damage Level on use.
Vibrant Noise - Kaiser Noise Form The light further amplifies and begins flowing off of Dynamo King in coruscating flares, motes of light drifting off of his body in dark red and orange hues to contrast the warm glow he normally emits. Even more power at his disposal, the fury that drives his wave conversion amplifies his prowess beyond reason. Effects: Must be activated after the user's Defensive Phase, after responding to all attacks aimed at the user. Can only be activated if the user still has Actions to use. Does not take any actions to activate. -- Gain and Lose Noise twice as quickly, doubling any effect that causes them to gain or lose noise. -- Grants the user's attacks and battle cards matching their Main Proficiency and each Sub Proficiency +Moderate Damage to the first hit. Stacks if multiple would apply. -- +5% More Damage. +5% per 3 Prestige, +1 more at Prestige 7. Each turn, applies -5 CD to Attacks, as desired. -- One attack gains +40% Damage. [2-CD] -- Increases the user's Basic Attack Damage when benefitting from Charge by a Moderate amount. Basic attack becomes a Break/Light Element Ranged Basic Blast when benefitting from Charge. -- The user may create an additional Giga Attack that is only useable during this transformation. The user can deduct 1 turn from the duration of this advanced form to instantly Cooldown and Fully Charge their Giga Attack, but only once during the Transformation. --- [1/5] Turn Duration. Ended prematurely if struck by an attack they are weak to.
Queen of ♦ :: Auriga Noise
° Tactical Command - While at or above 150% Noise, user's Defenses ignore the rules for Mandatory Cooldown.
Queen of ♥ :: Lyra Noise
° Burning Passion - While at or above 150% Noise, the user's Natural Regen increases by a Moderate amount and can trigger one additional time per turn.
Pre 1 - Kaiser's Fist (1/1) Pre 2 - Hoof Launch (1/1) Pre 3 - Dynamo Rush (1/1) Pre 4 - Photon Devastator (2/2) Pre 5 - Dynamo Rush (1/1)
User's attacks with Action Charges can be aimed at allies to heal them for their total Damage -1 Damage Level, to a minimum of Pathetic Health. These attacks cannot harm enemies if used in this way.
{Atk 1 - Buki @ Satellite Ice A + Diamond Ice : 30% [Seek] [Destroy]} Buki || [Melee (Reach)] || Single-Use Description: The user summons a comically large hammer that smashes through defenses and creates a shockwave from the point of impact. Damage: [Multi-Baselne] Each target can only be struck by one mode from this attack, but target must still respond to all modes that they are valid targets for. Hammer deals Moderate Damage to single target, Shockwave deals Low Damage targeted at all targets within melee range of the user on use. Attack Effects: Gains a single [Basic Breaker] of choice on use. Hammer has [Destroy] [ Ground]. Shockwave has [Break] and requires 2 avoidances to evade.
{Atk 4 - Kaiser's Fist @ All : 45% Precision}Name: Kaiser's Fist Baseline: Emanation Trait || Range: Break, Light || [Melee (Reach)] Description: Dynamo Kaiser channels massive stores of energy into his gauntlet and then strikes down, unleashing a torrential outpouring of photons that bathe the battlefield in light and devastation. Damage: Immense. Has 1 True Damage Level. Attack Effects: [1-Turn Held Charge] [5-Turn Mandatory CD] [Hits All] [Precision]
{Atk 5 - Crushing Kaiser @ Diamond Ice : 115% Bane | Destroy | Seek Overcome}4. Attack Name: Crushing Kaiser Baseline: Melee - Bludgeon Trait || Range: Break, Light || [Melee] Description: Incredible force and pressure put onto a single target causes harm for which there is no answer. Damage: Outstanding Effects: [1-Turn Held Charge] [6-Turn CD] [Bane] [Destroy] [Seek] [Overcome]
Health: 300% Defense: -1 Level, -25% Damage Actions: 10 Def | 6 Atk | 5 Pre Status: Normal Proximity: All - Melee Panels: Ice Special ° [Passive Ability - Vigilant] Benefit: Dynamo King applies an additional -5 CD each turn to Defensive Powers, as desired.
Dynamo King and Cherish were valiant in their attempts to stay standing and unfrozen, but it seemed to only be making the crazed wizard even more upset. As Cherish's back-lash left Diamond Ice with almost nothing left of her precious gems, and then Dynamo's own brute force destroyed what was left, the little pop-idol snow-girl was turning red in the face from frustration, and, yet, somehow, was just getting colder.
She held up a hand to catch Dynamo's crushing swing in her grasp, her petite frame still proving incredibly solid as he collided with her and she didn't move. She was obviously taking a bit of a beating, but had plenty left in her, glaring at Cherish with a death sentence.
