The Dimensional Hunters- GAME!

For all your forum games, competitions and quizzes.
Post Reply
User avatar
Garf
Posts: 5506
Joined: Mon Oct 20, 2014 10:42 pm
NNID: Garfsona
PSN ID: GarfGuy
Steam ID: garfield069

The Dimensional Hunters- GAME!

Post by Garf » Fri Oct 24, 2014 5:31 pm

Summoners. Feared throughout the multiverse for their power, they are the ones touched by the power of the Anomalies, allowing them to tear open the void and call forth assistance from anywhere. Their power, when unchecked, will bring about the apocalypse. A man, a summoner himself, called The Director, created The Bureau as a way of keeping tabs on all known summoners, but faced with the facts presented to him by The Light Magician, he decided to eradicate all summoners. He was stopped by a group of his recruits, who evaded his assassination attempts and defeated him. However, when the Light Magician told them to abandon their powers, they refused. Now, we hunt them, to protect them from their own lust for power and to protect everything...

Hello, and welcome to The Dimensional Hunters, sequel to The Dimensional Summoners. Despite this, you don't need to have played any of the other games to play this one, but familiarising yourself with how they play is worth a try.

Dungeons
Summoners

In this game, you will play as a Hunter, a mercenary trained to track and capture summoners. At your disposal is a wide arsenal of weaponry and techniques that make you the deadliest forces on the battlefield. To sign up, use this handy little form:

Code: Select all

[code]Username: (Your name on the forum)
Character Name: (The name of the character you want to be)
Character Home Franchise: (What franchise your character originates from)
[/code]

Once you've done that, you've done everything you need to. I handle all of the moves, so nothing else needs to be done. A few things for character selection

1- If a character from a franchise has already been picked, in this thread or in Renegades, I'll request that you pick another one. Simply put, it's a bit boring if we have a party of Pokemon or Avengers.
2- Please don't pick any super obscure characters. If I can't make a sufficiently varied movelist for the character, I'll request you pick another.
3- The following characters are unable to be selected (You can select a character from their series though)

Code: Select all

    Scout- Team Fortress
    John Lennon- The Beatles
    Sherlock Holmes- Sherlock Holmes
    Mickey Mouse- Kingdom Hearts/Disney
    Teddie- Persona
    Craig Charles- Various
    Ness- Earthbound
    Wallace- Wallace and Gromit
    Yoshi- Mario
    Weebl- Weebl's Stuff
    Master Chief- Halo
    Genie- Disney
    Bender- Futurama
    Adam- Needless
    Hector- Fire Emblem
    Hilda- Pokemon
    Kirby- Kirby
    Amaterasu- Okami
    Tycho- Penny Arcade
    Raelynn- Awesomenauts
    Janitor- Scrubs
    Agent Washington- Red vs Blue
    King Radical- Dr. McNinja
    Gotenks- Dragon Ball
    Krauser- Resident Evil
    Adam Jensen- Deus Ex
    Beelzemon- Digimon
    Jay Gatsby- The Great Gatsby
    Snow Villiers- Final Fantasy
    Kenny- South Park
    Slime- Dragon Quest
Now you've picked your character, lets get started on what will happen ingame:

There are 2 kinds of phase; Battle and Exploration

Battle Phase

The goal of the battle phase is to defeat all of the enemies, or complete another objective outlined in the update. In order to battle, post your action to the thread before the deadline.

Your player character has 2 types of attack; Basic and Super. Basic attacks do not have a cooldown on them, but you also do not gain any bonus experience for using them. On the other hand, Super attacks will gain you more EXP for using them, but they require a cooldown. This means a move cannot be used until the cooldown, found next to the attacks name, reaches 0. You will recieve a notification in the update when a move is ready to use again.
In addition to these 2 types of move, you will also unlock Bonus spells. These act like Basic moves.
You can also use items in battle. Just say what you want to use and on who. Using an item will also net you bonus EXP. You also have the opportunity to change your summon before you use an item.

In battle you have 2 new techniques available. These are the Astral Surge and the Limit Break.

Astral Surge- By your vitals, you can channel the power of the stars into a spell to cast on your opponents. This acts as a Basic move, so there is no cooldown on this. Depending on your HP and cooldowns, these attacks can have different effects.
Shin Astral Surge- When your body is in true alignment, your Astral Surges will be even stronger! If the final digit of your EXP gauge is the same as the type of Astral Surge you will do,
Limit Break- Take enough damage during battle, and your Limit Break gauge will increase higher and higher. Once it reaches a peak, you can use a limit break on this turn, a powerful move ranging from a strong elemental attack to an increase in EXP yield.
Combo Attack- An attack in which several party members team up to deal a ruthless barrage of damage on an enemy. All that needs to be posted is that you'll be doing a combo attack. However, if you attempt it alone, you will fail. The strength of the attack depends on the amount of people participating. This move has no cooldown.
Legendary Weapons- These are weapons bestowed upon the greatest Hunters. These have infinite uses, and usually unique effects in addition to these.
Power of the Multiverse- With the hopes of the Multiverse on your back, you lead the way to a brighter future. You can tap into this powerful force, and enter a super mode where your Astral power is maximised to allow you to choose what element you wish to attack with. In addition to this, if your EXP is the same level as your Astral Surge counter, your move while in this mode will hit all targets. The cost of this great power is that it will damage you while you are in this mode. Additionally, you must spend a phase to enter this mode. You can attack and leave this mode in the same phase, however.

At the end of a battle, you'll receive EXP and any items the enemy may have dropped. You may also have a game of luck to get an extra buff at the end of the battle. This can be a new item, a heal or something else. By winning battles and solving puzzles, you gain EXP. Gain enough experience and you will reach a new level. With this, you can use new summons and occasionally learn new moves. Gain enough levels, and you will increase your rank. With an increased rank, you will gain upgrades and a new title. Hunters have the advantage of growing in Attack and HP faster than their Renegade counterparts, evening the odds


Exploration Phase

Taking over from the Puzzle Phases of before, these phases will encompass many things that will happen outside of battle. Here, you can investigate the room you're in, solving puzzles that have been left for you or finding items. Usually, you'll be told what you can do during the update, but here are some rules that'll usually apply:

- You can use items or trade them during these phases


To combat inactivity affecting the game, if a player is inactive, a few hours before the deadline, any other character may 'jump-in' for them. Doing so will gain the other player bonus experience. You cannot jump in for a character that has already been jumped in for. Being inactive will make the enemies more likely to attack you, so be careful. If you will be inactive for a period, let me know so we can sort something out

ONE BIG RULE: If you join this thread, I'd like to request that you dont look at the other thread once the games begin. This is for the sake of fairness

That should be everything, so if you feel I missed out anything or if you want me to explain something, PM me to let me know.
Last edited by Garf on Sun Apr 05, 2015 6:58 pm, edited 139 times in total.

User avatar
Garf
Posts: 5506
Joined: Mon Oct 20, 2014 10:42 pm
NNID: Garfsona
PSN ID: GarfGuy
Steam ID: garfield069

Re: The Dimensional Hunters- Coming Soon!

