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[OOC: READ FIRST] Trespassers of the Multiverse: Gaiden^2 (Accepting Signups)


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A reboot of the game Trespassers of the Multiverse on bay12.
 

This thread is now defunct. Please go to the thread on bay12 if you are interested.


There exists an untold number of universes, each with its own friendships, wars, gods, and demons. Each one with countless stories to tell. More are generated every instant, as new possibilities unfold and new minds are born with new ideas in a fractal expansion.

However, one of these many expansions went terribly, horribly wrong.

Horrific monstrosities, barely having a true form and defying all common or uncommon logic in description, were born in the gap between worlds. They ached to fill the gaping void within themselves with true existence, and so they fell upon the myriad worlds, devouring all that they ran across, some assuming the forms of familiar foes turned alien and some forcing their way into the hearts and minds of the people responsible for protecting the worlds they lived in.

The multiverse has held its own for eternities. These incursions are met by bands of heroes or chosen individuals with the strength of mind and arm to defeat them, wherever they appear. However, the war is turning. More and more worlds are falling to the beasts - called Trespassers for their lack of belonging - and their closest things to lords or kings have begun appearing - Pure Trespassers, raw destructive, consuming essence with a hatred for existence itself.

So the multiverse is fighting back. You have been chosen, lifted from your home universe, to fight these foes wherever they appear. Are you prepared to accept this mantle of duty, strong enough to fight to save every existence?
 

 


Basically, the premise of the game is this: A bunch of people from a bunch of different universes are pulled together by a cosmic force to kill big nasty monsters. It'll be a mixture of freeform RP and mechanically-based combat. There will be a number of chapters; some primary ones run by myself to advance a greater story arc, and smaller, player-made ones that can be virtually whatever you imagine, with breaks in between for the characters to rest and prepare for the coming battles - as well as getting to know each other. Maybe the heroes heard that a powerful artifact for fighting Trespassers is on a world, and they've got to prove they're worthy of it; maybe one of the PC's homeworlds is at risk of being devoured. It's entirely up to you guys (though I'll still be overseeing them, of course.) 



System/Character Sheet

 

Name: (Should be self-evident.)

Age: (Should also be self-evident.)

Gender/Sex: (Male? Female? Something in between?)

Race: (No, not skin colour. Are you human? Vulcan? Generic Mary Sue half-breed hybrid?)

Appearance: (What do you look like? If you have alternate forms, their appearance should go here. Weapons and stuff are optional.)

Personality: (What are you like? No need for an essay here, leave room for some character exploration.)


Perks: Powerful, semi-unique bonuses that a character gets, that either give sweeping boosts to overall power or significantly change the way a character operates, among other things such as strong signature attacks. These are very flexible, and allowed to bend the rules more than other things. It is recommended to read through the entire system before picking one. 

Each character starts with two perks, and gains an additional perk every 5 levels. One more perk can be 'bought' with a Flaw; essentially a negative Perk. A flaw represents an innate weakness, such as a vulnerability to a certain kind of damage.

Example Perks:

Swift: Character gains +1 DEX per level.

Power Overwhelming: Character's level is 1.3x higher for all calculations. Does not grant bonus AP or stat points.

Stand Proud: Character has a strong entity that they can summon to aid them in battle.

 

Level: Increased whenever the GM deems it appropriate, generally when reaching plot milestones. New characters start at level 5.

HP: Equal to 30+(Level*CON)

Initiative: Your bonus to initiative, generally DEX minus any penalties you may have.

 

Base Stats: 14 points at base+4 per level. (Formula being [10+Lv*4].) Stat caps are 5+Level*1.5, rounded down. (At level 6, you have 34 stat points and your stats are capped at 12.)

 

Strength: How physically powerful a character is. Some equipment might be heavy, reducing initiative unless the user meets a certain strength score.

 

Dexterity: A general measure of coordination and speed. One of two stats permissible for critical hit chances, and increases character initiative.

 

Intelligence: A general idea of how well-educated and knowledgeable a character is, as well as their ability to manipulate data. The only stat that can be used for both critical hit chances and support abilities.

 

Constitution: How resilient a character is to incoming damage. Determines character health, and is frequently targeted by debuffs.

 

Synergy: Measures power not covered by other stats, such as magical energy or the strength of one's onboard nuclear reactor. Can do anything, but has no particular effects.