"You?! You're the one who doesn't want to see me and Belle shine! I'll show you, I'll show you! You want a show?! You want a brat?!! I'll leave you buried here!"
An intense cold unlike anything Cherish would ever experience came crashing towards her, as Diamond Ice unleashed her fury upon her. A blizzard perfectly designed to freeze her solid washed towards her, and would take everything she had just to stay standing after the fact. What was left after she was done screeching, as each of her ice shards were destroyed, the flurries that were left behind finally spun out and struck the surrounding Wave Warriors. Diamond Ice took up her hand and a hammer all her own, way larger than what Dynamo King had summoned and created from deep, black ice, spawned into her grasp. Gripping it with crazed fury, she reared the hammer back and swung it on the rhino warrior, threatening to destroy him entirely if he wasn't careful.
Seemingly empowered by her own frenzy rush, she raised up her hands and again unleashed a blizzard onto the whole battlefield, and then stayed back to see what was left standing in her wake.
° Holy Regalia - The user constantly benefits from the effects of Holy Panels alongside any other panel type they benefit from. If their panel type is changed by an enemy, they lose the benefits of this effect. The user can sacrifice 150% Noise to regain the benefits of this effect.
[Passive Ability - Solid Ice] Benefit: Diamond Ice's summons have an Undershirt which protects them from the first 3 effects that would Destroy or Break them, and are only ignored by Pierce. Undershirts only trigger once each turn.
[Trigger Ability - Absolute Defense] Benefit: Whenever Satellite Ice is destroyed, or its Undershirt is triggered, Diamond Ice takes no damage or effects from the attacks that would destroy them. Reduce all other incoming damage by the damage they took. Drawback: [Multi-Use (3)] [1-Turn CD | Restricted]
[Devastation - Parry] - Taken for 60% Damage. [Devastation - Parry] - Taken for 90% Damage. [Black Hole] - Taken for 21% Damage. [Provoke] - Triggers the Satellite Ice's Undershirts. No effect to Diamond Ice. [Buki v3] - Destroys Satellite Ice A. No effect to Diamond Ice. [Dynamo Rush] - Destroys Satellite Ice B. [Dynamo Rush] - Destroys Satellite Ice C. [Kaiser's Fist] - Taken for 0 Damage.
Aqua (Ice) Ω -- User can double their defense against an attack twice per turn.
[Passive Ability - Unmelting] Benefit: Ignores elemental effects that would interact with defenses or amount of damage taken.
[Crushing Kaiser] - Break ignored. Taken for 72% Damage.
[Passive Ability - Dominating Power] - User's attack damage cannot be decreased by more than 2 Full Damage Levels. This only interacts with effects that reduce attack damage by damage levels. This is a [Powerful] effect.
[Passive Ability - Absolute Chill] - 90% @ Cherish + Dynamo Benefit: Inflict Damage with [Auto-Hit] equal to user's Defense to any target within melee range each turn. Enemies reduced to 100% or less health by this effect are Frozen.
[Active Ability - Dread Chill] @ Cherish Benefit: On use, unavoidably Freezes one target. Target can consume a cumulative 10-CD worth of effects to avoid being frozen. Effects with Charge count as having 1-CD per amount of charge for this effect, regardless of type. Drawback: [1-Turn CD | Restricted]
2. Attack Name: Shrapnel Burst x3 @ All Baseline: Range - Bomb Trait || Range: Break, Aqua || [Range] Description: When the ice blocks are destroyed, they violently erupt. Damage: Astounding Damage Effects: [Auto-Hit] [Hits All] Used when Satellite Ice is destroyed by an attack. If this attack does any damage, inflicts [Freeze].
Atk 1 - Permafreeze @ All Gamma Attack: Permafreeze Baseline: High Ordinance Trait || Range: Aqua, Wind || [Arena Quarters] Description: An icy grave carried on the northern winds. Damage: Outstanding. Has 3 True Damage Levels. Attack Effects: [0-CD] [Seek] [Permanent Freeze] [Hits All] Bypasses all immunities, including Gammas. If hits a frozen target, Executes.
Atk 2 - Charge @ Noise Blizzard
Atk 3 - Name: Diamond Hammer @ Dynamo King Baseline: Break Trait || Range: Break, Aqua || [Melee (Reach)] Description: A massive hammer of ice used to crush one unfortunate soul. Damage: Overwhelming - 100%. Has 2 True Damage Levels. Attack Effects: [1-Turn Held Charge] [5-Turn Mandatory CD] [Lock-On] Destroys any defense used against it and strikes the target behind it. Can be used without charge if all Satellite Ice were destroyed. Automatically charges and coolsdown Diamond Dust when used outside of charge.
