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Nightly Moves
Topic Started: Aug 24 2010, 10:25 PM (737 Views)
Ryo
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I can't control it!
This is where you post your actions for each turn. Try to keep this topic free of clutter.
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boct1584

Actions: Night 1

1. Signum will use one cartridge to switch Levantein to Bow Form.
2. We will move to Sunshine 60.
3. Malik will create an Earthly Spirit.

Conditional Actions:
* If we encounter someone who is hostile towards us, we will retaliate via skirmish.
* If possible given our primary actions, we will mug someone.
Edited by boct1584, Sep 6 2010, 04:18 PM.
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boct1584

Actions: Night 2

1. We will proceed to the Raira Academy via the Financial District.
2. Signum will engage Flight.
3. We will engage Archer via skirmish. Our Earthly Sprit will remain at Sunshine 60.

Conditional Actions
* If Team Archer is no longer present at Raira Academy when we get there, we will skirmish only if we encounter a hostile team.
* If we do not encounter anybody or the persons we encounter are non-hostile, we will mug a civilian.
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Super Archer
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Trollsmith
In addition to what boct has put down for Night 2, I'd like to get the tip.
Edited by Super Archer, Sep 8 2010, 12:22 AM.
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boct1584

Actions: Night 3

We will camp for the night, and formally accept Team Sebastian's alliance offer.

Conditional Actions
* If someone enters who is hostile, Signum will activate Flight, and skirmish with them.
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Super Archer
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Trollsmith
I apoligize for this. I was away from around 2 until around 10 ish, so boct gave his move in early.


Additional Conditional:

If we see Archer, skirmish them immediately.

Gravy edit: Gave his move in early. Nice. Not a problem though broskie.
Edited by Uroxin, Sep 9 2010, 12:14 AM.
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Super Archer
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Trollsmith
Night 3 Moves:


Malik and Saber move to Metropolitan Square.
Saber skirmishes with Archer.
Edited by Super Archer, Sep 9 2010, 04:56 PM.
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boct1584

Additionally, the Earthly Spirit we left at Sunshine 60 will use Bloody Howl on whomever attacked him.
Edited by boct1584, Sep 10 2010, 10:45 AM.
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boct1584

Actions: Night 5

* Malik will offer a formal ceasefire to Team Rider.
* Signum will activate Flight.
* After Team Rider has attacked, Signum will fire Sturmfalken at Team Archer.
** If either of us took damage from Team Rider, Signum will load two extra cartridges and attack Team Rider with Sturmfalken as well.
** If we did not take damage from Team Rider, Signum will instead load one extra cartridge for the "lower DEF during calculation" effect of Sturmfalken.
* Malik will use Spiritual Healing on Signum.
Edited by boct1584, Sep 10 2010, 08:04 PM.
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boct1584

Actions: Night 6

We will both proceed to the Shopping Center and attempt to skirmish with Archer again. If someone attacks us before we depart Raira Academy, Signum will activate Flight (if it's not already active) and fire Sturmfalken at their team. If we are attacked by a single other team, Signum will load one extra cartridge for the DEF-lowering effect of Sturmfalken; If we are attacked by two other teams, Signum will instead load two extra cartridges for Sturmfalken, and fire at both teams. If Team Archer has escaped before we arrive, we will instead mug a civilian.
Edited by boct1584, Sep 11 2010, 11:00 PM.
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Super Archer
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Trollsmith
Night 7 moves:

We go to Ikebukuro Station.

Malik uses Spiritual Healing on Saber. (am I the only one who originally read that as Sexual Healing?)

If we encounter a hostile team, Skirmish them. If we encounter a non hostile team, ask for a ceasefire.


If we encounter Team Archer, propose Alliance.
Edited by Super Archer, Sep 12 2010, 06:35 PM.
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boct1584

Addendum

If we encounter Team Archer, and they attack us, retaliate against them.
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Super Archer
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Trollsmith
Night 8

Team Saber will stop Team Archer if they pass thru the area, do not initiate a skirmish. Retaliating is fine though.
Do not initiate a skirmish if any other team walks by, retailiating is fine.
Use Command Spell, "Stop Holding Back"
Signum uses Flight.
Signum uses the Noble Phantom, "Sturmfalken" on Lancer (Breaking our Alliance). She will add one Cartridge for End reducing effect, and another two to hit Sebastian if Lancer dies.