Post by Garf » Fri Oct 24, 2014 5:31 pm

Player List

1. Suu/Met (Monster Musume no Iru Nichijou)
2. Dio Brando/Jenova Project X (Jojo's Bizarre Adventure)
3. Mondo Oowada/Rocket Raccoon (Danganronpa)
4. Jeremiah Gottwold/Dr_Hoyle (Code Geass)
5. Abaddon/lil gamer (DotA)
6. Eric Cartman/Euan707 (South Park)
7. Master Hand/Xenoblade Hero (Super Smash Bros)
8. Magatsu Izanagi/Nintendo Ninja (Persona)

Status Page

1- Suu/Met

Image

Lv. 25 (MAX) *Rank 5- Sentinel of the Multiverse*
HP 47/54 *Power of the Multiverse- Inactive*
Resist- Ice ~~~ Weak- Electric

Attacks:
Basic- Tentacle Slap- Deal physical damage to one target
Super- Aqua Burst- Deal Water damage to one enemy (0/4 cooldown turns)
Super- Mimicry- Use a random attack of your target, friend or foe (0/4 cooldown turns)
Super- Aqua Heal- Heal an ally or self some health (0/3 cooldown turns)
Super- Aqua Drain- Pull all Water attacks used this turn by both sides into you to heal you some health and buff Attack and Defence (0/5 cooldown turns)
Super- Sizeshift- Increase yourself to a massive size and increase your attack and defence (0/3 cooldown turns)
Super- Water Shield- Boost the party's defence (0/5 cooldown turns)
Super- Super Aqua Burst- Deal Water damage to all enemies (0/6 cooldown turns)
Super- Super Aqua Heal- Heal all allies (3/5 cooldown turns)
Super- Shapeshift- Learn the entire of the enemies movelist to use for the rest of the battle (4/7 cooldown turns)
Super- Aqua Choke- Choke an enemy with a tentacle and deal repeating water damage (0/6 cooldown turns)
Super- Maelstrom- Deal Strong Water damage to all enemies (8/9 cooldown turns)
Ability- Slime Immunity- You are immune to the Poison and Paralysis status ailments
Ability- Spring of Life- A turn after they are inflicted, all status ailments on the party will be cured
Shin Astral Surge: Type 2

Limit Break 1- Unity- Upon use, the entire party will gain the same resistance as the user for the rest of their turn, on top of their current one
Limit Break 2- Healing Wave- Upon use, the party is healed by 50% of their maximum health
(0/25 LP)

Combo Attack unlocked!

Item Slot 1- Ring of Dispel (Legendary)
Item Slot 2- Phoenix Down (1/1)
Item Slot 3- Soma (1/1)
Item Slot 4- [Empty]
2- Dio Brando/JenovaPX

Image

Lv. 25 (MAX) *Rank 6- Sentinel of the Multiverse*
HP 44/53 *Power of the Multiverse- Inactive*
Resist- Fire ~~~ Weak- Light

Attacks:
Basic- Punch- Deal physical damage to one target
Super- Eye Jab- Deal physical damage and stun to one enemy (0/4 cooldown turns)
Super- Wang Chan's Poison- Poison an enemy (0/4 cooldown turns)
Super- Vaporisation Freezing Technique- Deal Ice damage to one enemy (0/4 cooldown turns)
Super- MUDA MUDA!- WRYYYYYYYYYYYYY. Deal stronger physical damage to one target (0/4 cooldown turns)
Super- Space Ripper Stingy Eyes- Deal Dark damage to one enemy (0/4 cooldown turns)
Super- Spirit Photo- Once used on yourself or an ally, guarantee the next attack that targets them will miss (5/5 cooldown turns)
Super- Blood Drain- Deal physical damage to an enemy and heal yourself (4/5 cooldown turns)
Super- Checkmate- Deal Strong Physical damage to all enemies (5/7 cooldown turns)
Super- Toki wo Tomare- Inflict the Haste status ailment upon yourself (6/8 cooldown turns)
Super- Roadroller- Deal Extreme physical damage to one enemy (6/7 cooldown turns)
Super- Brain Spore- Take control of an enemy for a few turns, apart from bosses (0/14 cooldown turns)
Ability- Vampiric Regeneration- Regenerate health at the end of every Battle Phase
Ability- The World- While under the effects of Haste, Attack and Evasion are boosted automatically
Shin Astral Surge: Type 0

Limit Break 1- Second Wind- If any party members are on low health when this is used, they will gain a boost to Attack, Defence and Evasion
Limit Break 2- Outta' Sight- Evade all attacks that would hit you for a few turns
(25/25 LP) *LIMIT BREAK READY!

Combo Attack Unlocked

Item Slot 1- Gae Bolg (Legendary)
Item Slot 2- [Empty]
Item Slot 3- [Empty]
Item Slot 4- [Empty]
3- Mondo Oowada/Gazooki

Image

Lv. 25 (MAX) *Rank 6- Sentinel of the Multiverse*
HP 34/54 *Power of the Multiverse- Inactive* *Poison*
Resist- Light ~~~ Weak- Water

Attacks:
Basic- Strike Attack- Deal physical damage to one target
Super- Mondo Butter- Stun an enemy (0/3 cooldown turns)
Super- Crazy Diamonds- Deal physical damage to all enemies (4/5 cooldown turns)
Super- Sauna Challenge- Lock an enemy in a sauna to deal Water damage (0/4 cooldown turns)
Super- Daiya Dodge- Ensure the next attack that targets you will miss (0/3 cooldown turns)
Super- Dumbbell Bash- Deal Strong physical damage to one target (0/5 cooldown turns)
Super- Street Race- Boost your Attack, Defence and Evasiveness (2/6 cooldown turns)
Super- Crazy Diamond Storm- Deal Strong physical damage to all enemies (5/7 cooldown turns)
Super- Ishimaru Assist- Use this move to call Ishimaru to assist you. While he is active, he will also attack the same target as you, dealing physical damage (5/8 cooldown turns)
Super- Cage of Death- Deal Extreme Electric damage to an enemy (0/8 cooldown turns)
Super- Monokuma- Call the bear to execute an enemy, insta-killing them with an accuracy of 50%. Will fail on bosses and certain enemies (0/10 cooldown turns)
Ability- Hot Blood- When your health drops below 5HP, your attack strength doubles!
Ability- Alter-Ego- Gain a scan on all enemies at the start of battle, giving a short bio and what their weaknesses are
Shin Astral Surge: Type 0

Limit Break 1- Rallying Cry- Boost your attack strength and healing strength largely for a few turns
Limit Break 2- Blood Oath- Sacrifice half your health to heal the party of any status ailments and reset all of your cooldowns. In addition to this, you will gain health regeneration
(25/25 LP) *LIMIT BREAK READY*

Combo attack unlocked!

Item Slot 1- Aegis (Legendary)
Item Slot 2- [Empty]
Item Slot 3- [Empty]
Item Slot 4- [Empty]
4- Jeremiah Gottwold/Aren

Image

Lv. 25 (MAX) *Rank 6- Sentinel of the Multiverse*
HP 43/59 *Power of the Multiverse- Inactive* *Poison*
Resist- Physical ~~~ Weak- Fire/Dark

Attacks:
Basic- Strike- Deal physical damage to one target
Super- Knightmare Frame Attack- Attack depends on currently equipped Knightmare Frame. Sutherland- Stun Tonfa (Deals Electric Damage and stun to one enemy). Siegfried- Electromagnetic Armour (Negates all electric damage dealt to you and deals electric damage to all those that attack you). Sutherland Sieg- Multi-Slash Harkens (Deal physical damage to all enemies) (0/5 cooldown turns)
Super- Factsphere Sensor- Increase your evasiveness (0/5 cooldown turns)
Super- Siegfried Unlocked- You can now change your Knightmare Frame to Siegfried!
Super- Slash Harkens- Deal strong physical damage to one enemy and stun them (3/7 cooldown turns)
Super- Geass Canceler- Remove any debuffs on the party, and choose a debuff for an enemy (5/5 cooldown turns)
Super- Radiant Wave Shielding- Increase the party's defence (2/5 cooldown turns)
Super- Sutherland Sieg Unlocked- You can now change your Knightmare Frame to Sutherland Sieg!
Super- Knightmare Frame Attack, Tier 2- Attack depends on currently equipped Knightmare Frame. Sutherland- Chaos Mine (Deal repeating physical damage to an enemy). Siegfried- Electrical Shock System (Deal electric damage to all enemies). Sutherland Sieg- Hyper Velocity Cannon (Deal strong Light damage to an enemy) (6/7 cooldown turns)
Super- Missile Tube Array- Deal Strong Fire damage to all enemies (7/9 cooldown turns)
Super- Cockpit Ejection System- If this move is used on the same phase your HP would hit 0, you will be fully healed and switch to the next Knightmare Frame. However, if this occurs, the Knightmare Frame last used cannot be used for the rest of the battle (0/11 cooldown turns)
Ability- Knightmare Frame- You can change what Knightmare you are piloting. Unlocked Knightmares: Sutherland, Siegfried, Sutherland Sieg [Equipped]. You may change what Knightmare you are piloting at any time. Depending on your equipped Knightmare Frame, your ability will change. Sutherland: No Ability. Siegfried: High Speed- Gives you an extra point of priority whilst active. Sutherland Sieg: Gargantuan- If the party is being hit by a multi-hit move, you have a chance of blocking the hit for an ally
Ability- Cybernetic Implants- If hit by Physical attacks, gain a Defence Boost
Shin Astral Surge: Type 6