Atk 4 - Name: Diamond Dust @ All Baseline: High Ordinance Trait || Range: Aqua, Wind || [Arena Quarters] Description: A majestic storm of ice and snow that freezes anything it touches. Damage: Moderate * 6 Hits, Avoided Separately. Attack Effects: All hits released as part of 1 action. [1-Turn Full Charge] [5-Turn Mandatory CD] [Hits All] [Bypass] [Empower Freeze].
Cherish's suit surged to life as the winds picked up, producing an electrical current fierce enough to keep her from being frozen. Fortunately, the winds died down just as the suit's energy was about to fizzle out, otherwise the scene would have ended much differently. That scene wasn't over yet though; the residual flurries from the destroyed Ice Sculptures were soaked up by her suit's excessively protective measures as well, meanwhile everything seemed to find its mark on David, but he'd vanish in a wisp of smoke before each blow would connect, only to reappear shortly after and have to do it again in response to all of the chaos ensuing. And then, when Diamond Ice brought down her hammer onto Dynamo King...
~* SMASH! *~
... Cherish was still feeling a little ignored, so she'd finally move from her spot to defiantly catch the absolutely massive hammer -- the sparks from her suit implying that it was barely able to hold it, but her confident demeanor screaming otherwise as she'd rip it from the enraged girl and wind it back herself in retaliation.
" I want you dead! "
~* SLAM! *~
It was a less threatening reverse-smash as Cherish was holding the head of the hammer and "smashing" with the handle of it instead, but she was certain this would get Diamond Ice's full attention now; she wasn't content with only most of it.
Health: 583/600% Armor: 41% Status: Mortal Paragon (2/5), Elec Noise (∞), Burn×3 (1/6), Poison×3 (1/10) Panels: Holy Proximity: All - Melee Special - Wood: Cherish cannot lose more than 50% of her current health from a single hit - Wood: Cherish takes -3 Full Damage Levels from all attacks until she moves - Mortal Paragon: Cherish takes -3 Full Damage Levels from all attacks until she moves - Mortal Paragon: Cherish cannot be forcibly moves and her panels cannot be forcibly changed - Light: DK's allies take -2 Damage Levels from all attacks - Holy: Cherish takes -2 Damage Levels from all attacks, ignoring True Damage Levels - Held Charges: Provoke
Attack Name: Provoke Baseline: Blast Trait || Range: Munitions|| Range Description: Coming later Damage: Low (3%) → Great (15%) +4 Full Dmg Lvs +50% +50% -100% Damage (Diamond Hammer) → 50% Total Effects: [Multi-Use +4] [Requires 2 Dodges to Evade] [Spread] - [Struck Targets must aim at Cherish and use their weakest attacks this turn] Drawback: [1 Action Charge]
- Critical Strike - Cherish adds [Precision] to a single attack this turn, outside of its natural cooldown. She also increases the selected attack's damage to its inherent maximum; this applies a buff to the attack equal to the difference between its current amount and its Baseline Cap + additional damage levels equal to the number of damage level buffs she can apply. 3-Turn CD between uses.
Elec Noise: Cherish's Non-Special Property Attacks gain 3 Powerful Lvs
Elec Noise: Cherish's Non-Special Property Attacks gain +2 Max Dmg Lv Additions
Mortal Paragon: This Attack gains [Bypass] outside of Natural CD
Barrier Support Card || Single-Use Benefit: The user summons a Modest health barrier around themselves or an ally. This does not require an action to use.
Black Hole Lv4 || [Ranged (Arena Quarters)] || Single-Use Description: The user rips open a hole in space that drains away the life of one enemy. Damage: Pitiful → Low → Moderate → Modest [True Damage] [Alternate Use] - Not Used Attack Effects: [Auto Hit]
Black Hole Lv4 || [Ranged (Arena Quarters)] || Single-Use Description: The user rips open a hole in space that drains away the life of one enemy. Damage: Pitiful → Low → Moderate → Modest [True Damage] [Alternate Use] - Not Used Attack Effects: [Auto Hit]
Black Hole Lv4 || [Ranged (Arena Quarters)] || Single-Use Description: The user rips open a hole in space that drains away the life of one enemy. Damage: Pitiful → Low → Moderate → Modest [True Damage] [Alternate Use] - Not Used Attack Effects: [Auto Hit]
A5 | Charge: Imbue (Bypass)
A6 | Charge: Imbue (Hits All)
A7 | Charge: Provoke
Remaining 2 Atk Actions: Pass
Remaining 0 Def Actions: -
Total Self-Inflicted: 5% + Burn×1 + Poison×1 (all applied during Defensive Phase)
The blizzard from Diamond Ice was getting more persistent, and more dangerous with each passing moment as it tore through their resources and the last bit of heat that was left in the Noise Wave. Cherish handled the defenses this time, even getting in the way of the massive hammer that Diamond Ice was feared for. He watched her stand in front of him and grimaced, every instinct telling him to get in the way, but she took it and turned on the enigmatic wizard without any worry. What came next was of course impressive, but Mehk could tell that something about this situation had gotten to Cherish. She was different, in a way; the sobriety was definitely appreciated, and his own level head was the only thing keeping Dynamo in check, but he worried about this going on too much longer. Fights with ghosts like this only became more dangerous as the Noise proliferated.
