The full SFRP v8 Overhaul comes with a brand new look to all of the old and familiar systems, with new elemental benefits, more streamlined options for growth, and more concise reins on damage.
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*The punches had enough power behind them, weaving both before raising the defense against the hail of bullets. It would still be some time before he could act due to the extension, but there was nothing to be done for it but to see it through. It wouldn't just sit back and let them do that without taking them down too.*
Defense:
[Ability Name] Wildfire
Benefit: Immediately gain 1 Avoidance or 1 Offensive Action.
He could do nothing more than take the brunt force of the attacks as they struck him, and then continue to build up heat as he prepared his own assault in turn. The force of the jammer's punch was far stronger than he was used to, unforgiving to be sure.
The Noism Jammer stood unscathed by the warrior's efforts as the slashes came its way, its protective veil of water rising up to shield it from harm. It took a step back and slashed its hand across the air in front of it, the noise leaping from its body and forming into a wave of water that crested forward.
It then picked back up quickly finding a foe and going to decimate them, delivering a punch to the two that were waiting, and then releasing a series of machine gun rounds. Rather than ever running out of bullets, the more bullets it used, the more bullets it seemed to have.
Health: 200% Defense: 0% | 2 FDL Status: Normal Proximity: Range - Shine, MC, IT Panel: Aqua
[Aqua Pillar] Benefit: Automatically Shields single-target attacks aimed at Noism Jammer. Automatically raises an Unbreakable Shield against two other attacks each turn. Doubles while on Aqua Panels.
Attack Name: Wave Slasher @ All Trait || Range: Crimson/Aqua || [Range] Description: A cresting wave that slashes through the enemy. Damage: 100% Damage Effects: [1-Turn Charge] [Destroys] [Hits All] [Freeze] Deals double damage to frozen enemies. If hits any target, can be used again next turn without charge.
Attack Name: Noism Fist @ MC Trait || Range: Crimson || [Melee - Close] Description: Infinitely mutable energy, compressed into a devastating punch. Damage: 100% Damage Effects: [True Damage] [Lock On] If Hits, permanently gain +1 Action. Useable twice/turn.
Attack Name: Noism Fist @ IT Trait || Range: Crimson || [Melee - Close] Description: Infinitely mutable energy, compressed into a devastating punch. Damage: 100% Damage Effects: [True Damage] [Lock On] If Hits, permanently gain +1 Action. Useable twice/turn.
Attack Name: Noism Machine Gun Trait || Range: Crimson || [Range - Long] Description: Infinitely mutable energy, compressed into a rapid-fire machine gun. Damage: 10% * 10 Hits | 1 @ Smoke, 5 @ Shine, 2 @ MC, 2 @ IT Effects: [Pierce] Can individually aim hits. Per time used in a turn, double total number of hits.
Attack Name: Noism Machine Gun Trait || Range: Crimson || [Range - Long] Description: Infinitely mutable energy, compressed into a rapid-fire machine gun. Damage: 10% * 20 Hits | 2 @ Smoke, 10 @ Shine, 4 @ MC, 4 @ IT Effects: [Pierce] Can individually aim hits. Per time used in a turn, double total number of hits.
Attack Name: Noism Machine Gun Trait || Range: Crimson || [Range - Long] Description: Infinitely mutable energy, compressed into a rapid-fire machine gun. Damage: 10% * 40 Hits | 4 @ Smoke, 20 @ Shine, 8 @ MC, 8 @ IT Effects: [Pierce] Can individually aim hits. Per time used in a turn, double total number of hits.
The Noise in the air caused one of his Noise Cards to activate, as Cherufee Magma's molten flow began to harden and crystalize much faster, the Aqua Noise taking over his form. Using the defensive power to the fullest, Cherufee Magma created a pillar of magma that instantly cooled to protect himself, and allowed the flow of his ancient fires to harden to reconstitute his statuesque state. Then, all he could do was wait, but he at least helped Shine out by unleashing a torent of smog into the air.
[Active Ability - Obsidian Strength] Benefit: Cherufe Magma reduces all incoming attack damage by 2 Full Damage Levels for 2 turns. Drawback: [2-Turn Mandatory CD] [Multi-Use: 0/4]
[Active Ability - Molten Glow] Benefit: Cherufe Magma ignores the triggered and damage-mitigation bypassing effects of 1 incoming attack. Drawback: [3-Turn Mandatory CD] [Multi-Use: 1/4]
[Wave Slasher] - Taken for 25% Damage. Trigger effects negated. [Noism Fist][/font - Aqua - Doubles Defense. Taken for 0% Damage. Trigger effects negated. [Noism Machine Gun][/font - Taken for 0 Damage.