Limit Break 1- Berserker Barrier- When used, the next time you would be KO'd, hang on with 1HP and gain a super boosted Attack
Limit Break 2- Pay Day- Improve the EXP yield of the party for the rest of the battle
(25/25 LP) *LIMIT BREAK READY*

Combo Attack Unlocked!

Item Slot 1- Destiny Bond (1/1)
Item Slot 2- [Empty]
Item Slot 3- Carnwennan (Legendary)
Item Slot 4- [Empty]
5- Abaddon/Spilskinanka

Image

Lv. 25 (MAX) *Rank 6- Sentinel of the Multiverse*
HP 0/54 *Power of the Multiverse- Inactive*
Resist- Electric ~~~ Weak- Fire

Attacks:
Basic- Demon Edge- Deal physical damage to one target
Super- Mist Coil- Deal Dark damage to one enemy (0/4 cooldown turns)
Super- Mist Coil Heal- Heal yourself or an ally some health (0/3 cooldown turns)
Super- Aphotic Shield- Increase the defence of an ally or yourself. 2 turns after this is cast, it will deal Dark damage to an enemy (0/4 cooldown turns)
Super- Iceshard- Deal Ice damage to one enemy (0/4 cooldown turns)
Super- Curse of Avernus- Stun an enemy and decrease their defence (0/5 cooldown turns)
Super- Radiance- Deal Fire Damage to all enemies (0/6 cooldown turns)
Super- Urn of Shadows- Heal the party some health (0/5 cooldown turns)
Super- Dreadsteed of Avernus- Boost your defence and inflict the Haste status upon yourself (7/8 cooldown turns)
Super- Necronomicon- Summon a Necronomicon Warrior to assist you. Follows up on attacks you do with physical damage (7/8 cooldown turns)
Super- Borrowed Time- Upon activation, all damage taken this turn by Abaddon will heal him instead (0/10 cooldown turns)
Bonus- Dayakkaiser Cannon- Deal Fire damage to one enemy
Ability- Mist of Fate- When on low health, your evasiveness is boosted!
Ability- Phase Boots- Your move priority has been permanently increased by 1!
Shin Astral Surge: Type 4

Limit Break 1- Shadow Sneaking- The party gains a boosted evasion, and an attack boost if an enemies attack misses them
Limit Break 2- Supreme Insight- Perform a scan on the enemy party to learn their max HP, Attack and weaknesses/resistances as well as a short profile. In addition to this, learn one of their moves permanently
(19/25 LP)

Combo Attack unlocked!

Item Slot 1- Sludgy Knife (1/1)
Item Slot 2- [Empty]
Item Slot 3- Excalibur (Legendary)
Item Slot 4- [Empty]
6- Cartman/Euan747

Image

Lv. 24 (EXP 2/20) *Rank 5- Specialised Summoner Exterminator*
HP 37/48
Resist- Wind ~~~ Weak- Dark

Attacks:
Basic- Punch- Deal physical damage to one target
Super- Respect Authority- Deal light physical damage and stun to one target (0/4 cooldown turns)
Super- Tears of Unfathomable Sadness- Drink the tears of your foes to recover some health for you or an ally (0/3 cooldown turns)
Super- V Chip- Deal electrical damage to one enemy (0/4 cooldown turns)
Super- Mace- Stun an enemy (0/4 cooldown turns)
Super- The Coon- Boost Attack and Defence (1/4 cooldown turns)
Super- Ginger- Poison an enemy (0/4 cooldown turns)
Super- I'm A Little Piggy- 50% chance to stun, targets all enemies (0/8 cooldown turns)
Super- BP Oil Drill- Deal Physical damage to all enemies (0/5 cooldown turns)
Super- Tenorman Chilli- Insta-kill an enemy. Will fail against human opponents and bosses. (0/12 cooldown turns)
Super- Cthulu- Deal strong dark damage to all enemies (9/9 cooldown turns)
Ability- Coward- You are less likely to be targeted for attacks
Ability- Thick Fat- Fire and Ice type moves will deal damage to you
Shin Astral Surge: Type 2

Limit Break 1- Karma's Reward- When used, all super effective attacks used on the party will miss
Limit Break 2- King's Spear- Hit an enemy with an Extreme attack of the same element as their weakness
(25/25 LP) *LIMIT BREAK READY*

Combo Attack available!

Item Slot 1- Purple Berries (2/3)
Item Slot 2- Medigun (2/5)
Item Slot 3- [Empty]
Item Slot 4- [Empty]
7- Master Hand/Xeno

Image

Lv. 25 (MAX) *Rank 6- Sentinel of the Multiverse*
HP 58/58 *Power of the Multiverse- Inactive* *Paralysis*
Resist- Water ~~~ Weak- Ice

Attacks:
Basic- Poke- Deal physical damage to one target
Super- Finger Gun- Deal Fire damage to one enemy (0/4 cooldown turns)
Super- Background Fist- Leave the arena for one turn, then return to deal strong physical damage. While absent, you cannot be damaged (2/5 cooldown turns)
Super- Ground Slap- Stun an enemy (0/4 cooldown turns)
Super- Hand Crush- Deal stronger physical damage to one target (0/5 cooldown turns)
Super- Laser Shot- Deal electrical damage to one target (0/4 cooldown turns)
Super- Drill- Counter all physical damage dealt to you this turn (0/4 cooldown turns)
Super- Grab- Grab an enemy and deal repeating damage to them (Damage that continues to be dealt for a few phases after this move is used) (0/6 cooldown turns)
Super- Crazy Hand- Inflict the Haste status ailment on yourself (0/8 cooldown turns)
Super- Laser Array- Deal Electric damage to all enemies (0/7 cooldown turns)
Super- Tabuu- Deal strong Dark damage to all enemies (0/9 cooldown turns)
Ability- Super Armour- Immune to stun, and physical attacks do slightly less damage to you
Ability- Swarm- If you are defeated in battle, the Swarm will bombard the enemies every turn
Shin Astral Surge: Type 0

Limit Break 1- Great Wall- Massively boost the party's defence
Limit Break 2- All Or Nothing- Select a move to massively buff for the rest of the battle. However, this is the only move you can use this battle, but it has it's cooldown timer removed for the duration
(19/25 LP)

Combo Attack Unlocked!

