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| Nightly Actions; Moves go in here. | |
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| Tweet Topic Started: Jan 29 2010, 04:03 PM (1,565 Views) | |
| Avvil | Jan 29 2010, 04:03 PM Post #1 |
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Weaver of Tales
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I'd prefer this topic to stay free of clutter. Moves only. |
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| lamdakastel | Jan 29 2010, 11:53 PM Post #2 |
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I''l just delete this post to remove confusion. Edited by lamdakastel, Jan 30 2010, 01:46 PM.
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| lamdakastel | Jan 30 2010, 01:46 PM Post #3 |
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DELETED. Dusk will make the move. Edited by lamdakastel, Jan 30 2010, 09:47 PM.
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| duskthanatos | Jan 30 2010, 09:48 PM Post #4 |
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Use eavesdrop on the abandoned temple. IF someone is there, move to the residential district. If someone is leaving there or no one is there, move to the temple. Edited by duskthanatos, Jan 30 2010, 09:48 PM.
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| lamdakastel | Jan 31 2010, 10:39 AM Post #5 |
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For Night 2 Set Air Shield (10 mana) for the first attack. Set Air Shield (5 mana) for any consecutive attack. Use Eavesdrop on Central Skycraper. If there is someone leaving or no one there, move to Skycraper. If there is someone stay at Skycraper, Caster and Hacon stay at the temple. If we encounter an opponent at Abandoned Temple(before we move to Skycraper). Try to form ceasefire and leave to Skycraper. -If the opponent(s) refuse to form ceasefire and attack. I'm not sure about the encounter system yet. I don't know if the battle will start on Night 2 or Night 3 if we encounter hostile opponent at the temple. So I assume the battle starts in Night 2. Open the Contract( if this action is possible) Dusk probably revise this though. Edited by lamdakastel, Jan 31 2010, 10:56 AM.
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| duskthanatos | Jan 31 2010, 08:59 PM Post #6 |
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Everything is fine except one thing; ignore opening the contract for now. |
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| lamdakastel | Feb 1 2010, 10:26 AM Post #7 |
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DELETED
Edited by lamdakastel, Feb 1 2010, 11:24 AM.
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| lamdakastel | Feb 1 2010, 10:03 PM Post #8 |
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Duussssk why haven't you post it yet Set air shield like previous night Create a territory using Caster on skycraper Both stay at skycraper Ask any team we encounter a ceasefire Edited by lamdakastel, Feb 1 2010, 10:05 PM.
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| lamdakastel | Feb 2 2010, 11:35 AM Post #9 |
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For Night 4 No Air Shield set when Caster's HP>200. Set Air Shield (12 mana) to any physical attack when Caster's HP dropped below 200. Set Air Shield (20 mana) to any physical attack when Caster's HP dropped below 100. Set Air Shield (25 mana) for any physical attack Noble Phantasm. Accept Team Assasin offer of alliance. (Neither Saber nor Lancer nor both enter the area) *In case of Berserker's master use the command spell " Get us out of here! " -If Rider/Archer/Assasin team attack us Use Equivalent Exchange to Caster two times,increase his MAG to B+++. Hacon use Firestorm with 160 mana (80 additional mana). Caster use 2 Wind Arts to attack Rider and Archer. Caster and Hacon escape to Tea Party. Escape to Tea Party Offer any alliance to team met at Tea Party. Use Flight on Caster if his HP<200 and get attacked at Tea Party. -If Rider/Archer/Assasin don't attack us and agreed to form an alliance Accept that. -If Assasin attacks Rider or Archer Use 2 Wind Arts to attack Assasin. -If Archer attacks Rider or vice-versa Use 2 Wind Arts against Assasin(if he can be attacked) and the one who attack first between Archer or Rider. -If Archer/Rider attack us and Assasin attack Archer/Rider. Use Equivalent Exchange to Caster two times,increase his MAG to B+++. (If Rider is the one who attack us, use Flight on Caster). Use 2 Wind Arts against Archer and Rider. *In case of Berserker's master doesn't use the command spell " Get us out of here! " -If Rider/Archer/Assasin team attack us Use Equivalent Exchange to Caster two times,increase his MAG to B+++. Caster use 2 Wind Arts to attack Rider and Archer. --If Berserker and her master escape Caster and Hacon escape to Tea Party Try to offer alliance to any team we encounter in Tea Party. Use Flight on Caster if his HP<200 and get attacked at