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Entry tags:
Mission Update
Third Floor Revisited - Begins 22nd
Selected Volunteers: Shikamaru (field leader), Tony Stark (hacker), Mia (healer), Tear (healer), Melaka, Sheik, Kazooie, Freyjadour, Caius, Joshua Bright, Jubei, and Leonhardt
I've bumped this latest one up to twelve people. Another mission will be up for next month, but I'm going to hold off posting it. The missions are still a work in progress, so I'm working on finding the right pace for them to keep them relevant and fun.
As before, you may use this post to plot and discuss! The log will go up either tonight or tomorrow morning.
Selected Volunteers: Shikamaru (field leader), Tony Stark (hacker), Mia (healer), Tear (healer), Melaka, Sheik, Kazooie, Freyjadour, Caius, Joshua Bright, Jubei, and Leonhardt
I've bumped this latest one up to twelve people. Another mission will be up for next month, but I'm going to hold off posting it. The missions are still a work in progress, so I'm working on finding the right pace for them to keep them relevant and fun.
As before, you may use this post to plot and discuss! The log will go up either tonight or tomorrow morning.
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... She is very cartoony and won't be needing most of the usual provisions. Shikamaru, feel free to boggle. Everybody else can boggle too, actually. Nobody here knows her, unfortunately. Great time to meet, right?
She's a good fighter, can basically spam Eggs of various kinds and can do a ridiculous amount of damage despite her small size (and I mean small; three and a half feet tall to be specific). She also won't be
outwardlyfazed by any of the screaming behemoths. You can all question that, considering her looks and all.... I am so psyched for this.
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-Fighting Rank of 4, easily
-Super strength (it fluctuates with mood but at her best she can easily-ish lift a car)
-Super reflexes
-Above average
-Very super endurance (this is the real boon of Slayers they can take ridiculous punishment like falling off buildings)
-Super healing factor
Other than that she's surly and rude but agreeable to orders provided she doesn't like. Perceive them as ordering or the person is in a position to, well, give them.
She also has a lot of piercings and weapons. Hi.
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horriblethe best timing for this.Freyjadour is an average human (Though JRPG hero brand 'average'), but he a skilled fighter who uses a blunt weapon- a staff/nunchaku combination. As such he is very much speed based, prone to blocking attacks and turning them against opponents, dodging and the like. He has both healing and attack magic capabilities, which are elementally based in wind (Attack and healing) and fire (All damaging spells).
He takes missions seriously, and will usually follow all orders given to him. He'll also probably be slightly more driven then most at this point in time because
he needs a distractionhe tends to throw himself into work when he's upset and he isn't in a happy place right now.no subject
He can also transform into a stronger, more durable form where he takes on the appearance of a beast. Whilst like this he abandons his sword in favour of pummeling opponents with his fists. He really hates it when people call him a dog (or even worse a puppy) and prefers people call him a 'Leymon'. In terms of fighting rank it would probably be 3 for his human form and 4 when he's in his Leymon form.
He can be friendly and take orders because hey friends are cool, but if you tick him off he can be aggressive and start shouting and arguing over the littlest thing. This is his first mission so there'll be lots of new things for him to learn and what not, he's kinda dumb and naive when it comes to new stuff.
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I'll also point you to the general plotting thing below. Let me know if there's anything I can do for you there. 8|b
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So Shikamaru's your field leader here. He's also a ninja from Naruto, so he has a varied skill set along with some talents more specific to him, including:
-Fighting scale on the lower end of 4
-Above average speed
-Above average agility
-Quick reflexes
-The ability to
defy gravitywalk on walls/ceilings/etc-Various general skill level jutsus, the only one of which I think bares merit here is the Replacement Jutsu, which allows him to transport and switch places with people/objects
-Proficiency with various weapons (mostly projectiles, but also explosives, ninja wire, a tanto, anything he can turn into a weapon)
-Above average tactical intelligence (this is what makes him a real threat - he can analyze things and churn out hundreds of plans in seconds)
Lastly, his main fighting style consists of weaponizing his shadow. He can manipulate to strangle and stab, as well as to pick up, throw, and otherwise manipulate other objects (like having several sets of hands). By attaching his shadow to someone else, he can also control that person's movements.