Item Slot 1- Max Revive (1/1)
Item Slot 2- [Empty]
Item Slot 3- [Empty]
Item Slot 4- Spear of Longinus (Legendary)
8- Magatsu Izanagi/Nintendo Ninja

Image

Lv. 25 (MAX) *Rank 6- Sentinel of the Multiverse*
HP 55/55 *Power of the Multiverse- Inactive* *Paralysis*
Resist- Dark ~~~ Weak- Wind

Attacks:
Basic- Cleave- Deal physical damage to one target
Super- Garudyne- Deal Wind damage to one enemy (0/4 cooldown turns)
Super- Mudoon- Deal Dark damage to one enemy (0/4 cooldown turns)
Super- Power Charge- Boost yours or an allys Attack (0/3 cooldown turns)
Super- Vorpal Blade- Deal Physical damage to all enemies (0/6 cooldown turns)
Super- Evil Smile- 50% chance of tagging an enemy with 'Fear', halving their accuracy. Targets all enemies (0/6 cooldown turns)
Super- Dekaja- Remove all stat buffs on the enemy party (0/5 cooldown turns)
Super- Magarudyne- Deal Wind damage to all enemies (4/6 cooldown turns)
Super- Heat Riser- Boost your or an allys Attack, Defence and Evasiveness (3/6 cooldown turns)
Super- Ghastly Wail- Insta-kill any enemy afflicted with the 'Fear' status ailment. This will fail against bosses and certain enemies (0/10 cooldown turns)
Super- Megidolaon- Deal Light damage to all enemies (0/7 cooldown turns)
Super- Yomi Drop- Instakill an enemy. This will fail against bosses and certain enemies (0/10 cooldown turns)
Ability- Hunger- If an enemy is defeated by you in a battle, your attack, defence and evasiveness are boosted for the rest of this fight. This can be boosted further by KO'ing more enemies. This is separate to any other buffs.
Ability- Null Dark- Dark type moves will deal no damage to you
Shin Astral Surge: Type 2

Combo Attack unlocked!

Limit Break 1- Refresher- Reset all of your cooldowns
Limit Break 2- Showstopper- Transform a random enemy into something weaker and give every other enemy a random debuff
(25/25 LP) *LIMIT BREAK READY*

Item Slot 1- Ichaival (Legendary)
Item Slot 2- [Empty]
Item Slot 3- Calorie Mate (2/2)
Item Slot 4- [Empty]
Last edited by Garf on Sat Apr 04, 2015 10:23 pm, edited 152 times in total.

User avatar
Garf
Posts: 5506
Joined: Mon Oct 20, 2014 10:42 pm
NNID: Garfsona
PSN ID: GarfGuy
Steam ID: garfield069

Re: The Dimensional Hunters- Coming Soon!