Tea Party. --If Berserker and her master stay on Skyscraper Use Flight on Caster. Caster and Hacon stay on Skyscraper. -If Rider/Archer/Assasin team don't attack us and agreed to form alliance Caster use 2 Wind Arts to attack Berserker (or her master, in case Saber goes spirit form or dead) -If Assasin attack Archer or Rider. Use 2 Wind arts against Assasin. -If Archer/Rider attack us and Assasin attack Archer/Rider. Use Equivalent Exchange to Caster two times,increase his MAG to B+++. (If Rider is the one who attack us, use Flight on Caster). Use 2 Wind Arts against Archer and Rider. -If Archer attacks Rider vice versa Use 2 Wind Arts against Assassin(if he can be attacked and the one who attack first between Archer or Rider. (Saber or Lancer or both make an appearance). -Either Saber or Lancer arrives Use 2 Equivalent Exchange to increase Caster's MAG to B+++ Use Flight on Caster. Use 2 Wind Arts against Saber or Lancer (and Assassin if he/she attacks Rider/Archer) -Both Saber and Lancer arrive Use 2 Equivalent Exchange to increase Caster's MAG to B+++ Use Flight on Caster. Use 2 Wind Arts against Saber and Lancer In case to clear any misunderstanding: -The response anticipating Saber/Lancer appearance overrule other response. -If Saber/Lancer appears, ignore whether Berserker escape or not. -If the targeted Servant dead or go to spirit form, attack the master instead. TOP PRIORITY In case every other teams decide to attack us. Use Equivalent Exchange to Caster two times,increase his MAG to B+++. Hacon use Firestorm with 160 mana (80 additional mana). Caster use 2 Wind Arts to attack Rider and Archer. Escape to Tea Party Offer any alliance to team met at Tea Party. Use Flight on Caster if his HP<200 and get attacked at Tea Party. Dusk may freely revise this Edited by lamdakastel, Feb 3 2010, 11:39 AM.
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| duskthanatos | Feb 3 2010, 08:44 PM Post #10 |
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This is a bit of a rape of what he posted, but whatever. In any case except Berserker leaving, open the contract, using the full turn. If Berserker leaves, set up Gale Field, set reactions to any attack at 10 mana. No attacking back. Accept the alliance with Assassin, etc. That's all. No reactionary shields, etc. Edited by duskthanatos, Feb 3 2010, 08:46 PM.
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| lamdakastel | Feb 4 2010, 11:13 AM Post #11 |
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cancel ceasefire with Berserker Set Air Shield (20 mana) for default to react against any physical attack. (No new servants appear) -Berserker's master use command spell " Get us out of here!" --In case Archer/Rider/Assasin attack us Set Flight in case of melee attack from ground. Use Hacon's Equivalent Exchange 2 times to increase Caster's MAG to A+++. Caster attack the attacker with 4 Greater Wind Arts. (Don't attack those who don't attack) --In case Archer/Rider/Assasin don't attack us Set up Gale Field. Use Hacon's Equivalent Exchange 2 times to increase Caster's MAG to A+++. -Berserker's master doesn't use command spell " Get us out of here!" Hacon use Equivalent Exchange 2 times to increase Caster's MAG to A+++. Hacon use Equivalent Exchange 2 times to decrease Berserker's MR. Caster use Greater Wind Arts 4 times on Berserker. --In case Berserker attack us using Piercing Tendrils Use Flight on Caster if Piercing Tendrills is melee attack. Use Air Shield(40 mana) if its not. --In case Berserker attack us using other physical skills. Use Flight if its melee attack. Use Air Shield (40 mana) if its ranged/magical attack. (Saber or Lancer or both appear) Hacon use Equivalent Exchange 2 times to increase Caster's MAG to A+++. Caster use Flight on himself. -Berserker's master use command spell " Get us out of here!" Hacon use Equivalent Exchange 2 times each to reduce Saber/Lancer/both's MR (magic resistance) Caster use 4 Great Wind Arts against Saber and Lancer. -Berserker's master doesn't use command spell " Get us out of here! " Hacon use Equivalent Exchange 2 times each to reduce Saber/Lancer/both's MR (magic resistance) Caster use 4 Great Wind Arts against Saber,Lancer and Berserker. -In case of Rider/Assasin/Archer attack us Caster use 4 Great Wind Arts to attack Berserker and the one who attack us. -In case of Rider/Assassin/Archer attack each other. Caster use 4 Great Wind Arts to attack Berserker,Lancer,Saber and Rider/Archer/Assassin (anyone who attack first) Additional Note: -If it isn't possible to discern melee physical attack and ranged one. Use Air Shield instead of Flight. -Switch the target of attack to the master if the servant is dead/ goes to spirit form. -If Caster are going to mana burn himself to death with continuous use of Air Shield. Stop using Air Shield. -Stop using Great Wind Arts if all the targeted servant and master already death. Dusk may freely revise this just like usual. Edited by lamdakastel, Feb 4 2010, 11:17 AM.