If any part of the creature casts a shadow, I am thinking he may be able to freeze it. Due to the immense size and power of it though, probably for no more than 10-30 seconds. But basically long enough for a coordinated strike on the heart, when they find it. Mods, you can chime in if I'm way off.
Lastly, while he's a lazy guy, he takes leadership very seriously. Before they head out, everyone will probably get a mini-speech that his priority is their lives, so cooperation is appreciated.
PLOTTING STUFF
Expected threats/difficulties:
-Mission is in a building, so they be fighting in and navigating enclosed areas
-Delays in moving, due to time needed to hack passcodes to move between secure rooms
-The flesh creature (large, violent, uneffected by standard weapons, some immunity to Shifting, and possibly mind-altering powers?)
-Possibility of dealing with unknown toxins (note: show as little skin as possible)
-Possible encounters with MSF personnel controlled by the creature
-Unknown factors (ones being considered:)
----The building's stability
----Complications with the droids
----The creature taking control of other team members
THE PLAN (so far)
Due to the a) the size of the team, b) the narrow combat ground, and c) number of threats, Shikamaru will probably break the group into three smaller teams of four (with two droids per team). This will make mobility (and threading, for us) easier.
The teams will move in a line formation: Group 1 (being the hacker, Tony would probably need to be in this group), Group 2, Group 3. There would be one medic per team (Frey is not techincally medic, but he has healing spells so he can double as one if that's cool with Alisa).
Teams might also be assigned specific tasks. Like, say the flesh creature attacks at the same time some MPF goons show up. Shikamaru would be like, for example: "Team 3, handle the entity, Team 2 take out the MPF personnel. Team 1, get us a way out." And etc.
At the same time, they wouldn't be limited to those groupings. Say Melaka's all the way in the back of the line with Team 3, but they could use her strength up front to clear a path of debris. There's room to move people as needed.
Shikamaru will request radios so they can all communicate with one another, but they shouldn't be so far behind that they can't do it the old fashioned way.
....ALSO. None of this is set in stone, so if you guys don't like it, just give me a head's up and I'll change it. 8|b
Things I need from you!
-It'd be awesome if you'd let us know what your character is capable of, if you haven't already
-If we go with the smaller team thing, if there's any characters you'd specifically like to work with
-OOC concerns (live in a weird timezone, wanting to do something with your character)
Lay 'em on me. 8|b
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-I am cool with Freyjadour playing medic for whichever group he gets placed in if we choose to go that route. He's been taking those field medicine classes with Law, and has a decent amount of healing spells. (Though I should note Suikoden has a limited 'spells per day' issue similar to old fashioned D&D. Magical potions and such can replenish it, though V in particular has none.)
-Of the people he knows in the group, there's Shikamaru and Tear, but otherwise he would be happy to work with most anyone.
Think that's it?
Oh and don't worry about his dressing stupid that battle outfit got tossed with his canon update and will never see light of day again.
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But for OOC concerns... My timezone's GMT+01:00, so there's a chance I might not be online at the same time as the rest of us that often. It probably won't be that much of an issue since I tend to be up fairly late, but... it's worth mentioning, I think.
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Beyond that, he's got all the ninja speed, stealth and attack styles. Flexibility and small size make him good for squeezing into small spaces. Unfortunately, unless the thing has eyes somewhere, Sheik's magic is about useless. By physical abilities alone though, he still should be able to keep up. he takes orders well, and prefers to do so, but can and will take up a position of leadership if it becomes necessary. He also doesn't actually know anybody, so there's no real preference where he's put.
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Mia doesn't actually know any of these characters but she's given to trying to save everyone no matter what team she's on. So no preference.