Overwhelming light flooded from his person as he lifted his off hand. The gauntlet opened up, and Dynamo King unleashed; light flooded in hair-thin streams in every conceivable direction, each time refracting and carefully moving to focus in on Diamond Ice's location, each one more lethal than the last.
Health: 295% Defense: -1 Damage Level, -25% Damage Actions: 10 Def | 6 Atk | 5 Pre Status: Normal Panel: Ice Special ° Light Lv4: The user and all allies take -2 Damage Levels from all attacks.
[Shrapnel Burst] - Dynamo King takes 0 Damage. [Permafreeze] - Activates Ward (3-CD | Mandatory). Modest Health Barrier blocks. [Diamond Hammer] - Intercepted by Cherish. [Diamond Dust] - Avoided with 6 Defensive Actions. [Absolute Chill] - Taken for 65% Damage.
[Ward] Baseline: Barrier Traits: Null Benefit: Dynamo King raises a Modest Health Barrier. Drawback: [3-Turn Mandatory CD | +2 DL from Prestige]
Health: 230% Defense: -1 Damage Level, -25% Damage Actions: 10 Def | 6 Atk | 5 Pre Status: Normal Panel: Ice Special ° [Passive Ability - Dominating Power] - User's attack damage cannot be decreased by more than 2 Full Damage Levels. This only interacts with effects that reduce attack damage by damage levels. This is a [Powerful] effect. ° [Passive Ability - Potency] - If an attack matching the user's Proficiencies would deal Modest or Lower Damage, it is increased by 1 Full Damage Level on use.
Vibrant Noise - Kaiser Noise Form The light further amplifies and begins flowing off of Dynamo King in coruscating flares, motes of light drifting off of his body in dark red and orange hues to contrast the warm glow he normally emits. Even more power at his disposal, the fury that drives his wave conversion amplifies his prowess beyond reason. Effects: Must be activated after the user's Defensive Phase, after responding to all attacks aimed at the user. Can only be activated if the user still has Actions to use. Does not take any actions to activate. -- Gain and Lose Noise twice as quickly, doubling any effect that causes them to gain or lose noise. -- Grants the user's attacks and battle cards matching their Main Proficiency and each Sub Proficiency +Moderate Damage to the first hit. Stacks if multiple would apply. -- +5% More Damage. +5% per 3 Prestige, +1 more at Prestige 7. Each turn, applies -5 CD to Attacks, as desired. -- One attack gains +40% Damage. [2-CD] -- Increases the user's Basic Attack Damage when benefitting from Charge by a Moderate amount. Basic attack becomes a Break/Light Element Ranged Basic Blast when benefitting from Charge. -- The user may create an additional Giga Attack that is only useable during this transformation. The user can deduct 1 turn from the duration of this advanced form to instantly Cooldown and Fully Charge their Giga Attack, but only once during the Transformation. --- [2/5] Turn Duration. Ended prematurely if struck by an attack they are weak to.
Queen of ♦ :: Auriga Noise
° Tactical Command - While at or above 150% Noise, user's Defenses ignore the rules for Mandatory Cooldown.
Queen of ♥ :: Lyra Noise
° Burning Passion - While at or above 150% Noise, the user's Natural Regen increases by a Moderate amount and can trigger one additional time per turn.
[Kaiser Shield] Baseline: Shield Traits: Null Benefit: Dynamo King raises a Great Health shield. Drawback: [8-Turn Mandatory Mandatory CD | +2 DL from Prestige]
[Active Ability - Aggressive Defense] Benefit: Dynamo King destroys a currently active Barrier or Shield to add +Great Damage per Moderate Health the Defense possessed upon use of this ability to two attacks, to a minimum of +Great Damage. Drawback: [4-Turn Mandatory CD]
[Light Jump] Baseline: Warp Trait: Light Benefit: Dynamo King gains 3 effective actions to move or evade attacks. Drawback: [9-Turn Mandatory CD]
[Active Ability - Rhino's Charge] Benefit: On use, Dynamo King adds [Advancing] and one [Intermediate Breaker] to four attacks. Drawback: [3-Turn Mandatory CD]
Light Jump 1 - 3: Move | Melee -> Range -> Range (Long) @ Diamond Ice
Health: 290% Defense: -1 Level, -25% Damage Actions: 10 Def | 6 Atk | 5 Pre Status: Normal Proximity: All - Melee Panels: Ice Special ° [Passive Ability - Vigilant] Benefit: Dynamo King applies an additional -5 CD each turn to Defensive Powers, as desired.