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| duskthanatos | Feb 4 2010, 10:38 PM Post #12 |
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Always use Equivalent Exchange on Caster twice (Up MAG twice, down MAG resist twice). All uses of EE come immediately before Caster's attack. If Berserker flees or dies before our attack would occur and neither Saber nor Lancer appear, set up both the bounded fields Caster has. If Berserker flees and Saber or Lancer appear, use Equivalent Exchange twice to up the MAG and decrease the MAG Resist of whoever is present, but only use it twice, and only on one servant. Priority is Saber>Lancer. If Berserker stays and isn't dead by the time the turn order allows us to attack, use Greater Wind Arts four times on Berserker (Saber and Lancer should also be targeted if present), and Equivalent Exchange twice before those attacks (MAG resist down, MAG attack up). Stop using it if he dies, obviously. If he does die before all the attacks go through, set up the Gale Field. Should our alliance be so unkind as to attack us, add them to the list of targets for Greater Wind Arts. Priority is Archer>Assassin>Rider. Only use air shield once, with 20 mana; priority goes to blows from Berserker, then from Saber, then Lancer. |
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| lamdakastel | Feb 5 2010, 12:52 PM Post #13 |
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DELETED. Edited by lamdakastel, Feb 5 2010, 08:30 PM.
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| duskthanatos | Feb 5 2010, 08:38 PM Post #14 |
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Accept an alliance with Team Saber. Don't move; rest for the turn. Don't cancel the contract; I want the regen. Should any hostiles show up and attack us, set Gale Barrier to use a maximum of 40 mana in the turn. (Use as much mana as possible on each strike.) Take flight, and use Greater Wind Arts three times, targeting all hostiles. |
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| duskthanatos | Feb 6 2010, 08:49 PM Post #15 |
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Caster will go into spirit form and rest. If we're attacked, CS escape to the Tea Party. Edited by duskthanatos, Feb 6 2010, 09:40 PM.
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| lamdakastel | Feb 7 2010, 11:46 AM Post #16 |
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Stay in Skyscraper, both Caster and Hacon rest. Use CS," Get us out of here!" to Tea Party in case Hacon are attacked. If Caster are forced to turn into physical form for any reason, set Air Barrier to use a maximum of 40 mana to any incoming physical attack. P.S Dusk may revise this freely. Edited by lamdakastel, Feb 7 2010, 11:53 AM.
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| duskthanatos | Feb 7 2010, 08:12 PM Post #17 |
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That's fine. |
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| lamdakastel | Feb 7 2010, 10:06 PM Post #18 |
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In case , we get suprised attacked, let Hacon take the hit before use the CS. (Dusk if you read this, we'll get hit if we are suprised attacked before we use CS )Dusk may freely revise this. Edited by lamdakastel, Feb 7 2010, 10:10 PM.