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Caius is only sort of familiar with Leonhardt seeing as he's his penpal. It's cool for him to be in any group with whatever people though so put him wherever you think he would work best!
As for timezones I'm GMT over here
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I apologize for this tl;dr
Solo: Since I expect everybody will be split up into groups most of the time, Kazooie will generally be relying on her solo abilities - i.e. ones she can perform without being in her backpack on someone else's back.
Egg-Firing: This is something she can do whether she's in a backpack or not. Kazooie has a choice of several varieties of Eggs, each decreasingly limited as they increase in power. She carries them "internally", using a kind of cartoon hammerspace where carrying the maximum amount is exactly the same as carrying none of them (no weight increase or anything). She has the ability to multi-fire the weaker varieties of Eggs; stronger varieties are less flexible and usually can only be fired one at a time. There's a cool-down period between her volleys of Eggs.
The varieties are as follows:
Blue Eggs: 'Generic' ammunition. They do only minor damage and would probably be better off used as a distraction, but Kazooie can repeatedly pelt enemies with them (up to three at a time) to rain down blows. They burst into shell fragments when they strike something, with a cracking noise... that noise could act as a decoy if necessary. She can carry up to 100 of them without any cheats on.
Fire Eggs: Fire-elemental ammunition. They do more damage than the Blue counterparts, and set enemies and certain objects on fire - in her game that doesn't really do anything, but setting organics on fire tends to hurt. They have the ridiculous property of working fine underwater and in other places where the fire would naturally be extinguished (and they still set things on fire there, too). Kazooie can fire two at a time. She can carry up to 50 of them without any cheats on.
Ice Eggs: Ice-elemental ammunition. They're weak - even low-level enemies don't die when they're hit - but they have the unique property of completely immobilizing what's hit for several seconds in a cartoony chunk of ice. Think of it as a total suspension of motion - even if the enemy would fall in that position, it will stay exactly in place. This allows for follow-up attacks that are slower but more powerful. Additionally, the Ice Eggs can freeze parts of the environment and prevent them from moving, as well as put out fires. Kazooie can fire two at a time. Like the Fire Eggs, she can carry up to 50 of them without any cheats on.
Grenade Eggs: Powerful, heavy-duty ammunition. These are one of the deadliest weapons on Kazooie's arsenal, but they have a wide splash damage and range of effect, which means they won't be as useful in close combat unless there's a way to prevent the damage reflection. They're cartoony, somewhat-contained explosions, but on organics this should still prove to be deadly. Besides being used to blast enemies, including enemies that take no damage to anything else (such as Tintops and other metallic enemies), they're also used to destroy parts of the environment; they could easily be used to blow up walls. Kazooie can fire only one at a time, and she can only carry 25 of them at once without cheats.
Clockwork Kazooie Eggs: Also powerful, but more tactical. Clockwork Kazooie Eggs are unusual in that the egg itself doesn't do the damaging. Rather, the egg will break open, and a tiny, mechanical, explosive Kazooie-shaped robot deploys from it. Kazooie has the ability to "control" the motion of this little robot (walking around and limited jumping capability) for twenty seconds before it's forced to detonate. It is tiny (probably less than eight inches tall) but just as potent an explosion as the Grenade Eggs; its main use is in getting into tiny crevices. It can "grab" items for Kazooie in-game, though I'm not sure how that translates into Luceti. It will also detonate if it hits liquids or if Kazooie is attacked - as she can't move while using it due to having to concentrate on manipulating it from beyond the fourth wall (pretty much), someone will have to protect her to make sure it gets where it needs to go. Kazooie can only use one at a time, and she can only carry 10 without cheats on.
Breegull Blaster: This is related to Egg-Firing in that... well... it allows someone to utilize Kazooie as a living weapon. Picking Kazooie up and holding her similarly to how one might hold a rifle is totally acceptable, though she'll find it a bit awkward considering she doesn't know anybody here. She's capable of using a stabbing Beak Bayonet when held like that, to break through barriers and damage objects without having to use her Eggs.