Actions: 3 Status: Fine Proximity: Jammer - Range Panel: Normal
- [Active Ability - Terraform] - User changes their panel type and the panel type of all opponents to any Panel matching one of the user's Proficiencies. This unavoidably grounds targets currently flying. Panel types cannot be changed for one turn after use. 3-Turn CD Between uses.
*He would use his weapon as a propellant this time as he launched himself up and over the wave, using them again to blaze just by the fist that was careening toward him as well. The constant stream of bullets seemed never-ending, though an interesting asset to be certain. Setting aside his morbid curiosity for the time being, it still wasn't time to go on the offensive yet.*
Defense:
[Ability Name] Wildfire
Benefit: Immediately gain 1 Avoidance or 1 Offensive Action.
Drawback: 1 Turn Mandatory Cooldown 3 Multi-Use
x2 used, 1 for Wave Slasher and 1 for Fist. Blaze Haze catches machine gun.
This was as good a time as ever -- Shine leaped over the wave of water sent out by the Jammer, her own hand turning pitch black and reaching into the attack as if to grab something inside of it. When she landed, it seemed she had pulled something indeed: a swirling, cyan ball of Noise. Slashing her own hand forward, she sent a wave of water back to the Jammer in return before moving on to evade the rest of its attacks.
Health: 270/270% + No Statuses Armor: 0% Flat + 6 Damage Levels Panels: Aqua Proximity: (Melee: Cherufe, Trailblazer) | (Range: Jammer) - 9 of ♣ :: Wood Noise: While at or above 150% Noise, Shine benefits from the Wood Element Ω - ↳ On any turn Shine's panel type has not changed, she reduces all incoming damage by (6) Full Damage Levels - Jamming Wave: Shine cannot augment her attacks; Charged Attacks require +1 Charge - Jamming Wave (Cont'd): All CDs last +1 Turn; First Multi-Use expended in a turn costs 2
Smoke Health: 0% Panels: Aqua Proximity: (Occupied: Shine) | (Melee: Cherufe, Trailblazer) | (Range: Jammer) - Innate: Endures (0/3) Destroy effect without breaking - Innate: Must be struck by (0/12) Tiers worth of Wind Effects to destroy
Health: 270/270% + Hiding Actions: 4 + 2 Charge Panels: Aqua Proximity: (Occupying: Smoke) | (Melee: Cherufe, Trailblazer) | (Range: Jammer) - Smoke Cloud: Shine can only be targeted by Multi-Target attacks while inside of the Smoke - Assailant: After Warping, or using a Lock-On effect, Shine's next attack gains an Intermediate Breaker of choice - Dark Resident: While Hiding, Shine's Dodges trump Seek, Homing, Precision and Requires X Avoids - 9 of ♣ :: Wood Noise: While at or above 150% Noise, Shine benefits from the Wood Element Ω - Jamming Wave: Shine cannot augment her attacks; Charged Attacks require +1 Charge - Jamming Wave (Cont'd): All CDs last +1 Turn; First Multi-Use expended in a turn costs 2
Copy Eye Active Access Card - Shine may use a copy of any card stored in any target's Custom, or use a copy of any attack used against her this turn, gaining the same benefits applied. 1-CD between uses.
Wave Slasher: 100% Crimson/Aqua Damage + Destroys + Hits All + Freeze @ Jammer ↳ Deals double damage to frozen enemies. If hits any target, can be used again next turn without charge.
The Noism Jammer did seem susceptible to its own attack, and as Shine used the ability against it, it was accosted by the intense chill of the wave, but seemed impossible to freeze. It narrowed its gaze and went back on the offensive, seemingly getting closer to its own release of power as a torrent of water began to rise up underneath it, heralding whatever was to come.
Health: 200% Defense: 0% | 2 FDL Status: Normal Proximity: Range - Shine, MC, IT Panel: Aqua
[Aqua Pillar] Benefit: Automatically Shields single-target attacks aimed at Noism Jammer. Automatically raises an Unbreakable Shield against two other attacks each turn. Doubles while on Aqua Panels.
Attack Name: Noism Fist @ MC Trait || Range: Crimson || [Melee - Close] Description: Infinitely mutable energy, compressed into a devastating punch. Damage: 100% Damage Effects: [True Damage] [Lock On] If Hits, permanently gain +1 Action. Useable twice/turn.
Attack Name: Noism Fist @ IT Trait || Range: Crimson || [Melee - Close] Description: Infinitely mutable energy, compressed into a devastating punch. Damage: 100% Damage Effects: [True Damage] [Lock On] If Hits, permanently gain +1 Action. Useable twice/turn.
Attack Name: Noism Machine Gun Trait || Range: Crimson || [Range - Long] Description: Infinitely mutable energy, compressed into a rapid-fire machine gun. Damage: 10% * 10 Hits | 1 @ Smoke, 5 @ Shine, 2 @ MC, 2 @ IT Effects: [Pierce] Can individually aim hits. Per time used in a turn, double total number of hits.
