12-17-2018, 05:40 PM
(This post was last modified: 12-17-2018, 05:47 PM by Lord Windos.)
(12-17-2018, 05:26 PM)Iron Wrote: Insert Round Here.
(Note: Play Rough should have a 1D6 Chance to lower STR, Iron, which would effectively translate to a + 1 in STR due to Competitive, which would give Lapis + 2 to STR in total. Its not much of a boost, but it's there!)
Since blasting away at Klefki with hydro power and compacting them is working so well, Terra and Lovely together decide that another four Water Guns are in order for the ring o' keys. Its grinding time!
Order: Four Water Guns per Round for now on, until - 2 Pain hits, in which case all subsequent Rounds after - 2 Pain happens will have 3 Water Guns. If the steel fae bugger is still up after Wrap wears off, substitute the first Water Gun with Wrap to prevent it from escaping. I will not let that trickster get away without becoming thoroughly sodden!
Move:
Water Gun
Accuracy: 10D6 Base Dice + 1 Accuracy - 1 Accuracy - 1 Pain - 4/5/6/7 Actions = 5/4/3/2D6 Dice
Damage: Still 1D6, unless Competitive Procs, in which case it will be 2D6
Effect: Ziltch
Wrap goes off at the end of the Round until Round 5.
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.
Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!
Phantom is my OTP~
Online ID: 000650
Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!
Phantom is my OTP~
Online ID: 000650