... That was tl;dr alone, but... hey.
Physical Attacks: Kazooie isn't defenseless without her Eggs, either. As noted here, she has a wide range of physical attacks, with or without being in a backpack (though generally when she's in a backpack she has a bigger variety of moves, and the added weight makes them more effective). Of these, the Wing Whack stands out, both for being a multidirectional spinning attack and letting Kazooie travel in mid-air. She can't quite pull off the ones that require a backpack without assistance, though; they'll be much weaker or won't work properly, so she'll generally stick to Wing Whacking and using her Eggs. If necessary, though, she can improvise; her talons and beak are both pretty sharp, and in close combat she can use them to good effect.
General Maneouvrability: Kazooie is light, fast and unencumbered by heavy equipment. Her cartoony body means she's ridiculously flexible and isn't restricted by situations a normal organic body would be restrained by. As a result, she'll be an effective scout and will generally be able to fit in places that the others can't without any real problems. This, plus her ability to spit Grenade Eggs and other Eggs to clear paths, means she's a good candidate for being sent ahead to check things out. It's worth noting that by herself, Kazooie can't swim underwater (she can only tread on the surface) and can't pull off defensive moves like the Wonderwing, but as she's small and hard to hit these might not be huge detriments.
Partnered: If Kazooie is allowed to be in a backpack, her speed slows down and she becomes less maneouvrable, but in exchange she becomes far more versatile. Most of what's up there applies, but a few other things to note:
Talon Trot: Her namesake move, this allows Kazooie to ascend steep or slippery surfaces with little to no issue, while toting whoever's wearing the backpack on her back. (While she's outside of a backpack, she does this by default.) She's pretty darn quick even like this, though noticeably slower than she is solo. Whoever she's carrying is free to attack whatever is visible above, since they're probably not restricted by video game logic, but Kazooie herself can't do anything else without exiting the Talon Trot.
Bill Drill: Performed in the air (and jarring to anybody who isn't Kazooie), this moves makes Kazooie drop and literally drill objects open with her beak, complete with... a loud drilling noise. This is generally used to break certain rocks in her game, but it can be repurposed here for breaking through floors and the like.
Wonderwing: Arguably the most useful move but also one of the most limited moves Kazooie has. The Wonderwing is used to generate an almost-perfect invincibility that lasts two seconds per Gold Feather Kazooie has. As Kazooie can only carry a maximum of 10 Golde Feathers usually, that means a hard limit of 20 seconds of invincibility altogether - but that can often be enough. Most enemies in her canon die instantly when touching the Wonderwing (not always true, though) and it also makes the pair invulnerable to dangerous terrain like sharp brambles and superheated water, lava, or quicksand, as well as most crushing traps and similar death pits. It's worth noting it does not protect against being poisoned by smog in the air (Kazooie has to breathe). Also, in Banjo-Tooie, enemies flee at the sight of the Wonderwing, so it's more of a deterrent than an actual attack in those circumstances. Still, this isn't a cartoon world and it might take the monster by surprise.
... Uh... unless we can bring in outside items, I think that's it for her abilities? Hit me if you need any more information.
As for who I want Kazooie to work with? I have no preferences and she doesn't know anybody so it's all good to me. She's probably best suited for hit-and-run tactics, and scouting; also, she's probably the best candidate for going into dangerous areas, because she's the least likely to be affected by anything in it. (She'll still need a breathing mask in toxic gas-filled areas, though.)
TEAMS
Group 1
Shikamaru
Tony
Melaka
Frey
Group 2
Leonhardt
Joshua
Caius
Tear
Group 3
Sheik
Jubei
Kazooie
Mia
While in formation:
Group 1 will typically be in front, both to handle passcodes and to make quick decisions to lead the rest of the group. Exceptions to this will be when scouts need to be sent out.
Group 2 is the middle ground. They'll be on the defensive for threats the team ahead of them might have missed, and may also run interference between the other teams.
