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| | Repel The Heartless | |
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SgtSarros Admin
Posts : 582 Join date : 2017-09-20 Age : 45 Location : Near the north pole
| Subject: Repel The Heartless Mon Sep 10, 2018 8:02 pm | |
| Aeryn's world was long ago ruined by heartless, but there is still a chance to recover it. Only by defeating the various heartless that exist there will there be any chance of bringing it back to life.
Each fight increases the maximum difficulty, meaning more heartless and more dangerous heartless. This first post will have the number of heartless points removed from Aeryn's world, the second the heartless that have been met, and the third will have the monsters of each difficulty level.
Regions to defend:
The Last Stand - Where Aeryn and this world protectors made their final defense against Xarin's forces. The battle.. was a major failure, with most of the protectors killed and those that survived scattered across the universe. 58/200 points ( 29% ) controlled.
Ivy's Clearing - The Point of Nature reinforced by Ivy Lightwind. The first point of Invasion for people from Fantasy Island to take back the world. 200/200 ( 100% ) controlled. This area is Secure.
Hope's Clearing - The Point of Nature reinforced by Hope. This point is near the largest forest on the world, where Aeryn's home is.. 78/200 ( 39% ) controlled.
Justice's Clearing - The Point of Nature reinforced by Deltora. This point is near the last metropolitan center to fall. 200/200 ( 100% ) controlled. This area is secure
Princess Point - A Point of Nature that has somehow resisted Xarin's capture. It hints the world's Princess is still alive... 139/200 ( 70% ) controlled.
Rosemary's Clearing - A Point of Nature reinforced by Aeryn's familiars, led by Rosemary. This point is nearest the ocean and fishing villages. 90/200 ( 45% ) controlled.
Aeryn's Home - The clearing belonging to the Guardian of the World. Should Aeryn die and this place is overrun before she is reborn, all life on the planet will die. 0/200 ( 0% ) controlled.
The Capitol - Where Xarin's forces are headquartered. -- Currently Unreachable --
Total Heartless Points cleansed: 768
Current Wave Progression: 1d8 Next Wave Progression at: 1000 cleansed.
Points collected:
Hinoe - 54 Meryl - 49 Lilith - 41 Shanoa - 39 Chris - 35 Strato - 31 Lafelis - 28 Axel - 25 Hrist - 24 Natsumi - 24 Krishi - 22 Feralis - 21 Whisper- 19 Miki - 18 Crossfire - 17 Dre - 15 Jubilee - 13 Kalia - 13 Vhesira - 12 Ryoko - 12 Yuna - 12 Ethan - 11 Ruby - 11 Verdia - 10 Mary - 10 Nightwolf - 9 Koda - 9 Lyn - 8 Kinoko - 8 Ramza - 7 Natrias - 7 Faunalyn - 6 Shiloh - 6 Danica - 6 Orem - 6 Grace - 6 Sayaka - 6 Fasira - 5 Terry - 5 Echoa - 5 Angela Adeline - 5 Glenn - 5 Daisy - 4 Allegra - 4 Wave - 4 Kirru - 4 Missy - 4 Ivy - 4 Alicia - 4 Lo Meng - 3 Shiloh - 3 Eddie - 3 Elorani - 3 Serena - 3 Valla - 3 Sonya - 3 Aia, the Advisor - 3 Pelagia - 3 Gwen Stacy - 3 Inara - 3 Akemi - 2 Megan - 2 Dominic - 1 Niall - 1 Martin - 1 Bucky - 1 Kevin - 1 Black Velvet - 1 Evelina - 1 Mouse - 1
250 Heartless slain: More beacons unlocked, the sky was visible again 500 Heartless slain: Sky revealed more, wind and sounds start to return to the world 750 Heartless slain: animals start showing in restored clearings, life returning to the planet.
Last edited by SgtSarros on Mon Jul 10, 2023 1:07 am; edited 19 times in total | |
| | | SgtSarros Admin
Posts : 582 Join date : 2017-09-20 Age : 45 Location : Near the north pole
| Subject: Re: Repel The Heartless Mon Nov 12, 2018 10:09 pm | |
| Aeryn's world was long ago ruined by heartless, but there is still a chance to recover it. Only by defeating the various heartless that exist there will there be any chance of bringing it back to life.
Each fight increases the maximum difficulty, meaning more heartless and more dangerous heartless. This first post will have the heartless that have been met, and the second will have the monsters of each difficulty level.
Shadow Heartless
Fighting - Typical Agility - Typical Strength - Typical Endurance - Typical Reasoning - Feeble Intuition - Typical Psyche - Typical
Abilities:
Frail - Reduce HP by 20%
Heartgrab - On a crit or an opponent botch, take the opponent down to the ground and start reaching for their heart. Player rolls strength vs strength to try to get free.