 

Actions: Generally speaking, "things characters do." They can be active, passive, or take the form of equipment - more on that later. You get 10 AP to start, and 2 for every level. (Formula is 8+2*Level.) Actions cost 1 AP to create and level. You also start with 5 action slots, and gain one every even level. Additionally, every character can take the "Defend" action unless prevented from acting somehow, reducing incoming damage by 50% after all other calculations. (Does not have initiative, or reduce pure damage.) Action level is capped at two above character level.

 

Examples:

 

Magic Bolt: Deals 2d6+SYN+DEX/2 damage to a single target.

-Level 1: Deal 1d6+SYN damage.

-Level 2: Adds a d6 of damage.

-Level 3: Adds half of the character's Dexterity to the damage.

 

Soothe: Restore 1d4+INT health to a single target and remove two negative statuses from it.

-Level 1: Heal for 1d4 health.

-Level 2: Additionally removes one negative status effect.

-Level 3: Removes an additional status.

 

Rend: Inflicts a bleed that deals DEX/2+3 damage for 2+1d4 turns to a single target.

-Level 1: Inflicts DEX/2 bleeding damage on each of the target's turns, lasting 3 turns.

-Level 2: Increase duration to 2+1d4.

-Level 3: Increases damage by 3.

 

A note on complexity: You can make your effects as convoluted as you want. However, consider this an official establishment of the "tl;dr clause": the GM is not liable for things he forgets to roll on your sheet. Therefore, you are best served by keeping your effects simple and distinct - it's good for my sanity and yours.

 

Equipment and Crafting: Equipment in this game is handled in terms of the action system; a piece of gear goes into your sheet where any other action might, with comparable effects. The main difference is that equipment can be traded between characters, and can only be leveled by crafting and training with it. You can also "craft" actions by training, if your character's not the type to load up on fancy bits of metal and magical trinkets; you can't give these away, obviously, but these "tricks" otherwise function like equipment.

 

Crafting will generally be an opposed check, with your relevant stat(s) being added to your roll and the difficulty being added to the opposing. Degree of success is taken into account as well. When the GM deems it appropriate - generally after reaching critical points in a plot or completing one - everyone in the party will recieve three crafting tokens, which can be used to level up equipment. If the player in question is wholly uninterested in crafting, they may trade all three tokens in for one AP. In the case of cooperative crafting, the token is used up by the recieving character. Tokens will roll over between sessions, but a character cannot exceed 5 available tokens (if they would, they automatically trade three tokens in for AP.) Equipment level is capped in the same way action level is.

 

Each character begins the game with effective craft tokens equal to their level+2, which are to be spent during character generation on creating and leveling equipment.

 

Examples:

 

Iron Plate: A sturdy suit of plate that reduces incoming slashing and piercing damage by 2 points, but reduces the wearer's initiative by 4-STR.

-Base: 1 damage reduction, 5 weight.

-Craft Level: Improved fittings reduce effective weight by 1.

-Craft Level: Better tempering increases damage reduction by 1.

 

Grounding Amulet: A carefully crafted and enchanted pendant that safeguards against electricity.

-Base: 20% reduced damage from electrical attacks only.

 

Claymore: A rather large sword, good for muscling through armor. It deals 3d4+STR damage and ignores three points of damage reduction.

-Base: Deals 1d4+STR damage.

-Craft Level: A sharpened blade improves damage by 1d4.

-Craft Level: An enchantment for increased power improves damage by 1d4.

-Craft Level: Careful weighting allows this weapon to ignore 3 points of damage reduction.

 


Bare Character Sheet, for convenience

 


Name:
Age:
Gender/Sex:
Race:
Appearance:
Personality:

Level:

HP:
Init:

Stats:
Constitution:
Dexterity:
Intelligence:
Strength:
Synergy:

Perks:

Actions:

Equipment:


Rule Notes and Errata

 


Basic System Rundown: Every round, every character in the fight posts one Action and who they're using it on, if applicable. (E.g. Haruka uses Shield Bash on Familiar #3.) Characters can talk, you can describe their actions in detail, etc. Once every action is submitted, the GM will process them all in the order of initiative, and then the process begins again next round.

Summons: Will be handled case-by-case. However, all summons must be perk-backed in some way.
 

Dropping to Zero Health: This game will use an injury system. You can take up to three injuries before you die. Injuries are inflicted only when a character drops to zero (or lower) health. Mechanically, an injury functions as a half-magnitude Flaw that is chosen by me (or the GM of the current plot, which I will then vet.) Healing these injuries may be offered as an alternate reward after completing a plotline, or repaired via sufficient usage of craft tokens.