Group 3 will look out for threats coming up behind everyone. Because they also stand the greatest chance of being cut off from the group, so being fast and agile is key here in case they need to catch up. They'll also double as the scouting party from time-to-time.
And like I've said before, they'll all have chances to work with everyone else too as needed/wanted.
PROBLEMS/CONCERNS?
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Re: TEAMS
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Her strong point is in being a Seventh Fonist, specifically a melodist. What this means is that she uses hymns to heal a number of people and protect them from attack. Also adding to this are some spells that buffer a person's magic ability. While she does have some offensive spells, healing is her overall specialty and what she defaults to.
She will follow orders without hesitation, only questioning them if it means letting people get hurt unnecessarily and may take the blow for someone if it comes down to it. For the most part, her focus is on the goal with as few casualties as possible, doing what needs to be done to achieve it both solo and in a team.
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I'm sticking her in Group 2, if that works for you?
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Aside from that, he can use his orbment to cast arts, which are basically his world's form of magic. His own preferences in that regard lie with offensive arts, all of which are ranged (and three of which can temporarily stun their target), but his orbment also gives him access to a few low- to medium-level healing arts (two of which can heal anyone within a small- to medium-sized circular area, and one which cures abnormalities like poison instead), as well as two buffs of sorts. One of them is a simple speed buff (in-game, it's either a 25% increase or a 50% one), whereas the other - Earth Guard - shields the person it's used on against the next hit, no matter how strong or weak it might be. He also has access to a variant of it, Earth Wall, which affects everyone in a small circular area instead of just one person, but it's a bit more draining to use.
...It's probably worth mentioning that it's possible for someone else to use these arts as well if they borrow Joshua's orbment, but since it also improves the user's abilities as long as it's in their possession, he's probably going to be reluctant to lend it to anyone unless it's for an emergency. If that does come up, though, I'd be happy to throw the entire list of arts people can use with it up somewhere, plus the specific effect it has on the user's abilities. o/
Last but not least, thanks to the training he's been doing this year, Joshua can use a craft that allows him to create a shadow of himself - essentially, a controllable clone that possesses a portion of his own abilities. It's not going to be as strong, durable or as fast as he is, but if the group needs the extra assistance for something, it might come in handy. It's not an ability he can use often, though, and he can't maintain the shadows for more than a few minutes at a time at the moment. He also needs his orbment to make use of the craft in question, so if he lends it to someone else, he won't be able to use it.
All that aside... Joshua will be following orders without any objections as long as they won't needlessly put anyone in danger, and he will, rather noticeably, be completely unfazed by whatever they might encounter during their mission.
"Fear" pretty much doesn't exist in this kid's dictionary when he's focused on a mission.He'll also be bringing a few pre-prepared herbal remedies with him, just in case someone ends up poisoned and healing magic proves to be inefficient.no subject
Anyway, as far as Leonhardt's abilities go. If you want the long version, I actually have a post with it complete with videos and arts list.
Overall, he's pretty similar to Joshua, they are from the same world as well so their magic works about the same. Very fast, very strong. He wields a single sword. His sword has weird magical properties and can cut through anything if he so wishes it too. He's very tough and can take quite the beating and still remain standing.
He's got arts that can buff and debuff and also has a good range of healing arts and can serve as a backup healer. He's also got a good range of attack arts that can be used at range and is a damn fast caster of magic.
Like Joshua, he has a craft that can make a shadow of himself, basically a clone he can control. However, he's a lot better at it than Joshua is. His can stick around as long as they are not killed themselves and he's able to concentrate enough for the sheer amount of multitasking needed with that. They aren't as strong as him and he can't duplicate the effects of his weapon, but they are sill are capable as well. In canon, it's been seen for him to have 8 of them in a battle, but he usually prefers to keep the number to 2-4. This could come in handy in many ways because they can be used for communication, decoys, etc.