Heartgrab Stage 2 - The heartless has grabbed hold of the heart. Pulling the heartless out at this point is VERY DANGEROUS, instead attacks should be done to try to destroy it.
Soldier
Fighting - Good Agility - Good Strength - Typical Endurance - Typical
Reasoning - Good Intuition - Good Psyche - Typical
Abilities: 1 - Claw Slash. Strength damage 2 - Sword Slash. Strength +1 damage 3 - Rotating kick. Strength Damage. Yellow attack or White defense = knockdown 4 - Continuous kick. Same as Rotating Kick, but targets 3 people.
NeoShadow
Fighting - Very Good Agility - Good Strength - Good Endurance - Good
Reasoning - Good Intuition - Good Psyche - Good
Abilities: 1 - 3 - Claw. Strength damage 4 - Take down. Strength damage and puts you in heartgrab 1
Green Requiem
Fighting - Poor Agility - Excellent Strength - Feeble Endurance - Poor
Reasoning - Typical Intuition - Typical Psyche - Good
Heals 10 hp to the ally with the lowest HP. Can not heal another green requiem.
Powerwild Fighting - Excellent Agility - Excellent Strength - Good Endurance - Good
Reasoning - Good Intuition - Remarkable Psyche - Good
Abilities: 1 - 3 - Claw Swipe. Strength slashing 4 - Leaping Strike. Strength slashing. 1d2 hits
Bounceywild Fighting - Good Agility - Incredible Strength - Good Endurance - Typical
Reasoning - Good Intuition - Remarkable Psyche - Excellent
Abilities: 1 - 3 - Slingshot. Strength blunt 4 - Energy Blast. Psyche Darkness damage
Darkball: Fighting - Gd Agility - Rm Strength - Ty Endurance - Ty
Gains +1 agility vs non magic ranged attacks Can counter melee attacks for good darkness damage on any yellow+ defense 1 - 4 Bite - Strength piercing damage 5 Berserk - 3 targets, strength slashing damage
Gargoyle Knight Fighting - Excellent Agility - Very Good Strength - Very Good Endurance - Very Good
1 - 3 Rising Slash / Drop Slash - Strength slashing damage. Is flying on rising, lands on drop. 4 Reverse Slash - Strength +1 slashing damage 5 Multi-Slash - Roll three times. The same target can get hit multiple times.
Gargoyle Warrior Fighting - Very Good Agility - Excellent Strength - Very Good Endurance - Very Good
1 - 3 Tomahawk - Fling Axe at target. Strength slashing damage 4. Bamboo Splitter - Strength slashing damage. Hits 1d2 times 5. Spin Attack - Targets 3 opponents. Strength slashing damage
Gargoyle Wizard Fighting - Very Good Agility - Very Good Strength - Very Good Endurance - Very Good
Immune to magic damage. If a beginner spell is cast, roll 1d100. on a 26 or below, the wizard absorbs the spell and it has no effect.
1. Firaga - Excellent Fire damage 2. Thundaga - Excellent Lightning damage 3. Blizzaga - Excellent Ice damage 4. Darkaga - Excellent Darkness damage, +1 to 'holy' aligned creatures
Bosses
Guard Armor
Gauntlets:
F - Excellent A - Excellent S - Good E - Typical
R - Feeble I - Poor P - Good
Boots:
F - Excellent A - Good S - Excellent E - Good
R - Feeble I - Poor P - Good
Body:
F - Remarkable A - Remarkable S - Excellent E - Excellent
R - Typical I - Good P - Excellent
Abilities:
1 - Gauntlet Slash - Good Slashing Damage 2 - Double Gauntlet Slash - Good Slashing Damage to 2 targets 3 - Stomp - Excellent Blunt Damage 4 - Double Stomp - Excellent Blunt Damage to 2 targets 5 - Tornado - Excellent Blunt Damage to 1 target, 2 if one body part remains, 3 if two body parties remain, etc 6 - Smash - Excellent Blunt Damage to all targets. On white defense or yellow attack inflict knockdown. On botch defense, target is pinned.
Special Considerations:
Every time a body part is lost it is replaced, the associated ability is replaced with Tornado. If only the torso remains it is 1d3 with the options being Tornado, Tornado, Smash. Two parts must be taken out to attack the chest.
Opposite Armor
Gauntlets:
F - Excellent A - Excellent S - Very Good E - Good
R - Feeble I - Poor P - Good
Boots:
F - Excellent A - Very Good S - Excellent E - Very Good
R - Feeble I - Poor P - Good
Body:
F - Fantastic A - Remarkable S - Marvelous E - Excellent
R - Typical I - Good P - Excellent
Abilities:
1 - Gauntlet Slash - Good Slashing Damage 2 - Double Gauntlet Slash - Good Slashing Damage to 2 targets 3 - Stomp - Excellent Blunt Damage 4 - Double Stomp - Excellent Blunt Damage to 2 targets 5 - Tornado - Excellent Blunt Damage to 1 target, 2 if one body part remains, 3 if two body parties remain, etc 6 - Smash - Excellent Blunt Damage to all targets. On white defense or yellow attack inflict knockdown. On botch defense, target is pinned.