Get the second TIP.
Edited by Super Archer, Sep 14 2010, 10:52 AM.
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boct1584

Actions: Night 9

We will proceed to West Gate Park via the Dojo. If we encounter Team Archer along the way,we will stop and skirmish them. If we encounter another team besides Team Archer, don't initiate a skirmish. If one team initiates a skirmish with us, retaliate. If there are two or more teams hostile to us, use a cartridge to change Laevatein to Snake Form, and attack both of them if possible. Signum will maintain Flight. If Sebastian attacks us before we leave Ikebukruro Station, we will both attack him. If Signum attempts to attack Sebastian unprovoked, Malik will use a "Do as I say" CS, and order Signum not to do so.
Edited by boct1584, Sep 14 2010, 08:43 PM.
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boct1584

Actions: Night 10

We will delay our attack until all others in the area have gone. If we took damage only from one source, Signum will attack that source. If we take no damage, we will attack Team Archer. If We took damage from two or more characters present in the area, we will use one cartridge to shift Laevatein to Snake/Whip Form, and use Flying Dragon Flash on the people who attacked us, loading as many cartridges as necessary to target everyone who dealt damage to us. Signum will maintain Flight.
Edited by boct1584, Sep 15 2010, 08:53 PM.
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Super Archer
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Trollsmith
Night 11 Move:


1. Ask Team Assassin for a Ceasefire
1a. If Team Assassin does not accept or shows hostilities, or another team enters the area, use the Command Spell "Flee" and go to Raira.
1b. If Team Assassin does accept it or does not show hostilities AND another team doesn't enter the area use the Command Spell "Don't hold back."
2. Malik uses the Spiritual Healing spell on Saber.
3. If Team Saber is still at the West Gate Park, switch to Bow Form and use Sturmfaulken. Who to use it on depends on who's still alive and in the area.
3a. If Archer is the only available target, use 5 cartridges and get the END reducing effect.
3b. If Berserker is the only available target, use 5 cartridges and get the END reducing effect.
3c. If both Archer and Berserker are available targets, use 6 cartridges to get the option to attack both.
4. If Team Saber goes to Raira, and they encounter another team, ask for ceasefire
Edited by Super Archer, Sep 16 2010, 11:26 PM.
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boct1584

Actions: Night 12

1. We will use an "Escape From Here" CS to move to Raira Academy
2. We will re-establish our contract
3. Saber will go to spirit form.
Edited by boct1584, Sep 17 2010, 08:48 PM.
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boct1584

Actions: Night 13

We will camp for the night, and Malik will summon an Earthly Spirit.
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Super Archer
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Trollsmith
Night 14 move:


Saber will stay in Spirit Form.
Malik will do nothing, except possibly "enjoy the weenies".
Spirit Kun will do nothing (it is far more important that it acts a shield than as a scout.)
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boct1584

Actions: Night 15

1. Saber will enter physical form.
2. Saber will activate Flight, if it's not still active.
3a. If Team Rider is not hostile, Saber will fire Sturmfalken at Caster, loading 1 extra cartridge for the END reducing effect.
3b. If Team Rider IS hostile, Saber will load 2 extra cartridges for Sturmfalken, and fire at both Team Rider and Team Caster.
4. Get the third TIP.
Edited by boct1584, Sep 20 2010, 08:44 PM.
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Super Archer
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Trollsmith
In addition to that move, Saber will attempt to break her contract immediately after returning to Corporeal Form and ask to form one with Jeremiah after Saber and Team Rider has attacked.


And of course, the bit about attacking Team Rider gets removed and replaced with, "any hostile team not named Team Rider"



Also, if for any reason that Saber loses her contract with Malik, she'll ask Jeremiah for a contract after the "Offensive Skills" part of the turn.


Edited by Super Archer, Sep 21 2010, 12:47 AM.
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boct1584

I will accept Saber's wish to break our contract. After this turn, I will proceed to the IGM's Office and retire from the War.
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boct1584

Actions: Night 17

I will proceed to the Police Station.
Edited by boct1584, Sep 22 2010, 01:19 PM.
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boct1584

Actions: Night 19

I will proceed to Sunshine 60.
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boct1584

Actions: Night 20

I will camp for the night, and summon an Earthly Spirit. If someone enters who is hostile, I will instead proceed back to the Police Station.
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boct1584

Actions: Night 21

I will camp again. If Team Caster becomes hostile, my Earthly Spirit will block for me, and I will proceed back to the police station.
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boct1584

Actions: Night 22

I will accept Matthias's alliance offer, and remain here another night.
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boct1584

Actions: Night 24

I will flee to the IGM's Office and ask for her protection, retiring from the War.
Edited by boct1584, Sep 30 2010, 01:11 PM.
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