Overall, he can pretty much be stuck into about any role needed and do fine with it. He can be a close ranged attacker or a ranged magic user.
And as far as OOC concerns, I work from home so I can tag all day, so would be fine being put with Joshua and ICly Joshua and Leonhardt would want that and they have worked together many times before.
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EDIT: Sticking Leonhardt in Group 2, if you're cool with it. Let me know if I need to make changes. o>
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But outside of brute force, he can also use a pair of Kodachi blades and they apparently have the power to cut something that normally can't be cut, like magical barriers for example. Not sure how that how that would help exactly, but needless to say if he slices at the monster it should do some damage considering they're not very "conventional". In Blazblue it's called a Nox Nyctores, which is the strongest level of weaponry in the canon and were created to fight the Black Beast. Just think of the Black Beast as a giant Eldritch monster thing - Jubei won't even be surprised by how this thing looks.
He also has quick speed as part of his cat reflexes and small size. While he will be focused on attacking, if he sees someone in danger he'll quickly break out of it to help them too.
So tl;dr, lots of brute strength, with some rough technique + special weapon that can cut things that aren't usually able to be cut + speedy cat.
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Also I need to look him up on Youtube.The way his skill set matches some of the others, I am thinking he'd work well in Group 3. Does that work, Marion?
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Her weapon is a staff; she doesn't have a whole lot of physical strength but she's learned how to use it when it counts. Her other "weapons" are a (small) set of Mercury Djinn - one for healing, one for revival, one for a killer attack.
Adepts are lucky enough to be able to project a subconscious barrier of sorts if in certain kinds of trouble; I don't think non-adepts can see it, but if you can see it, it would appear when she gets too tired or if the environment starts to become too toxic. More or less it will be a clue for herself.
The main thing I think will matter here, for her, is that Mia regains Psynergy as she moves around. The quarters are tight so it won't be as workable, but she has a lower chance of exhausting herself energy-wise as long as she can keep moving - which means she won't run out of juice for healing or unpoisoning for a good while.
OOC stuff: I have access to DW at work so I can reply, I just can't guarantee how fast about it I will be. Once home, though, I am fair game except at dinner time.
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About what time of day are you off work? Or well. I guess I should be asking about time zones, since it sounds like you're off in time for dinner, but you know what I mean. XD
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- A higher 4 on the fighting scale with his Iron Man armor
- He is your hacking guy! He may not have seen the systems that the Malnosso used here, but he won't have much trouble getting it under his belt.
- Tony will have said armor for this mission, but he will be avoiding its more explosive weaponry in favor of bullets and repulsors.
- He can fly, but this will be dangerous in the tight spaces they'll be working in.
- Tony's suit can pick up on heat signatures, so unless Shifts interfere he could keep tabs on the whereabouts of that monstrosity. But I'm thinking Shifts will probably be a problem. And that's more fun, anyway!
- In his suit, Tony is surprisingly quick for the weight he's hauling around.
- Tony is a real powerhouse in his suit, but if Shifts interfere with its power, things can get messy for him fast.
Another thing to note is that Tony is noooooot the best team player. He does respect Shikamaru, so it's a good thing he'll be leading this charge, but don't be surprised if he mouths off at someone else trying to give him an order. He's marginally better about this than he was on the last draft, but it's still not his strong suit.
OKAY SO
The question is, do they all make it out? And in what state of...living? And things like that.
Because I feel we need a separate thread for this sort of thing. GO.
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I plan to have Shikamaru make it out, and he considers his real mission getting everyone else out alive too (getting the heart is just the means to the end). Since the creature will be less directed on their way back up, I don't think he'll volunteer to stay behind to hold it with his shadow abilities, anyways.
He's not the type so much to take a hit for someone as he is to take a job he feels he can handle better, so that might happen. I do imagine he'll be wanting to deal with the MPF with the guns, or the droids. With his shadow, he can make them take themselves out. Might have him get injured/shot down there. That's what I got for him. 8|a
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OH ALSO
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