Furious, Diamond Ice was sent sprawling by Feint's use of her own weapon, but she quickly wrested back control of her hammer. Out of sheer frustration, she stamped her foot and created a pillar of ice that she used to deflect the rest of the assault, carefully moving the ice crystals to intercept Dynamo King's laser array, as she was able to. A few shots got through, but nothing too dangerous, as she narrowed her gaze at Feint.
"You want my attention? I want all of the attention! The spotlight is mine, girl, no one else's! If you can't accept that, then you'll get what you want!"
Whether or not her provocation worked because she was afflicted by the rage in her blast or because she really couldn't stand Feint, with what she had left, Diamond Ice sent the satellites at Feint mercilessly, without end, each time they came spinning by, they would arc around and spin back at her, trying to corner her.
[Devastation - Parry] - Taken for 70% Damage. [Provoke - Parry] - Taken for 50% Damage.
[Power - Satellite Ice] Benefit: Summons 2 Satellite Ice crystals. Mobile Summons. 95% Health. Only take an attack's unaugmented damage. This effect is bypassed by attacks with at least 1 turn of held charge. Drawback: [1-Turn Mandatory CD]
Duplicate Active Access Card Effects: The user creates an additional copy of target Summon or Support with HP. Has no effect on Summons or Supports created by Giga Advancements, Giga Class Cards, or Special Attacks. 1-CD between uses.
[Power - Ice Defense] Benefit: Block all attacks with an Unbreakable Shield. Only useable while Satellite Ice is active. Satellite Ice take no damage from multi-target attacks blocked this way. Drawback: [0-Turn Mandatory CD]
[Photon Devastator] - Diamond Ice takes. Pinpoint. [Photon Devastator] - Diamond Ice takes. Total of 10% Pinpoint Damage taken. [Photon Devastator] - Satellite Ice A blocks. Triggers Undershirt. [Photon Devastator] - Satellite Ice B Blocks. Triggers Undershirt. [Photon Devastator] - Satellite Ice C Blocks. Triggers Undershirt. [Photon Devastator] - Satellite Ice A Blocks. Destroyed.
Health: 327% Defense: 90% Actions: 12 Def | 6 Atk Status: Normal Proximity: Dynamo - Range (Long) | Cherish - Melee Panel: Ice
[Passive Ability - Dominating Power] - User's attack damage cannot be decreased by more than 2 Full Damage Levels. This only interacts with effects that reduce attack damage by damage levels. This is a [Powerful] effect.
[Trigger Ability - Invert Blizzard] Benefit: Whenever an opponent leaves Melee with Diamond Ice, she automatically creates a Tier 3 Wind Effect that pulls all enemies into melee range of her. Drawback: [1-Turn Restricted CD]
[Passive Ability - Absolute Chill] - 90% @ Cherish + Dynamo Benefit: Inflict Damage with [Auto-Hit] equal to user's Defense to any target within melee range each turn. Enemies reduced to 100% or less health by this effect are Frozen.
2. Attack Name: Shrapnel Burst x2 @ All Baseline: Range - Bomb Trait || Range: Break, Aqua || [Range] Description: When the ice blocks are destroyed, they violently erupt. Damage: Astounding Damage Effects: [Auto-Hit] [Hits All] Used when Satellite Ice is destroyed by an attack. If this attack does any damage, inflicts [Freeze].
Atk 1 - Permafreeze @ All Gamma Attack: Permafreeze Baseline: High Ordinance Trait || Range: Aqua, Wind || [Arena Quarters] Description: An icy grave carried on the northern winds. Damage: Outstanding. Has 3 True Damage Levels. Attack Effects: [0-CD] [Seek] [Permanent Freeze] [Hits All] Bypasses all immunities, including Gammas. If hits a frozen target, Executes.
Atk 2 - Charge @ Noise Blizzard
Atk 3 - Charge @ Ice Spin
Satellite Ice B - @ Feint 2. Attack Name: Ice Spin Baseline: Melee - Bludgeon Trait || Range: Break, Aqua || [Melee (Close)] Description: The ice satellites work in tandem to create confusing arrays that confound their foes. Damage: Immense * 1 Hits Effects: [1-Action Charge] [Advancing] [Destroy] [Avoided Separately] [Multi-Use] Can be chained together with itself. Gains +1 hit per time it is used in a turn. Charging this attack for 1 ice satellite charges it for all.