Attack Name: Noism Machine Gun Trait || Range: Crimson || [Range - Long] Description: Infinitely mutable energy, compressed into a rapid-fire machine gun. Damage: 10% * 20 Hits | 2 @ Smoke, 10 @ Shine, 4 @ MC, 4 @ IT Effects: [Pierce] Can individually aim hits. Per time used in a turn, double total number of hits.
Attack Name: Noism Machine Gun Trait || Range: Crimson || [Range - Long] Description: Infinitely mutable energy, compressed into a rapid-fire machine gun. Damage: 10% * 40 Hits | 4 @ Smoke, 20 @ Shine, 8 @ MC, 8 @ IT Effects: [Pierce] Can individually aim hits. Per time used in a turn, double total number of hits.
Cherufee Magma takes on the brunt force of the Jammer once again, feeling his power tested time and time again. The fires that burned within him ignited all the further as he decided his course of action, one of his arms transforming as the battle card he had prepared was finally ready to be used. A massive axe sprouted into the air next to him from obsidian and fire, and he teleported in front of the jammer to rapidly swing the axe at him, looking to find a break in the armor and the defense to get his own say in.
Actions: 3 Status: Fine Proximity: Jammer - Range Panel: Normal
Giant Axe x3 || [Melee (Reach)] || Standard-Class GA Description: An absolutely massive axe forms in the user's hands, with an incredibly heavy head for brutal swings. Can be swung at all targets within any melee range without penalty. Damage: 25% [Alternate Use] - [1-Turn Held Charge] Can be used repeatedly this turn as part of an attack chain. Attack Effects: Ignores HP defenses/supports/summons. [Lock On].
*He could manage still to resist the oncoming attacks, blazing forth the power to deal with the fist and bullets still. Like the other he too sprouted a massive axe and began to rapidly swing it, aiming to break through while they could with their collective effort.*
Defense:
Blaze Haze broken by fist.
[Ability Name] Blaze Haze
Benefit: Creates an Aura with High 12% Power
Drawback: 3 Turn Mandatory Cooldown 1 Multi-Use
x1 used for Machine Gun.
Chaos activated to refresh Wildfire.
[Ability Name] Wildfire
Benefit: Immediately gain 1 Avoidance or 1 Offensive Action.
Drawback: 1 Turn Mandatory Cooldown 3 Multi-Use
x4 used for 4 offensive actions.
Offense:
Giant Axe x6 [Blade] [Null] || [Melee (Reach)] || Standard-Class GA Description: An absolutely massive axe forms in the user's hands, with an incredibly heavy head for brutal swings. Can be swung at all targets within any melee range without penalty. Damage: 17% [Alternate Use] - [1-Turn Held Charge] Can be used repeatedly this turn as part of an attack chain. Attack Effects: Ignores HP defenses/supports/summons. [Lock On].
Cherufee and Trailblazer stepped forward to attack, so Shine saw the opportunity to sneak in some of her own sword swings as well. Now that her Voltic Eye had finished charging, she'd aim to finish it off with a bolt of lightning to conclude this difficult ordeal in the small window she was given.
Health: 270/270% + No Statuses Armor: 0% Flat + 6 Damage Levels Panels: Aqua Proximity: (Melee: Cherufe, Trailblazer) | (Range: Jammer) - 9 of ♣ :: Wood Noise: While at or above 150% Noise, Shine benefits from the Wood Element Ω - ↳ On any turn Shine's panel type has not changed, she reduces all incoming damage by (6) Full Damage Levels - Jamming Wave: Shine cannot augment her attacks; Charged Attacks require +1 Charge - Jamming Wave (Cont'd): All CDs last +1 Turn; First Multi-Use expended in a turn costs 2
Smoke Health: 0% Panels: Aqua Proximity: (Occupied: Shine) | (Melee: Cherufe, Trailblazer) | (Range: Jammer) - Innate: Endures (1/3) Destroy effect without breaking - Innate: Must be struck by (0/12) Tiers worth of Wind Effects to destroy
Health: 270/270% + Hiding Actions: 4 + 2 Charge Panels: Aqua Proximity: (Occupying: Smoke) | (Melee: Cherufe, Trailblazer) | (Range: Jammer) - Smoke Cloud: Shine can only be targeted by Multi-Target attacks while inside of the Smoke - Assailant: After Warping, or using a Lock-On effect, Shine's next attack gains an Intermediate Breaker of choice - Dark Resident: While Hiding, Shine's Dodges trump Seek, Homing, Precision and Requires X Avoids - 9 of ♣ :: Wood Noise: While at or above 150% Noise, Shine benefits from the Wood Element Ω - Jamming Wave: Shine cannot augment her attacks; Charged Attacks require +1 Charge - Jamming Wave (Cont'd): All CDs last +1 Turn; First Multi-Use expended in a turn costs 2
At long last, the battle was over. As its defenses crested without repent, it surged its power time and time again to try and protect itself from their onslaught, but couldn't. Each of their strikes rained true, and then the Jammer was destroyed - a spiral of coursing green and black noise collected together and then dispersed, leaving them alone, the viruses quickly escaping as their general was defeated.