Post by Garf » Fri Oct 24, 2014 5:32 pm

Beastiary

Summonbot- Training Dummy with rudimentary summoning power. Actually just projecting holograms, but they can still pack a hell of a sting. HP 10, Attack 2. Weak to Electricity, no Resists
Guard- A person who looks after the prison. Armed with nightsticks and tazers, they look tough, but are really big softies. HP 10, Attack 2. Weak to Fire, no Resists
Guard EX- A guard wearing riot gear. These guys are armed to the teeth with equipment to make any misbehaving crooks fall in line. HP 15, Attack 3. Weak to Fire and Wind, resists Physical
Summoner Guard- One of the guards at the army base who are also summoners. Fairly weak as far as summoners go, but they work well in a team. HP 10, Attack 2. Weak to Fire, no Resists
Guile [All American Summoner]- A powerful Street Fighter, who fights against Shadaloo. In battle, his Sonic Booms and Flash Kicks make him dangerous, even without his summons. It's said his summon of choice is someone that inspired him... HP 35, Attack 3. Weak to Electric, Resists Wind. Immune to Stun
Jedite [Summoner of the Negaverse]- One of Queen Beryl's 4 generals, helping her hunt down the Moon Princess in order to allow the Negaverse to take over the Moon Kingdom. As well as create illusions, he can use telekinesis and lightning powers to fight. HP 40, Attack 4. Weak to Light, Resists Electric. Immune to Stun
Kung Fu Summoner- A summoner trained in martial arts. Noticeable by how they wear their Gi all day every day, these guys don't need to summon to kick ass. They like martial artists as their summon for some reason though... HP 15, Attack 3. Weak to Dark, Resists Light
Yamcha- One of the strongest humans on earth, Yamcha uses a mix of his own self taught 'Wolf Fang Fist' and techniques taught by the Turtle school. Unfortunately, compared to his friends, he just can't keep, even being bodied by a Saibaman. HP 30, Attack 3. Weak to Fire and Light. No resists.
Master Roshi [Hermit Summoner]- Master of the Turtle School of martial arts, and the master of Goku, Krillin and Yamcha. In this battle, he is going full out and has activated his Full Power form. His secret techniques are the famed Kamehameha and his Shock Surprise. HP 60, Attack 5. Weak to Dark, Resists Physical
Summoner- A person afflicted with the summoning curse, giving them power to open the void. We hunt these versatile warriors, who can pull many tricks. HP 30, Attack 4. Weak to Light, Resists Fire
Centurion Strongarm- A huge, muscular angel in Palutena's army. Whilst not bright, they can leave you in a world of hurt. HP 40, Attack 5. Weak to Wind, Resists Physical
Jack Krauser [Grandmaster- RENEGADE]- An ex-comrade of Leon and a master of many forms of combat, he uses his wide range of weaponry and Plaga induced powers. Recently, he was part of the Summoning team which managed to stop the Director before he could destroy the universe. He decided not to follow the plan of the Light Magician, and now is to be captured on sight. HP 50, Attack 16. Weak to Ice and Fire, Resists Physical.
Magnus- Known as the strongest human, he wields a large sword. Not large enough to be considered a slab of metal, but it's big enough to be considered a club. Other than bashing down what's in his way, he doesn't have much else going in forms of offense. HP 55, Attack 6. Weak to Wind, Resists Dark.
Gaol- Once a comrade of Magnus, this warrior was captured by the Underworld Army and made to command their forces. Luckily, Gaol was broken free of the mind control by Magnus and Pit, and now she fights alongside her former comrade with her powerful magic. HP 60, Attack 5. Weak to Fire, Resists Ice.
Agent Washington [Grandmaster- RENEGADE]- Another one of the renegade summoners who worked to stop The Director. This exceptionally durable soldier is a SPARTAN and has a tricky moveset which allows him to heal his allies whilst dealing brutal damage. HP 47, Attack 14. Weak to Light, Resists Wind
Gotenks [Expert Summoner- RENEGADE]- The fused form of Goten and Trunks, this powerful hybrid of Saiyans has some serious firepower under his belt, even without his summons. HP 42, Attack 14. Weak to Ice, Resists Light
Hilda [Evoker- RENEGADE]- Once Champion of the Unova region, her experience in pokemon battling lends well to controlling summons. She even uses the wide range of items she carries in her bag to heal and support her teammates. HP 32, Attack 8. Weak to Ice, Resists Light
Kirby- Expert Summoner- RENEGADE]- A cute pink puffball from Dreamland, who can eat his foes to gain their powers. In addition to this, he has a wide range of elemental skills to keep him formidable in battle even without his summons. HP 37, Attack 12. Weak to Fire, Resists Water
Amaterasu- [Expert Summoner- RENEGADE]- The shinto goddess of the sun, this divine wolf traveled across Nippon to fight off the forces of evil. In addition to her summons, she wields an array of divine weapons and her Celestial Paintbrush, which can create bombs or even slow time. HP 37, Attack 13. Weak to Dark, Resists Light.
Tycho- [Evoker- RENEGADE]- An author avatar, originating in Penny Arcade. Known for his keen writing and sharp tongue, he also carries a wide array of tools he's amassed amongst the years to wield. Just keep an eye out for his dark side... HP 40, Attack 11. Weak to Water, Resist Wind.
Raelynn- [Grandmaster- RENEGADE]- An expert sniper with the Skyhawks, her and her rifle, Cuddles, are out to destroy all robots. In battle, her accuracy allows her to pinpoint weaknesses even more, and a large range of artillery allow her to annihilate all that stands in her way. HP 45, Attack 15. Weak to Water, Resist Fire
The Janitor- [Grandmaster- RENEGADE]- His true identity unknown, he is the janitor of Sacred Heart hospital and after a fateful penny related incident, he drives his life by making JD's life hell. His pranking skill knows no bound, and now with summons, no-one is safe. HP 45, Attack 14. Weak to Electric, Resist Wind
King Radical- [Grandmaster- RENEGADE]- Inheriting the throne to Radical Land, King Radical was chased from his home by a great war. Arriving on earth, he decided to make the world more Radical. Using his radical skills, he'll style all over his foes. HP 45, Attack 15. Weak to Light, Resist Electric
Adam Jensen- [Expert Summoner- RENEGADE]- Thanks to some genetic enhancements, Adam's augmentations give him the edge over everyone else, and now he is able to choose whether to be stealthy or powerful. Either way, he is a force to be reckoned with on the battlefield. HP 42, Attack 14. Weak to Water, Resist Electric
Oblivion Anomaly- The strongest anomalies in existence. Their ability to support their team mates and cast lethal electrical storms is unparalleled. HP 50, Attack 8. Weak to Wind, Resist Light. Absorb Electric
Ultimate Anomaly- In the presence of the Void, 2 Oblivion Anomalies can fuse to create an even more powerful monster, its power to destroy unparalleled. HP 70, Attack 12. Weak to Wind, Resist Light and Dark, Absorb Electric
Chaos Leviathan- A humongous sea serpent, recreated in the Void by fusing together an untold number of Anomalies. In addition to powers known from Anomalies, it has its devastating Tsunami attack, as well as its paralyzing wrapping techniques. HP 170, Attack 9. Weak to Light, Resist Water and Dark, Absorb Elec
Chaos Sailor Moon- The Moon Princesses reincarnation, recreated with Anomalies. Whilst not looking like much, her Moon Wand gives her powerful healing Magic and Light techniques. Her screams are enough to stun too, so be careful. HP 90, Attack 8. Weak to Dark, Resist Light. Absorb Elec
Chaos Sailor Mercury- The first of the Sailor Scouts to join with Moon, she too has been recreated with Anomalies to fight now. In battle, she acts as more of a support member, with her visor letting her scan the enemies and her bubble techniques putting up a smokescreen. HP 60, Attack 7. Weak to Wind, Resist Water and Ice, Absorb Elec
Chaos Sailor Mars- A fiery Sailor Scout, recreated with Anomalies. Her fiery techniques leave no-one standing, with many hitting everything in the field. HP 70, Attack 10. Weak to Water, Resist Fire. Absorb Elec.
Chaos Sailor Jupiter- Tall and tough, this is yet another Sailor Scout recreated with Anomalies. In battle, she uses Electric attacks with extreme prejudice. HP 85, Attack 9. Weak to Fire and Dark. Absorb Elec.
Chaos Sailor Venus- Before she joined the rest of the scouts, she was known as the superhero Sailor V! Now, she is recreated with Anomalies. In battle, her Crescent Beam deals tough Light damage, and her other moves can ensnare her foes easily. HP 65, Attack 9. Weak to Dark, Resist Light and Ice. Absorb Elec
Chaos Tuxedo Mask- Local guy who hangs around with girls younger than him and most perfect man in existence, Tuxedo Mask is an enigma who appears in the nick of time to give a helping hand, guided by a mysterious girl in his dreams. Now, recreated with Anomalies, his trademark rose too. HP 80, Attack 8. No Weak, No Resist. Absorb Elec
Chaos Gurren Lagann- The legendary mecha of the human race, created by the fusion of Simon's Lagann and Kamina's Gurren, it features power over most normal Gunman, rivalled only by Lazengann and Enkidu. Not only are its sunglasses blades, but it also can summon drills, including its famous finisher, the Giga Drill Break! HP 150, Attack 9. Weak to Wind, Resist Dark, Absorb Elec, Immune to Stun and Poison
Chaos Dayakkaiser- Piloted by Dayakka Littner, until he became the captain of the Dai-Gurren, this gunman's cannon deals ferocious damage. Now piloted by Kiyoh Bachika, it can team up with the King Kittan to become the King Kittan Deluxe! HP 120, Attack 9. Weak to Water and Dark. Resist Fire. Absorb Elec, Immune to Stun and Poison.
Chaos King Kittan- The mecha of Kittan Bachika, eldest of the Black Siblings, it has a deadly headbutt! And when it teams up with his sisters mechs, the Kiyalunger and the Dayakkaiser, it becomes the King Kittan Deluxe with super powerful offences! HP 110, Attack 7/9. Weak to Water and Light. Resist Fire. Absorb Elec, Immune to Stun and Poison.
C. Twinboukun- The monstrous mecha of Jorgun and Balinbow Bakusa, this beast isn't messing around! While it's attacks aren't varied, it's more skilled in taking the hits for allies. HP 140, Attack 8. Weak to Water and Wind. Resist Physical. Absorb Elec, Immune to Stun and Poison
C. Yoko M-Tank- A mecha which is better described as a walking artillery, markswoman Yoko Littner uses this in some canons. Preferring to give covering fire, this mecha can mess you up from a distance. HP 90, Attack 9. Weak to Water. Resist Dark. Absorb Elec, Immune to Stun and Poison
C. Dai-Gurren- Once the Dai-Gunzan, when Team Dai-Gurren stole it from the Beastman Army, they gave it the bright crimson colour it's known for. Not only is it massive, but has a massive array of guns on its deck, as well as the ability to fly! HP 200, Attack 9. Weak to Wind, Resist Physical. Absorb Elec, Immune to Poison and Stun
C. Grapearl- After the war, most Gunmen were decommissioned and replaced with these mass produced Gurren Lagann knock offs. Adept at fighting Gunmen, they are the cannon fodder for the Mugann. Thanks to Leeron, however, Gimmy and Darry got these outfitted with Spiral Cannons, allowing them to safely dispose of Mugann over the city. HP 100, Attack 8. Weak to Fire, Water and Wind. No Resists. Absorb Elec, Immune to Stun and Poison
C. Arc-Gurren Lagann- The Arc-Gurren Lagann, recreated with anomalies. When attempting to flee earth, humanity piled into the Arc-Gurren, a battleship used by the Spiral King. When they were ambushed by the Mugann's waiting for them in orbit, Simon fused Gurren Lagann with the Arc-Gurren to create a city-sized mecha, powerful enough to punch enemies through time and space! HP 300, Attack 10. Weak to Wind, Resist Physical and Light. Absorb Electricity
C. King Kittan Deluxe- On its own, Kittan's mecha, the King Kittan is powerful, but when it combines with the Dayakkaiser and the Kiyalunger, piloted by his sisters, to show the true power of the black siblings. His spear can now fire laser beams, as well as the strong cannon bursts from the Dayakkaiser. HP 110, Attack 9. Weak to Water, Resist Dark. Absorb Elec