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| lamdakastel | Feb 8 2010, 11:27 AM Post #19 |
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Night 9 move Stay in Skyscraper, both Caster and Hacon rest. Use CS," Get us out of here!" to Tea Party in case Hacon are attacked. If Caster are forced to turn into physical form for any reason, set Air Barrier to use a maximum of 40 mana to any incoming physical attack. In other same moves just like last night. P.S Dusk may revise this freely. |
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| lamdakastel | Feb 9 2010, 10:46 AM Post #20 |
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Night 10 move Stay in Skyscraper, both Caster and Hacon rest. Use CS," Get us out of here!" to Tea Party in case Hacon are attacked. If Caster are forced to turn into physical form for any reason, set Air Barrier to use a maximum of 40 mana to any incoming physical attack. In other same moves just like last night. P.S Dusk may revise this freely. @Dusk: Should we do something soon such as set the bounded fields? |
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| lamdakastel | Feb 10 2010, 01:50 PM Post #21 |
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Night 11 move Caster turn to physical form. Set Air Barrier to use a maximum of 100 mana in the turn.(use as much mana as possible on each strike.) In case hostile master/servant visit us, use Flight on Caster. In case no hostile master/servant visit us , use Eavesdrop on Park. Dusk may freely revise this. |
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| duskthanatos | Feb 10 2010, 10:31 PM Post #22 |
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Use Equivalent Exchange twice on Saber -- up STR, decrease END. During the support phase, CS Caster to physical form. Spend 1 SP to send Caster and Hacon into flight. If Assassin shows, use Vacuum Blade on Assassin. Set Air shield to 20 mana per strike. |
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| lamdakastel | Feb 11 2010, 01:24 PM Post #23 |
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Activate Command Spell open the contract. Us 4 Greater Wind Arts against Judith, Lancer and those 2 Lancer/Kai's familiar. In case Assassin appear, set to use 2 Equivalent Exchange to reduce Assassin's MR 2 times. Set Air Shield for the first strike 30 mana,10 mana on following strike. The maximun mana spent for Air Shield is 50. Dusk may freely revise this. |
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| lamdakastel | Feb 11 2010, 01:25 PM Post #24 |
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Activate Command Spell open the contract. Us 4 Greater Wind Arts against Judith, Lancer and those 2 Lancer/Kai's familiar. In case Assassin appear, set to use 2 Equivalent Exchange to reduce Assassin's MR 2 times. Set Air Shield for the first strike 30 mana,10 mana on following strike. The maximun mana spent for Air Shield is 50. Dusk may freely revise this. |
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| duskthanatos | Feb 11 2010, 04:14 PM Post #25 |
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Force the contract using a CS. Use Equivalent Exchange twice on Lancer (+ MAG, - MAG resist, + STR, - Mag resist) and twice on pseudo-Rider (+ MAG, - MAG resist, + STR, - Mag resist). Remain flying. Be showy, and make a really pretty hurricane, okay? And then, maybe, slash them with Greater Wind Arts twice. Lancer, that false Rider, and those zombies should just lay down and die already, you see? |
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| duskthanatos | Feb 12 2010, 10:31 PM Post #26 |
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Don't pay the upkeep on the hurricane. Cancel Caster's contract after regen. Hacon will activate Entropic Field. |
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| lamdakastel | Feb 14 2010, 11:46 AM Post #27 |
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Don't pay upkeep for Flight. Don't pay upkeep for Entropic Field (If it need to be paid, if paid is not needed then ignore this). Set Air Displacement Field. I don't want that ugly Assassin to stalk me anymore. Dusk may freely revise this. Edited by lamdakastel, Feb 14 2010, 11:48 AM.
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| duskthanatos | Feb 14 2010, 08:26 PM Post #28 |
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Don't pay any upkeeps. Enter spirit form, and rest. |
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| lamdakastel | Feb 15 2010, 01:03 PM Post #29 |
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What a crisis we have here. Let me take a shot at this. Use CS to turn Caster into physical form. Caster Open the Contract. Set Air Shield to the max of 20 mana against Archer's first attack. Dusk may freely revise this. Edited by lamdakastel, Feb 15 2010, 01:03 PM.
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| duskthanatos | Feb 15 2010, 08:37 PM Post #30 |
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Hacon will use EE on Archer, twice. (+STR, -MAG Resist) Pay 1 AP and 1 SP. Return Caster to physical form. Use eavesdrop on the University of Scientology. If no one is there, or whoever is will be leaving, then CS escape to there; if someone is there (and isn't leaving), then I'll take my chances with the park. Not as scary as those creepy back alleys, right? Eavesdrop and the CS should executed IMMEDIATELY after returning Caster to physical form. If we run into enemies at the park, then attempt a sneak attack using Wind Arts with that single leftover AP. Edited by duskthanatos, Feb 15 2010, 09:06 PM.
