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Repel The Heartless EmptyWed Jan 16, 2019 7:06 pm by SgtSarros
As more people have been asking about making donation to pay for the website, keeping it ad-free and increasing the size of our photo gallery, as well as paying for the radio station, you can donate at the below link:

https://streamlabs.com/sgtsarros

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 Repel The Heartless

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SgtSarros
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Posts : 212
Join date : 2017-09-20

Repel The Heartless Empty
PostSubject: Repel The Heartless   Repel The Heartless EmptyMon 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.


Total Heartless Points cleansed: 192

Current Wave Progression: 1d5
Next Wave Progression at: 250 cleansed.

Points collected:

Chris - 32
Feralis - 21
Lilith - 19
Shanoa - 16
Dre - 15
Miki - 13
Nightwolf - 9
Kalia - 6
Shiloh - 6
Axel - 6
Krishi - 6
Fasira - 5
Daisy - 4
Allegra - 4
Wave - 4
Jubilee - 4
Kirru - 4
Shiloh - 3
Eddie - 3
Elorani - 3
Akemi - 2
Mary - 2
Natsumi - 1
Dominic - 1
Niall - 1
Martin - 1
Ivy - 1


Last edited by SgtSarros on Sun Jun 23, 2019 6:44 pm; edited 4 times in total
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SgtSarros
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Repel The Heartless Empty
PostSubject: Re: Repel The Heartless   Repel The Heartless EmptyMon 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.



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.




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.


Last edited by SgtSarros on Sat Jun 22, 2019 10:52 pm; edited 1 time in total
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Repel The Heartless Empty
PostSubject: Re: Repel The Heartless   Repel The Heartless EmptySat 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 person, up to 5
1 soldier per person, up to 5
1 neoshadow per person, up to 5

Wave 6:
3 shadow per person, up to 18
2 soldier per person, up to 10

Wave 7:
2 soldiers per person, up to 14
1 neoshadow per person, up to 5
2 green requiem

Wave 8:
3 soldiers per person, up to 15
1 neoshadow per person, up to 5
2 green requiem

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
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PostSubject: Re: Repel The Heartless   Repel The Heartless Empty

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