Health: 200% Defense: 0% | 2 FDL Status: Normal Proximity: Range - Shine, MC, IT Panel: Aqua
[Aqua Pillar] Benefit: Automatically Shields single-target attacks aimed at Noism Jammer. Automatically raises an Unbreakable Shield against two other attacks each turn. Doubles while on Aqua Panels.
Giant Axe - Taken for 15% x3 Giant Axe - Taken for 10% x6 Sword - Aqua Pillars both. Voltic Eye - Taken for 30% - Undershirt Bypassed
[Green Noism Jammer | Virgo Noise, Defeated]
BOSS ENCOUNTER
Name: Green Noism Jammer | Virgo Noise Type: Mega-Class Boss Virus
Objective - Victory: Defeat Noism Jammer within 10 Turns - Obtained! Objective - Battle Card: Defeat Noism Jammer within 5 Turns OR Reduce HP to exactly 0% - Obtained! Objective - Battle Card: Survive Noism Jammer's Signature Attack - Obtained! Objective - Noise Form: Defeat Noism Jammer without utilizing a Noise Form - Obtained! Objective - Noise Card: Defeat Noism Jammer by bypassing its Undershirt - Obtained! Objective - SECRET: Survive Noism Jammer's Giga Attack - Failed!
Defeat Condition: All Wave Beings are defeated OR battle duration exceeds 10 Turns.
Participants Recieve: +500 Exp, +6,000z, +5 Noise Frags, +1 Noise Draw, +2 Max Upgrades, Noism Fist OR Noism Gatling
Noism Fist [Crimson] || [Melee] Damage: Mega Class Damage Effects: [Lock On] [True Damage] [2 Mega Breakers chosen upon use] [If Hits: refreshes its use and permanently gives the user +1 Action.]
Noism Gatling [Crimson] || [Range] Damage: Mega Class Damage Effects: [Multi-Hit: 5 Hits] [2 Mega Breakers chosen upon use] [Aimed Separately] [Pierce] [Alternate Use: 5 Charges [Multiply Hits]]
Participants Distribute:
Battle Card - Wave Slasher Noise Form - Virgo Noise Noise Card - Green Noism Noise
Wave Slasher [Aqua] || [Range] Damage: Mega Class Damage Effects: [Destroys] [Hits All] [Freeze] Frozen targets are Weak to this attack. Trigger: If hits, refreshes its use and can be used without charge next turn.
Resonant Noise - Virgo Noise Form Violent noise surges all around the user, cresting in constantly rising waves of torrential waters. Effects: When the user could enter Vibrant Noise form, can instead enter Virgo Noise Form by sacrificing any Mega Card. -- Gain and Lose Noise twice as quickly. -- Gain access to Aqua or Light as an additional Omega-level element. Once each turn, double an interaction from your elements for one instance. -- Aqua Pillar is an unbreakable shield. Protects against 1 attack per turn, +1 at P3, 5, and 7. Double interactions on Ocean or Holy panels. -- One charged attack per turn can have its damage type converted to be based off of the user's current health. -- User recovers [20 + (5 * V)]% health. This can overheal the user this turn. | 1 Use + 1 at P3, 5, and 7. -- User Fully Shields a single attack. | 1 Use + 1 at P3, 5, and 7. -- Basic Attack's damage can be based off the user's base defense instead of base damage. Basic attack gains "Hits All" and "Freeze" when charged. --- 3 Turn Duration. Ended prematurely if struck by an attack they are weak to.
✰ :: Green Noism Noise Joker Noise Card ° Constant Noise - The user begins battle at 75% Noise, and is treated as though they have resonated with the Noise, suffering no negative side effects. By expending 225% Noise, user can copy the effects of any active Noise form from any combatant for 2 turns.
As the viruses retreated and the dust settled, the intense Noise in the wave didn't die down. That was to be expected - it was one of the infamous Deep Noise Waves, created by Dealer. These massive spaces were like their own pocket wave-worlds, connected across the mysteriously small, hyper-dense pockets of waves that were created in spaces where intense EM Wave activity could be found.
What they were left with was a massive amount of Crimson still floating in the air. Rather than get sucked deeper into the Noise Wave, towards the Dealer base like one would expect, it got pulled in the opposite direction, out of the Noise Wave, or at least somewhere into the distance rather than towards the center. Following it was one way to get to the end of this rabbit hole, but if Cherufe and Shine's last experiences told them anything, it was that Noise Waves were following different rules, an it could take them anywhere.
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