Satellite Ice C - @ Feint 2. Attack Name: Ice Spin Baseline: Melee - Bludgeon Trait || Range: Break, Aqua || [Melee (Close)] Description: The ice satellites work in tandem to create confusing arrays that confound their foes. Damage: Immense * 2 Hits Effects: [1-Action Charge] [Advancing] [Destroy] [Avoided Separately] [Multi-Use] Can be chained together with itself. Gains +1 hit per time it is used in a turn. Charging this attack for 1 ice satellite charges it for all.
Atk 4 - 6 - Command Satellite Ice to attack.
Satellite Ice B - @ Feint 2. Attack Name: Ice Spin Baseline: Melee - Bludgeon Trait || Range: Break, Aqua || [Melee (Close)] Description: The ice satellites work in tandem to create confusing arrays that confound their foes. Damage: Immense * 3 Hits Effects: [1-Action Charge] [Advancing] [Destroy] [Avoided Separately] [Multi-Use] Can be chained together with itself. Gains +1 hit per time it is used in a turn. Charging this attack for 1 ice satellite charges it for all.
Satellite Ice C - @ Feint 2. Attack Name: Ice Spin Baseline: Melee - Bludgeon Trait || Range: Break, Aqua || [Melee (Close)] Description: The ice satellites work in tandem to create confusing arrays that confound their foes. Damage: Immense * 4 Hits Effects: [1-Action Charge] [Advancing] [Destroy] [Avoided Separately] [Multi-Use] Can be chained together with itself. Gains +1 hit per time it is used in a turn. Charging this attack for 1 ice satellite charges it for all.
Satellite Ice B - @ Feint 2. Attack Name: Ice Spin Baseline: Melee - Bludgeon Trait || Range: Break, Aqua || [Melee (Close)] Description: The ice satellites work in tandem to create confusing arrays that confound their foes. Damage: Immense * 5 Hits Effects: [1-Action Charge] [Advancing] [Destroy] [Avoided Separately] [Multi-Use] Can be chained together with itself. Gains +1 hit per time it is used in a turn. Charging this attack for 1 ice satellite charges it for all.
Summon Lv4 -- User has +2 Actions, which must be used to direct their summons to Attack or Defend.
Satellite Ice C - @ Feint 2. Attack Name: Ice Spin Baseline: Melee - Bludgeon Trait || Range: Break, Aqua || [Melee (Close)] Description: The ice satellites work in tandem to create confusing arrays that confound their foes. Damage: Immense * 6 Hits Effects: [1-Action Charge] [Advancing] [Destroy] [Avoided Separately] [Multi-Use] Can be chained together with itself. Gains +1 hit per time it is used in a turn. Charging this attack for 1 ice satellite charges it for all.
Satellite Ice B - @ Feint 2. Attack Name: Ice Spin Baseline: Melee - Bludgeon Trait || Range: Break, Aqua || [Melee (Close)] Description: The ice satellites work in tandem to create confusing arrays that confound their foes. Damage: Immense * 7 Hits Effects: [1-Action Charge] [Advancing] [Destroy] [Avoided Separately] [Multi-Use] Can be chained together with itself. Gains +1 hit per time it is used in a turn. Charging this attack for 1 ice satellite charges it for all.
Dynamo King's attacks had taken their toll on the satellites that came hurling Cherish's way -- she allowed the cracked boulders to crumble around her as they hurled themselves at her, as if she were being pelted by snowballs rather than glaciers. For good measure, she and David would still take aim to ensure they were handled before Cherish turned her weapon back to the audacious Diamond Ice who had indeed given her what she wanted now.
And with no less amount of cruelty than she had shown up to this point already, she peppered the girl once more with a barrage of shots from her gun, this time clearly putting a pit more intention behind it than before now that she had landed a blow on her mental state. If it wasn't enough to bring her down, then she figured Mehk could finish her off after she'd opened her up.
Health: 592/600% Armor: 41% Status: Mortal Paragon (3/5), Elec Noise (∞), Burn×3 (1/6), Poison×3 (1/10) Panels: Holy Proximity: All - Melee Special - Wood: Cherish cannot lose more than 50% of her current health from a single hit - Wood: Cherish takes -3 Full Damage Levels from all attacks until she moves - Mortal Paragon: Cherish takes -3 Full Damage Levels from all attacks until she moves - Mortal Paragon: Cherish cannot be forcibly moves and her panels cannot be forcibly changed - Light: DK's allies take -2 Damage Levels from all attacks - Holy: Cherish takes -2 Damage Levels from all attacks, ignoring True Damage Levels - Held Charges: Provoke
Barrier Support Card || Single-Use Benefit: The user summons a Modest health barrier around themselves or an ally. This does not require an action to use.