Item List

Red Potion- A Potion which boosts platelet production in the body, accelerating clotting of wounds. Heals a small amount of health
Stun Gun- A weapon that shoots an electric charge at an enemy, stunning them. If the enemy is weak to electric, this will also deal damage
Sludgy Knife- A knife steeped in a foul substance guaranteed to poison any who are scraped with it.
Cherry Bomb- A round, cartoonish bomb. Deals fire damage to one enemy
Holy Water- A container of blessed water. Deals Light damage to one enemy
Thermite Gloves- Boxing gloves lined with thermite. Deal tremendous fire damage to one enemy, but deal some to yourself too.
Purple Berries- Eat to heal a status ailment
Jerry Can- Pour fuel over an enemy to massively increase the damage dealt to them with fire
Max Revive- A strange crystal that heals any unconscious allies to full health
Chaos Shackle- A chain imbued with a dark energy. Ensnare an enemy in it to deal dark damage that will repeatedly happen for a few turns
Avalanche Detonator- Create an avalanche on the all of the enemies. Deals strong ice damage
Bag of Dragonite- A strange bag containing a powder that turns the person who breathes it in into a rampaging dragon. Deals Fire damage to all enemies
Spiked Armour- A set of armour that is covered in mean spikes. If an enemy attacks you with a physical attack while this is in your inventory, they will take damage. Innate
Mega Pizza- A pizza so large and delicious, it's enough for the entire party. Heals the party some health
Bandolier- Whilst in your inventory, this will give you another use of an item. Usable only once
Mark of Death- A malevolent seal that ensures the person struck with it will die easier. The enemy afflicted by this will take more damage. Instakill moves are guaranteed to work
Half Zatoichi- A proud katana that demands blood to be satisfied. If you defeat an enemy with this item, you will be fully healed
Medigun- Heal an ally some health. Also cures any status ailments
Rubber Armour- Whilst in your inventory, reduces damage taken from electrical attacks whilst removing any weaknesses to it
Dark Cloak- Whilst in your inventory, reduces damage taken from light attacks whilst removing any weaknesses to it
Flak Jacket- Whilst in your inventory, reduces damage taken from fire attacks whilst removing any weaknesses to it
Thick Coat- Whilst in your inventory, reduces damage taken from ice attacks whilst removing any weaknesses to it
Future Missile- Launch this time travelling rocket, so that it will travel through time and strike its target the next turn. Deals Fire damage
Windproof Coat- Whilst in your inventory, reduces damage taken from wind attacks whilst removing any weaknesses to it
Phoenix Down- A feather of the immortal phoenix, able to revive fallen allies with 25% of their maximum health
Neon Jumpsuit- Whilst in your inventroy, reduces damage taken from Light attack whilst removing any weakness to it
Spiked Net- A net with spikes to stab whoever is caught in it. Not only does it stun its target, they will continue to take damage for the rest of the match
Calorie Mate- A highly nutritious energy bar, eaten by serpine operatives in jungles. Heals a lot of health
Light Arrow- An arrow containing power from the gods, it can pierce through any evil. Deals very strong Light damage
Caltrops- A series of spiky tacks to be thrown on the floor in front of yourself. Should an enemy attack you with these up, they will take some recoil damage
Disguise Pen- When used, for the rest of the battle, the enemy will not directly attack the person who used it
Soma- A saintly elixir that heals the entire party to full health and resets all cooldowns on the party
Hurricane Summoning Device- Summons a hurricane to the battlefield. Whilst this hurricane is in effect, Electric attacks will deal more damage to all participants, and Fire attacks will always fail. In addition to this, the enemy will take some Wind and Water damage each turn
Destiny Bond- Upon use, if an enemy manages to kill you in the next few turns, you will take them down with you
Gae Bolg- Cu Chulainn's legendary spear. Once it sticks in an enemy, barbs tear into their flesh. Stick this into an enemy to deal repeating damage to them. This can only be used on one enemy at a time
Carnwennan- A dagger belonging to King Arthur. It has the power to shroud its user in shadows. When you use this, you will deal physical damage to an enemy as well as boosting your evasiveness
Spear of Longinus- The spear said to have pierced the side of Jesus. This deals physical damage that ignores any stat changes, as well as dealing extra damage to enemies on lower than half health
Ichaival- A bow belonging to Odin, which fired ten arrows for every one pulled. Deals physical damage to all enemies, with a 50% chance of hitting extra hard
Aegis- A shield used by Athena, upon use, it will reflect every attack used on its wielder back to its user
Ring of Dispel- A ring granted to Lancelot, which can dispel any charms or magic. Whilst in your inventory, you are immune to status ailments and debuffs. You can also use it to remove enemy buffs or debuffs and status ailments on your allies
Excalibur- King Arthur's legendary Sword. When drawn, it burns with the flame of thirty torches. Deals physical damage to an enemy and lowers the enemy party accuracy. Additionally, the scabbard to this sword prevents poisoning
Last edited by Garf on Sat Feb 21, 2015 10:26 pm, edited 14 times in total.

User avatar
Garf
Posts: 5506
Joined: Mon Oct 20, 2014 10:42 pm
NNID: Garfsona
PSN ID: GarfGuy
Steam ID: garfield069

Re: The Dimensional Hunters- Coming Soon!

Post by Garf » Fri Oct 24, 2014 5:32 pm

The Story So Far:

ONM Hunters thread

At a training base for Hunters, a group of 8 graduated at the top of their class. Having seen their potential, The Light Magician (Now a spectre, after the events of The Dimensional Dungeons and The Dimentional Renegades) decides to test their power. Sending them out to hunt a few powerful summoners, they pass his test with flying colours, even capturing a summoner they were not told to find. After their induction as Hunters, they were sent to track the leaders of the largest contingent of Summoners (See: The Dimensional Summoners). Investigating the regions around where their adventure was drawing to a close, they chase down some Summoners they see, who lead them to Krauser, a Grandmaster of Summoning.

Despite beating him, he escapes, but the Light Magician Spectre acknowledges the prowess of the party. Knowing that while their job isn't the nicest, but it's for the best of the multiverse, they forge onwards, being told of a group of summoners inside a lab. Tracking them down, they catch a glimpse of them, before they were intercepted by two more Dimensional Summoners, Gotenks and Agent Washington. This time, the summoners were captured, but both the scientist and the powerful group of 8 escaped.

Not long afterwards, the Hunters were sent to investigate a group of summoners, splintered away from the main body, who were on a conquest of Japan. Upon arriving there, they met the 8 summoners from before and began to fight. Despite an extremely close battle, the Hunters were defeated. Making their hasty retreat, they recovered and prepared for their next move; an assault on the Summoner base to take them down, once and for all...

User avatar
Garf
Posts: 5506
Joined: Mon Oct 20, 2014 10:42 pm
NNID: Garfsona
PSN ID: GarfGuy
Steam ID: garfield069

Re: The Dimensional Hunters- ROUND 2!

Post by Garf » Mon Oct 27, 2014 5:01 pm

Everyone who still wants to play, give me a post to let me know you're still up for it. And treat this as the Overspill thread for the time being too

Also, shout out to the person/people that were archiving the games

User avatar
JenovaPX
Posts: 6415
Joined: Mon Oct 20, 2014 5:58 pm
PSN ID: JenovaPX
Steam ID: Jenova1039

Re: The Dimensional Hunters- ROUND 2!

Post by JenovaPX » Mon Oct 27, 2014 5:20 pm

Dio poses having dusted himself off. If he can come back stronger than ever after being a bodyless head for a while he can come back after this.
Welcome to the True Man's World
Destiny is Destiny.

User avatar
Spilskinanka
Posts: 1696
Joined: Mon Oct 20, 2014 5:59 pm
Steam ID: Spilskinanka
Contact:

Re: The Dimensional Hunters- ROUND 2!

Post by Spilskinanka » Mon Oct 27, 2014 5:31 pm

"I drank deep from the font and am renewed."

Yeah, I'm still playing.
WeAreHarbinger: who cates aobut jnvidoe ngmajesj

User avatar
JenovaPX
Posts: 6415
Joined: Mon Oct 20, 2014 5:58 pm
PSN ID: JenovaPX
Steam ID: Jenova1039

Re: The Dimensional Hunters- ROUND 2!

Post by JenovaPX » Mon Oct 27, 2014 6:03 pm

Also for the new people replacing Slorp and Pacifist if he's not a thing anymore, will new characters receive some sort of level buff to lv. 9 or something?
Welcome to the True Man's World
Destiny is Destiny.

User avatar
Aren142
Posts: 6214
Joined: Mon Oct 20, 2014 6:01 pm
Steam ID: Aren142
Contact:

Re: The Dimensional Hunters- ROUND 2!

Post by Aren142 » Mon Oct 27, 2014 6:41 pm

In the name of loyalty, I am here!
<Kaeetayel> Go for a team entirely composed of Eeveelutions
<Princess> that's effort
<Princess> I need to buy the stones/go to rocks/make them happy/touch Eevee
<Kaeetayel> The last one doesn't sound too bad

User avatar
Met
Posts: 4115
Joined: Mon Oct 20, 2014 5:59 pm
NNID: Metballs
3DS Friend Code: 031879326955
PSN ID: MetONM
Xbox Gamertag: Metballs
Steam ID: metonm

Re: The Dimensional Hunters- ROUND 2!