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| lamdakastel | Feb 16 2010, 11:43 AM Post #31 |
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Use Eavesdrop on Hospital. If there is no one there or someone leaving, we'll move there. If there is someone there, we'll move to Hotel. Caster will tank any attack aimed at Hacon. No Air Shield set, I really need mana. Dusk may freely revise this. I also give him control over Caster. Edited by lamdakastel, Feb 16 2010, 11:46 AM.
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| duskthanatos | Feb 16 2010, 11:05 PM Post #32 |
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Proceed to the hospital if Karin is there. Otherwise, follow all instructions above. |
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| lamdakastel | Feb 16 2010, 11:23 PM Post #33 |
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Oh, if Karin appeared at university before we move, we'll stay at university then. |
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| lamdakastel | Feb 17 2010, 11:21 AM Post #34 |
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For night 17 Open the Contract Use Eavesdrop on Tea Party If Karin is there, we'll move there. If Karin is at Tea Party and move to us, we'll stay here. If Karin isn't at Tea Party, we'll move to commercial district. Caster will tank any attack for Hacon. Set Air Shield for first attack up to maximum 15 mana. No Air Shield set for another attack. Dusk may freely revise this, he also has control over Caster's move. Edited by lamdakastel, Feb 17 2010, 01:38 PM.
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| duskthanatos | Feb 17 2010, 08:02 PM Post #35 |
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Open the contract. Use Air Shield on any attacks, but only use 16 mana total this turn. Hacon will activate entropic field. Edited by duskthanatos, Feb 17 2010, 08:03 PM.
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| lamdakastel | Feb 17 2010, 11:44 PM Post #36 |
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Minor addition In case, someone attack Hacon and Caster can't tank it. Air shield won't be used at all then. Edited by lamdakastel, Feb 17 2010, 11:47 PM.
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| duskthanatos | Feb 18 2010, 02:55 PM Post #37 |
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Pay the upkeep for Entropic Field. Use Greater Wind Arts once. Target Rider, Rider's master (if present), Archer, and Archer's master. Pour 75 mana (after Entropic Field calculations) into Gale Barrier. Allow Caster to be contracted by Karin, should she attempt it. Edited by duskthanatos, Feb 18 2010, 03:58 PM.
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| lamdakastel | Feb 18 2010, 07:41 PM Post #38 |
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In case Karin don't show up and we survive, we'll escape to commercial district. Delay our luck to E if necessary to wait for Karin If Caster able to form contract with Karin, Hacon escape to commercial distriuct Remove both Equivalent Exchange on Caster after he attack. Remove both Equivalent Exchange on Archer after she is attacked. Dusk may freely revise this. Edited by lamdakastel, Feb 18 2010, 10:01 PM.
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| duskthanatos | Feb 18 2010, 10:59 PM Post #39 |
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Caster will use Greater Wind Arts twice, targeting Rider, Rider's Master, Archer, and Archer's Master. Use 60 mana for Gale Barrier. Hacon will use firestorm, exhausting his mana. (Upkeep won't be paid for Entropic Field). Escape to the Tea Party. |
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| lamdakastel | Feb 20 2010, 08:13 PM Post #40 |
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Cancel Caster's contract (the noble phantasm) after regeneration. Use Eavesdrop on Mysterious forest. Turn Caster into spirit form. If there is no one at Mysterious Forest, we'll move there. If someone at Forest, we'll move to Park. If Archer appear and attack before we move, remove 2 Equivalent Exchanges on Archer before she attack and Hacon escape to either Forest/Park depending the result of Eavesdrop. If Rider appear and attack before we move, use Equivalent Exchanges to reduce Rider's MAG and increase her END before she attack and Hacon escape to either Forest/Park depending the result of Eavesdrop. If Archer and Rider appear and attack us at hospital, remove 2 Equivalent Exchanges on Archer before she attack and Hacon escape to either Forest/Park depending the result of Eavesdrop. Dusk may freely revise this. If either Lancer and Assassin appear and attack before we move, Hacon escape to 2 to either Forest/Park depending the result of Eavesdrop. Dusk may freely revise this. Edited by lamdakastel, Feb 20 2010, 08:41 PM.