D9 | Cooldown: Two Actions spent for 2 CDR to Dauntless Challenger. D10 | Cooldown: One Action spent for 1 CDR to Dominion. D12 | Cooldown: Two Actions spent for 2 CDR to Mortal Paragon's Element CDR Ability.
{A1 | Black Hole Lv4: 7% Damage @ Satellite Ice B + <True Damage><Auto Hit> (+)}
Black Hole Lv4 || [Ranged (Arena Quarters)] || Single-Use Description: The user rips open a hole in space that drains away the life of one enemy. Damage: Pitiful → Low → Moderate → Modest [True Damage] [Alternate Use] - Not Used Attack Effects: [Auto Hit]
{A4 | Black Hole Lv4: 7% Damage @ Satellite Ice C + <True Damage><Auto Hit> (+)}
Black Hole Lv4 || [Ranged (Arena Quarters)] || Single-Use Description: The user rips open a hole in space that drains away the life of one enemy. Damage: Pitiful → Low → Moderate → Modest [True Damage] [Alternate Use] - Not Used Attack Effects: [Auto Hit]
Black Hole Lv4 || [Ranged (Arena Quarters)] || Single-Use Description: The user rips open a hole in space that drains away the life of one enemy. Damage: Pitiful → Low → Moderate → Modest [True Damage] [Alternate Use] - Not Used Attack Effects: [Auto Hit]
Cherish was out for blood, but, in her defense, so was Diamond Ice. Realizing he was quite right and that this was rapidly approaching a dangerous climax, he interposed himself between Cherish and Diamond Ice just one more time to brunt his weight against hers, and to unleash stream after stream of light to reduce her to nothing, lest she leave them here forever.
Health: 290% Defense: -1 Damage Level, -25% Damage Actions: 10 Def | 6 Atk | 5 Pre Status: Normal Panel: Ice Special ° Light Lv4: The user and all allies take -2 Damage Levels from all attacks.
[Shrapnel Burst] - Dynamo King takes 0 Damage. [Permafreeze] - Activates Ward (3-CD | Mandatory). Modest Health Barrier blocks. [Absolute Chill] - Taken for 65% Damage.
[Ward] Baseline: Barrier Traits: Null Benefit: Dynamo King raises a Modest Health Barrier. Drawback: [3-Turn Mandatory CD | +2 DL from Prestige]
Health: 225% Defense: -1 Damage Level, -25% Damage Actions: 10 Def | 6 Atk | 5 Pre Status: Normal Panel: Ice Special ° [Passive Ability - Dominating Power] - User's attack damage cannot be decreased by more than 2 Full Damage Levels. This only interacts with effects that reduce attack damage by damage levels. This is a [Powerful] effect. ° [Passive Ability - Potency] - If an attack matching the user's Proficiencies would deal Modest or Lower Damage, it is increased by 1 Full Damage Level on use.
Vibrant Noise - Kaiser Noise Form The light further amplifies and begins flowing off of Dynamo King in coruscating flares, motes of light drifting off of his body in dark red and orange hues to contrast the warm glow he normally emits. Even more power at his disposal, the fury that drives his wave conversion amplifies his prowess beyond reason. Effects: Must be activated after the user's Defensive Phase, after responding to all attacks aimed at the user. Can only be activated if the user still has Actions to use. Does not take any actions to activate. -- Gain and Lose Noise twice as quickly, doubling any effect that causes them to gain or lose noise. -- Grants the user's attacks and battle cards matching their Main Proficiency and each Sub Proficiency +Moderate Damage to the first hit. Stacks if multiple would apply. -- +5% More Damage. +5% per 3 Prestige, +1 more at Prestige 7. Each turn, applies -5 CD to Attacks, as desired. -- One attack gains +40% Damage. [2-CD] -- Increases the user's Basic Attack Damage when benefitting from Charge by a Moderate amount. Basic attack becomes a Break/Light Element Ranged Basic Blast when benefitting from Charge. -- The user may create an additional Giga Attack that is only useable during this transformation. The user can deduct 1 turn from the duration of this advanced form to instantly Cooldown and Fully Charge their Giga Attack, but only once during the Transformation. --- [3/5] Turn Duration. Ended prematurely if struck by an attack they are weak to.
Queen of ♦ :: Auriga Noise
° Tactical Command - While at or above 150% Noise, user's Defenses ignore the rules for Mandatory Cooldown.
Queen of ♥ :: Lyra Noise
° Burning Passion - While at or above 150% Noise, the user's Natural Regen increases by a Moderate amount and can trigger one additional time per turn.
Health: 285% Defense: -1 Level, -25% Damage Actions: 10 Def | 6 Atk | 5 Pre Status: Normal Proximity: All - Melee Panels: Ice Special ° [Passive Ability - Vigilant] Benefit: Dynamo King applies an additional -5 CD each turn to Defensive Powers, as desired.