Post by Met » Mon Oct 27, 2014 7:08 pm

Still here.
Still best waifu.
Image
<Kaee> I think Met would give better sex than Hoyle
cruizer wrote:I didn't start writing this with the intention of speaking about veganism; but the link between animal explotiation and oppressed human groups is so obvious

Gazooki
Posts: 949
Joined: Mon Oct 20, 2014 6:04 pm

Re: The Dimensional Hunters- ROUND 2!

Post by Gazooki » Mon Oct 27, 2014 9:32 pm

Oh, this is back. And so is the raccoon!
REMEMBER ME!

User avatar
Garf
Posts: 5506
Joined: Mon Oct 20, 2014 10:42 pm
NNID: Garfsona
PSN ID: GarfGuy
Steam ID: garfield069

Re: The Dimensional Hunters- ROUND 2!

Post by Garf » Mon Oct 27, 2014 11:37 pm

JenovaPX wrote:Also for the new people replacing Slorp and Pacifist if he's not a thing anymore, will new characters receive some sort of level buff to lv. 9 or something?
Slorp went inactive despite the PM I sent him on the old forum, so I'm currently sorting out a person to replace him.
Pacifist Boxer is still playing

User avatar
Xenoblade Hero
Posts: 597
Joined: Mon Oct 20, 2014 7:18 pm
NNID: XenobladeHero
3DS Friend Code: 189115095006
PSN ID: Xenoblade Hero
Contact:

Re: The Dimensional Hunters- ROUND 2!

Post by Xenoblade Hero » Tue Oct 28, 2014 9:31 am

I'm still playing don't worry
BGO Weekly Nights- They're (Not) Back (Yet)!
Youtube Nugget Bridge

Overall ONM Hunger Games Champion and winner of The ONM VGC Tour

User avatar
Garf
Posts: 5506
Joined: Mon Oct 20, 2014 10:42 pm
NNID: Garfsona
PSN ID: GarfGuy
Steam ID: garfield069

Re: The Dimensional Hunters- The Plan

Post by Garf » Tue Oct 28, 2014 6:18 pm

The replacement player should be being sorted out soon, so let's not dawdle.

After the party had been discharged from the hospital, they made their way to the War Room. There, Scout, Lennon, Sherlock, Mickey, Teddie, Ness, Wallace, Yoshi, Weebl and the Genie were waiting for them, along with Oracle and the Light Magician Spectre.

'Whilst we are here, we need to plan for what approach we should take. However, none of those guys' the spectre said, pointing to The Dimensional Heroes, 'can decide what to do. I'll give you guys a list of our assets, see if you can come up with a way for us to take them down with as few casualties for both sides.'

In this phase, you are to deduce a plan of attack to getting in the Summoner Base. First, you will be given an overview of the base, then you will be given what we have at our disposal. If no consensus on what to do has been reached by the end of this phase, I'll use a mish-mash of your ideas

Summoner HQ:
- Due to extensive jammer and detector systems, cannot use wormholes to enter near the base. Closest safe range is 1 mile out of outer perimeter.
- HQ is built on the remains of the Bureau's ruins after nearly being dragged into the void. Other than the base, there is very little in the terms of landmarks
- There is a network of tunnels under the area. These are uncharted, but more than likely can provide an easy method to sneak in. We will not be able to move many troops through these
- Since teleportation is used to move most of the supplies, there is only 1 gate to enter through to carry troops for training exercises in the wastelands. This gate is well guarded, but can be used to transport many troops in if the guards are incapacitated from the inside
- The perimeter of the base is weak fencing. This can be easily cut with many weapons, but the least guarded sections will be only accessible to ground troops, as they are above steep cliffs. There are areas where vehicles would be able to approach, but these are well fortified.
- There is no aerial cover for the base. However, this also works to their advantage as they can summon large units such as Mechas, but we can try to do an aerial entry
- The area is still coated in the residue of Anomalies from the battle against the Director. Our scanning tech will not allow us to detect sneak attacks.
- The north part of the base has an area of extremely high Anomaly concentration. It is guaranteed death to attempt to enter.
- Rudimentary map of the base. We do not have complete confirmation on what the interior of the base looks like, but the red X is where we believe the main command centre is. The Black circles indicate tunnel entrances. We do not know where they lead.

Image

Available to The Hunters:

- Large force of trained ground combatants, numbering at 500 available for this raid
- 1 Harrier Jump Jet for aerial strikes
- 2 Chinooks for aerial transport
- 10 APC's for ground transport
- 10 Tanks for Ground Assault
- A series of balloons to evacuate captured troops via Fulton method.
- The Dimensional Heroes, very powerful fighters who faced down the Oblivion Host and won
- And you, the rising superstars

'Of course, capturing the enemy is our main goal, not massacring them. I'd suggest using the large armature to weaken the structures, removing any defensive advantage they may have' said Oracle.

You can now plan your mission. Whilst doing this, you should say what route your party should take.

Deadline for this is 6PM, Thursday

Jeremiah- 'Slash Harkens' are ready to use again!
Abaddon- 'Mist Coil Heal' is ready to use again!
Last edited by Garf on Tue Oct 28, 2014 8:01 pm, edited 1 time in total.

User avatar
Aren142
Posts: 6214
Joined: Mon Oct 20, 2014 6:01 pm
Steam ID: Aren142
Contact:

Re: The Dimensional Hunters- The Plan

Post by Aren142 » Tue Oct 28, 2014 8:00 pm

My first thoughts involve some kind of infiltration mission disguised as a practical joke by putting Suu in water bombs.

Anyone else?
<Kaeetayel> Go for a team entirely composed of Eeveelutions
<Princess> that's effort
<Princess> I need to buy the stones/go to rocks/make them happy/touch Eevee
<Kaeetayel> The last one doesn't sound too bad

User avatar
JenovaPX
Posts: 6415
Joined: Mon Oct 20, 2014 5:58 pm
PSN ID: JenovaPX
Steam ID: Jenova1039

Re: The Dimensional Hunters- The Plan

Post by JenovaPX » Tue Oct 28, 2014 10:47 pm

What sort of scale is the base?
Welcome to the True Man's World
Destiny is Destiny.

User avatar
Met
Posts: 4115
Joined: Mon Oct 20, 2014 5:59 pm
NNID: Metballs
3DS Friend Code: 031879326955
PSN ID: MetONM
Xbox Gamertag: Metballs
Steam ID: metonm

Re: The Dimensional Hunters- The Plan

Post by Met » Tue Oct 28, 2014 11:21 pm

Well, the boundary is 2 miles diameter from what I can tell.
Image
<Kaee> I think Met would give better sex than Hoyle
cruizer wrote:I didn't start writing this with the intention of speaking about veganism; but the link between animal explotiation and oppressed human groups is so obvious

User avatar
Garf
Posts: 5506
Joined: Mon Oct 20, 2014 10:42 pm
NNID: Garfsona
PSN ID: GarfGuy
Steam ID: garfield069

Re: The Dimensional Hunters- The Plan

Post by Garf » Tue Oct 28, 2014 11:27 pm

Yeah, from the centre of the central building to the perimeter of the jammer is 1KM

User avatar
Met
Posts: 4115
Joined: Mon Oct 20, 2014 5:59 pm
NNID: Metballs
3DS Friend Code: 031879326955
PSN ID: MetONM
Xbox Gamertag: Metballs
Steam ID: metonm