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| lamdakastel | Feb 21 2010, 01:03 PM Post #41 |
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Move to Ancient Shrine If Archer appear and attack before we move, remove both Equivalent Exchanges on Archer before she attack and Hacon escape commercial district. If Rider appear and attack before we move, use 1 Equivalent Exchange to reduce Rider's MAG and increase her END before she attack and Hacon escape to commercial district. If Archer and Rider appear and attack us at hospital, remove 1 Equivalent Exchange on Archer before she attack and Hacon escape to commercial district. If either Lancer and Assassin appear and attack before we move, Hacon escape to commercial district. Dusk may freely revise this. |
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| lamdakastel | Feb 22 2010, 10:30 AM Post #42 |
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Hmm I don't know what to do for now. Just stay at Ancient Shrine and rest. In case incoming attacks ( which shouldn't be since everyone else is fighting but whatever) If Archer appear and attack , remove both Equivalent Exchanges on Archer before she attack and Hacon escape to graveyard. If Rider appear and attack , use 2 Equivalent Exchange to reduce Rider's MAG and increase her END before she attack and Hacon escape to graveyard. If Archer and Rider appear and attack us, remove both Equivalent Exchange on Archer before she attack and use Equivalent Exchange on Rider to reduce MAG increase END , Hacon escape to graveyard. If either Lancer or/and Assassin appear and attack , Hacon escape to graveyard. In case another team appear(except for Karin) and don't attack, Hacon move to graveyard. Dusk may freely revise this. Edited by lamdakastel, Feb 22 2010, 10:31 AM.
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| duskthanatos | Feb 22 2010, 08:52 PM Post #43 |
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Pay to enter physical form. If no one shows, rest. If Karin shows, have an awesome conversation. If anyone hostile shows, Wind Arts, targeting as many masters as possible before going to servant targets. Air Shield = 15 mana for the turn. If anyone non-hostile shows, go character development. Edited by duskthanatos, Feb 22 2010, 09:06 PM.
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| lamdakastel | Feb 22 2010, 10:19 PM Post #44 |
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Use Dusk's move and add the conditional for equivalent exchanges from my move incase of incoming hostiles. |
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| lamdakastel | Feb 23 2010, 11:57 AM Post #45 |
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Deleted
Edited by lamdakastel, Feb 24 2010, 09:29 PM.
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| duskthanatos | Feb 24 2010, 08:14 PM Post #46 |
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If nothing happens, move to the graveyard. Do nothing if anyone is present and the luck check passes. If any Team X enters the shrine before we leave, pay for Caster to enter physical form. Set Air Shield to 30 mana for the turn. Use Wind Arts once, targeting master (if present) and servant both. If more than one team enters the shrine before we leave, pay to enter physical form. Set Air Shield to 40 mana. Wind Arts once; target the master of each team (if the master is not present, the servant is fine). If more than three teams enter, Rider>Lancer>Archer>Assassin. |
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| lamdakastel | Feb 24 2010, 09:33 PM Post #47 |
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Eh, I thought Caster already in physical form. Just some addition to Dusk's moves Remove both EEs on Archer if she come and attack. Use 2 EEs on Rider, reduce MAG, increase END if she come with Archer. |
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| duskthanatos | Feb 25 2010, 07:16 PM Post #48 |
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If nothing happens, move to the commercial district. If there are people present and the luck check passes, scout and return. If, upon scouting, we learn they're coming to the graveyard, pay to have Caster enter physical form; Air Shield, 30 mana. If some team X enters before we leave, pay for Caster to enter physical form. Set Air Shield to 30 mana for the turn. Use Wind Arts once, targeting master (if present) and servant both. If more than one team enters the shrine before we leave, pay to enter physical form. Set Air Shield to 40 mana. Wind Arts once; target the master of each team (if the master is not present, the servant is fine). If more than three teams enter, Rider>Lancer>Archer>Assassin. If, under any circumstance save scouting, we enter combat with Rider, EE x2: +MAG, - MAG Resist, +STR, - MAG Resist. Don't change Archer's. >_> |
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| lamdakastel | Feb 25 2010, 08:08 PM Post #49 |
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I believe that's supposed to be graveyard, I think. Just follow Dusk's move other than that. And use EE's after enemy attack, unless we attack first. Edited by lamdakastel, Feb 25 2010, 09:08 PM.
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| duskthanatos | Feb 25 2010, 11:14 PM Post #50 |
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Yeah. >_> My bad. Failed copypaste. |
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2:57 PM Jul 11