The amount of effort that Cherish put into her own assault was enough to disrupt Diamond Ice, as all of her ice satellites were destroyed. Within a moment to follow, the overwhelming force produced by the explosive response to her own assault left her wide open as Mehk's own assault finally caused the fight to end. As her wave form decomposed and her body began to erupt, Diamond Ice cackled and cried in terror all at once.
"Hahehhehehe! The spotlight! It was mine, once again! Oh, how I can't wait to see the light again! Haha! The Noise! The Nooooooise!"
She erupted in a flurry of cold that left a fine-powdered statue of ice in her figure left standing where she was a moment before. The Noise in the space was still easily felt, but at last, Diamond Ice herself had been dealt with.
Moving further into the Noise Wave, it didn't take long for Mehk and Cherish to find what they were looking for - a playing card, floating in space, exhibiting an intense amount of Wave disturbance into the air. Exactly what Mehk had feared, he reached forward, through a slight stab of pain, and deactivated the Noise Card. Once it stopped creating so much Noise, the Noise Wave would restabilize, and the exit appeared for them to use.
He turned to look at Cherish, exhausted, but the both of them still standing. "This Noise Card means that someone has infiltrated our wares, or somehow gotten access to Dealer's old technology through other means. Having such a dangerous level of Noise being created again isn't going to be good moving forward. . . we'll have to redouble our efforts to search out for it if Dealer's technology is being used, again. We can't have another situation like the Meteor G incident happening on our hands," Mehk said simply, as he guided her towards the exit.
BOSS ENCOUNTER
Name: Diamond Ice Type: Sub-Boss Wave Being
Objective - Victory: Defeat Diamond Ice within 10 Turns - Obtained! Objective - Battle Card: Defeat Diamond Ice after destroying Diamond Satellite 5 times - Obtained! Objective - Noise Card: Defeat Diamond Ice while Diamond Satellite is on Cooldown and none are active - Obtained! Objective - SECRET: Survive Diamond Ice's Signature Attack while Frozen without triggering an Undershirt effect - Failed! Objective - SECRET: Defeat Diamond Ice without becoming Frozen - Obtained!
Rewards: 7,500z | 500 Exp | 5 Noise Frags
Participants may distribute the following:
7 of ♦ :: Diamond Noise
° Charge Defense - Can optionally charge a Defense when used in order to increase its HP by 2 Full Damage Levels. Defenses affected in this way can sustain against up to one additional total attack before being destroyed.
Diamond Dust || [Ranged (Arena Quarters)] Description: A majestic storm of ice and snow that freezes anything it touches. Damage: Great Damage + (Pitiful * V) / 6 Hits [Avoid Separately]. Attack Effects: All hits released as part of a single action. [Hits All] [Bypass]. [Empower Freeze] applied per hit. Frozen targets are weak to this attack. This attack ignores Freeze's natural cooldown.
Resonant Noise - Diamond Noise Form Violent noise surges all around the user, crystallizing into a blizzard that refuses to cease. Effects: When the user could enter Vibrant Noise form, can instead enter Diamond Noise Form by sacrificing any Mega Card. Must be activated after the user's Defensive Phase, after responding to all attacks aimed at the user, if the user has 150% or more Noise. Can only be activated if the user has Actions to use. Does not take any actions to activate. -- Gain and Lose Noise twice as quickly, doubling any effect that causes them to gain or lose noise. -- Gain access to Aqua or Summon as an additional Main Elements at Omega benefit. -- Grants the user's Aqua-Element and Summon-Attribute attacks and battle cards +Moderate Damage to the first hit. -- User can trigger panel effects dependent on attacks 1 additional time per turn, +1 more time per 3 Prestige acquired. -- One Status effect of choice Tier 1 or below has its Natural Cooldown ignored. +1 Tier to the effect per 3 Prestige acquired. -- User can summon a Satellite Ice. Immense + (15% * V) Health object. While active, blocks all single-target attacks against the user. Only takes an uncharged attack's unaugmented damage. 3-Turn CD between uses. -- When benefitting from Charge, the user's Basic Attack becomes Snow Storm. Useable 1/Turn this way. --- 3 Turn Duration. Does not 'Tick Down' while on Ice Panels. Automatically ended if hit by an attack the user is weak to.
Name: Snow Storm Baseline: Ranged - High Ordinance Trait || Range: Aqua/Wind || [Arena Quarters] Description: An overwhelming flurry of snow and sleet. Damage: Base Damage. Gains +1 Full Damage Level per target on Ice Panels. Attack Effects: [1-Action Charge] [1-CD] [Seek] [Sets User and Target's Panel to Ice] [Effects used in response to this attack gain Limited Cooldown] [Hits All]
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