Re: The Dimensional Hunters- The Plan

Post by Met » Tue Oct 28, 2014 11:34 pm

Hoyle> Why is no one in Hunters backing my plan to throw Met and hope for the best
Hoyle> :(
Jenova> because that's not a plan
Hoyle> It's the best plan we have
Gazooki> I have absolutely no idea how to even begin to proceed
Gazooki> so much eton mess to take into consideration
Met> Well, the important thing will be to get the troops in
Met> But just walking up is dumb
Met> Using a Chinook will announce our presence
Met> I was thinking a HALO jump
Met> But we don't got that
Hoyle> Which is why we throw Met at thm
Hoyle> Make it look like a joke
Jenova> HALO jump was also my instinctive choice
Hoyle> But it be a clever infiltration
Met> I would suggest using the tunnels
Jenova> I was wondering if we had anyone who'd be able to easily navigate the tunnels
Met> But lol they could go anywhere
Jenova> because use the tunnels to send in a small squadron
Met> I would suggest we sneak in, open the road, air strike, troops flood in with the tanks and APCs
Hoyle> Can we not destroy the tunnel network and hope it's enough to cave in and gooseberry fool their base up from underground?
Jenova> then use the jump jet to cause a bit of chaos
Jenova> Hoyle
Jenova> the objctive isn't to gooseberry fool eton mess up
Gazooki> we're infiltrating
Hoyle> gooseberry fool eton mess up is the distraction
Hoyle> They're like "eton mess our base has collapsed"
Hoyle> Then we rush in, taking them by surprise
Met> I'll just post this in the thread, tbh
Met> It will be easier
Met> Then tidy it up
Gazooki> oh yeah, destroy one of the best ways for us to sneak in
Gazooki> 9.9
Hoyle> They'd never see it coming
Jenova> ok then
Met> So for now we're thinking
Met> Hunters in tunnels
Met> Open gates
Met> Airstrike
Met> Army in APCs and Tanks roll in
Met> Distraction
Met> We do our thing
Met> Fulton HVTs
Met> Chinooks out of there

That's the basics for now. Any non-IRCers want to throw ideas in? Mostly what to do with the 10 heroes and what tunnels to use and if this is dumb or not?

I assume all tunnels will be large enough to accommodate everyone such as Hoyle's Knightmare and Masterhand and Gaz's bike and Abbadon's horsie etc? Because we could totally split up and fill our ranks with the heroes as Sherlock and Scout will likely help out in the tunnels and just send 9 into the tunnels and 9 up cliffs or whatever.

Either way, I can totally sneak around pipes and eton mess to scout things out, I guess. The water won't be flowing too much in a ruined building that I'll get washed away.
Image
<Kaee> I think Met would give better sex than Hoyle
cruizer wrote:I didn't start writing this with the intention of speaking about veganism; but the link between animal explotiation and oppressed human groups is so obvious

User avatar
Garf
Posts: 5506
Joined: Mon Oct 20, 2014 10:42 pm
NNID: Garfsona
PSN ID: GarfGuy
Steam ID: garfield069

Re: The Dimensional Hunters- The Plan

Post by Garf » Wed Oct 29, 2014 12:21 am

Hoyle's Knightmare is kept in some form of hammerspace, like most of the arsenals. The tunnels are large enough for you to move through. Also, considering the tunnels survived being nearly torn from reality, they're pretty sturdy

Gazooki
Posts: 949
Joined: Mon Oct 20, 2014 6:04 pm

Re: The Dimensional Hunters- The Plan

Post by Gazooki » Wed Oct 29, 2014 11:21 am

Yeah we all thought Hoyle's plan was dumb anyway so we're not doing that. There was more discussion of it after this but I can't remember much of it. Met/Jen can probably fill us in later.
REMEMBER ME!

User avatar
Aren142
Posts: 6214
Joined: Mon Oct 20, 2014 6:01 pm
Steam ID: Aren142
Contact:

Re: The Dimensional Hunters- The Plan

Post by Aren142 » Wed Oct 29, 2014 11:42 am

I just remember that we reached the conclusion that Dio can stop time which makes things surprisingly easy.
<Kaeetayel> Go for a team entirely composed of Eeveelutions
<Princess> that's effort
<Princess> I need to buy the stones/go to rocks/make them happy/touch Eevee
<Kaeetayel> The last one doesn't sound too bad

User avatar
JenovaPX
Posts: 6415
Joined: Mon Oct 20, 2014 5:58 pm
PSN ID: JenovaPX
Steam ID: Jenova1039

Re: The Dimensional Hunters- The Plan

Post by JenovaPX » Wed Oct 29, 2014 1:35 pm

Just realised I can make navigating the tunnels infinitely easier if I give Suu one of my evil implants I should be able to keep a track of her location while she navigates her way through the pipes of the facility and finds a possible exit.

It might also be an idea to have Suu first find the power generators for the area and flood them to cause the most chaos with their defenses. If we're doing this under cover of darkness it'll also make infiltration and extraction infinitely easier.
Welcome to the True Man's World
Destiny is Destiny.

User avatar
Garf
Posts: 5506
Joined: Mon Oct 20, 2014 10:42 pm
NNID: Garfsona
PSN ID: GarfGuy
Steam ID: garfield069

Re: The Dimensional Hunters- The Plan

Post by Garf » Fri Oct 31, 2014 12:12 am

I wont be updating tonight because I am ill
which was exacerbated by a hangover
So, you've got until 6PM tomorrow to post your plan

User avatar
JenovaPX
Posts: 6415
Joined: Mon Oct 20, 2014 5:58 pm
PSN ID: JenovaPX
Steam ID: Jenova1039

Re: The Dimensional Hunters- The Plan

Post by JenovaPX » Fri Oct 31, 2014 1:15 am

Ok, so I think a good basis for our plan would be as follows:

-I give Suu one of my evil implants to keep track of her whereabouts before she enters any nearby pipes whilst hidden under cover of darkness.
-Suu will scout things out as best she can whilst she finds any signs of an exit from the tunnels.
-A small group of soldiers led by Dio, Abaddon and Cartman will go through the tunnel 2 escorted by the heroes Sherlock and the Scout.
-Sherlock will use his abilities of deduction and general awareness to help guide us through while the Scout uses his ability to Scout to help check the tunnels in front of us. We'll be heading in Suu's direction as Dio keeps track of her location.

-Jeremiah will be waiting with most of the infantry keeping an eye on the base hidden waiting to lead an assault.

-Masterhand and Mondo will take a small squad of people to the cliffs to the North East, slowly climbing them and helping troops scale it by hovering like a giant hand.

-Once the tunnel group have found an exit we'll have Suu return to the pipes and try to find the base's power generators which she will then flood from a safe position.
-Once the power cut happens the tunnel group will make their way towards the gates, knocking out any troops they encounter along the way as Abaddon keeps aids our stealthy skills with his shadows. Hook knocked out guards to the fultons.
-Once at the gates Dio will freeze time and try to take out as many guards at the gate as he can in the darkness in that period, hooking them to fultons too. Once time resumes the group will take out any left and open the gates as quickly as possible.

-At the time of the power cut Masterhand & Mondo and their group will cut through/scale the fence and make their way towards the command centre in the chaos.
-As the lights go out we'll dispatch the Harrier to make a quick strike on the area with the command centre to throw it into chaos and thin out any defenses in that area, hopefully clearing it out and opening it up for Masterhand & Mondo's group.

-Once the gates are open Jeremiah will lead an assault of the other troops in the ATVs and tanks whilst piloting his Knightmare Frame.
-Any significant movements of troops will be their primary target but other than that this will primarily be intimidation to force a surrender. In the event that they keep fighting then we will retaliate.

-Once the gates have been opened the other heroes will join up with the tunnel group who will head towards the command centre whilst clearing out any other troops in their way.
-We'll do whatever needs to be done at the command centre.
-If the area is still hot once this has been done we'll try to head towards the cleared area Masterhand and Mondo came from for Chinook extraction.


I think that about covers everything really and gives us a good spread.
Welcome to the True Man's World
Destiny is Destiny.

Post Reply

Who is online

Users browsing this forum: No registered users and 4 guests