Special Considerations:
Every time a body part is lost it is replaced, the associated ability is replaced with Cannon ( 3 ranged shots for Very Good darkness damage) . If only the torso remains it is 1d4 with the options being Cannon, Cannon, Tornado, Smash. Three parts must be taken out to attack the chest
Darkside: F - Ma A - Fa S - rm E - ex
1 - 3 = dark ball - excellent darkness number = number of targets 4 - 6 = Punch - rm blunt shockwave. yellow attack or white defense = knockdown 1 - 3 targets 7 = summon heartless 1d5 shadows 8 = homing missiles, ex darkness, all targets Special Considerations: Takes typical ( 6 ) less damage from all attacks.
Behemoth F - In A - In S - Rm E - Rm
1 - 3 Stomp - Hits number + 2 targets, Strength blunt damage. 4 - 6 Energy Rain - Hits 3 targets, Ex lightning damage 7 Leap - Hits three targets. Strength Blunt Damage, Yellow attack or white defense = knockdown. Crit or botch = Pinned until Behemoth's next turn, must make strength check or take Excellent blunt damage. Special: After taking 40 damage to the horns it is stunned. On it's next turn fires Thundaga at all targets instead of rolling. Incredible lightning damage Up to two people can be on it at once to melee strike the horn. A yellow agility is needed to get up on it's back, green if you have jumping / leaping.
Last edited by SgtSarros on Sat May 04, 2024 5:05 pm; edited 10 times in total | |
| | | SgtSarros Admin
Posts : 582 Join date : 2017-09-20 Age : 45 Location : Near the north pole
| Subject: Re: Repel The Heartless Sat Jun 22, 2019 10:50 pm | |
| Wave 1: 1 shadow per person, max of 10
Wave 2: 5 + 1 shadow per person, max of 10
Wave 3: 5 + 1 shadow per 2 people, max of 10 3 neoshadow
Wave 4: 10 + 1 shadow per 2 people, max of 15 3 neoshadow
Wave 5: 1 Guard Armor 1 shadow per 2 people, up to 4 1 soldier per 2 people, up to 4 1 neoshadow per 2 people, up to 4
Wave 6: 3 shadow per 2 people, up to 18 2 soldier per 2 people, up to 10 2 green requiem
Wave 7: 2 soldiers per 2 peole, up to 14 1 neoshadow per person, up to 5 2 green requiem
Wave 8: 3 soldiers per 2 people, up to 15 1 neoshadow per person, up to 5 Roll 1d3, and give out 1. 1 blue rhapsody per 2 players, up to 3 2. 1 yellow opera per 2 players, up to 3 3. 1 red noctourne per 2 players, up to 3
Wave 9: 10 shadows Roll 2d3, and give out ( numbers can come up twice ) 1. 1 blue rhapsody per 2 players, up to 3 2. 1 yellow opera per 2 players, up to 3 3. 1 red noctourne per 2 players, up to 3 1 green requiem
Wave 10: 1 Darkside 10 shadows 1 shadow per three players arrive every round.
Wave 11: 1 Darkside 10 shadows 1 neoshadow arrives every round
Wave 12: 5 shadows per person, up to 30 1 Dark Ball per 2 people, up to 3
Wave 13: 5 shadows per person, up to 20 2 neoshadows per person, up to 8 1 powerwild per person up to 3 1 bouncywild per person up to 3
Wave 14: 2 powerwild per person up to 10 2 bouncywild per person, up to 10 1 of either of the above per person, up to 5. ( roll xd2 to see which extra )
Wave 15: 1 Behemoth 5 Neoshadows 1 Neoshadow each round Roll 2d3, and give out ( numbers can come up twice ) 1. 1 blue rhapsody per 2 players, up to 3 2. 1 yellow opera per 2 players, up to 3 3. 1 red noctourne per 2 players, up to 3
Wave 16: 1 Behemoth 5 Dark Balls 1 Neoshadow each round
Wave 17: 1 Dark Ball per person, up to 10 2 neoshadows per person, up to 10
Wave 18: 1 Gargoyle Knight 1 Gargoyle Warrior 1 Gargoyle Wizard
Wave 19: 1 Gargoyle Knight 1 Gargoyle Warrior 1 Gargoyle Wizard
Wave 20: Opposite Armor 3 Dark Balls 1 Dark Ball per round | |
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