Errata: This kind of system requires a lot of little (and sometimes not-so-little) specifications and adjustments. I'll record them here as they're made.

Nerfs, Buffs: A lot of the time, a character will turn out under- or overpowered. That's okay! We can adjust it on the fly. Be willing to accept that the GM makes mistakes and might have to reduce your character's power to fall in line with others of the same level.

Sheet Maintenance: Players are expected to maintain their own sheets and make changes as the GM recommends. Failure to do so will invite GM action if it becomes an issue.

 

Perk-backed Actions: They have a baseline power level higher than that of normal ones (since Perks are much more limited) and don't cost AP to get, though they do cost AP to level further. They also come with their own slot.

 

Critical Hit Systems: The game has no innate critical hit system. Critical strike abilities are limited to scaling off of DEX or INT.

 

Over-encumbrance: A character cannot exceed a total INIT penalty of -10; if they would do so, they must unequip gear until they are no longer suffering such a penalty.

 

Buffs and AoE: Damage buffs have halved effects on actions that target more than one enemy.

 

Stuns: Any effect that prevents an enemy from taking its turn entirely (typically referred to as a stun or similar) automatically grants a turn of immunity to other effects of that kind upon ending.

 

Dice Boosts: Effects that boost die size will not raise this size past d12. Effects that increase the number of dice used will not take effect on actions that use dice of greater size than d12s.


Guidelines for Characters

 


-No canon characters. If you -really- want to play a specific character, make an expy; a very similar character from another setting.
-Characters can be drawn from any setting, original or otherwise.
-Don't make Mary Sues; leave room for growth and development besides their numbers.
-If you think a character might be controversial or divisive, talk them over with the GM.

 

FAQ

 

Is this game accepting signups?/Can I add another character?

Signups will never close. As long as you don't do something blatantly stupid/douchey, you'll never be barred from the game. However, secondaries and tertiaries will only be allowed for people who have at least some history of regular activity consisting of good posts. Simply put, if you're not putting in effort on one character, I have no reason to give you another.

I have no idea what's happening and I don't understand the rules.

Join the Discord. I can break it down into a more digestible format, if this doesn't work for you. If you have any questions (that aren't answered here), ask me or one of the other players. Looking at other character sheets, especially the GM ones, is also an excellent way to begin parsing the system (and is highly recommended even if you do, given that this game is balanced strongly on precedent.)

Why are there so many threads?

Individual chapters of main story plots are broken up into multiple threads, for the sake of organization. Most rest/interaction phases are also broken into multiple threads, to make things easier to follow; this game has a lot of characters, 46 at the time of writing this, so spreading them out over four or so threads keeps threads more coherent. If you're confused as to which threads are active at a given moment, ask. 

This character is overpowered.

If you think a part of another character's kit, or a combination of elements in their kit, is overpowered (or underpowered), bring it up in PM or the salt channel. I prefer the latter, but understand some may be uncomfortable with discussing things in public.

My character is too weak and I want to change them.

There is a rule that allows you to move around one AP per level after character creation. However, I generally do not allow total character reworks; there are a lot of resources for you to use during character generation, including outright having someone build the mechanical parts of your character for you. Exceptions will be made to characters that suffer from systemic changes, if and when they are made. 

 

What is Director's Cut? 

 

A side game run by Shadestyle, focusing less on combat and more on exploration and crafting. I recommend checking it out.

 

What about Lost Footage? 

 

A side game run by Stormlord, with less benign protagonists.


Rules:

  • All global forum rules apply.
  • Respect all other players, and the GM.
  • Try to avoid making your character a Mary Sue. The greater subforum has some guidelines for what this term means, if you do not know. 
  • Avoid "l0l so rAndUm" characters or outright evil/sociopathic ones. If they don't have a reason to work with the party to save the multiverse, they don't belong in this game.
  • Bunnying - controlling another character without their consent - is strictly forbidden.
  • Player killing is also generally forbidden. This isn't an arena game.
  • Keep mentions of sex and violence within reasonable moral and legal bounds. Explicit depictions are against the rules, after all. If you must, learn the fine art of the fade-to-black. 
  • Posts should be two or three sentences minimum, with decent grammar and spelling. This isn't a hard and fast rule, but do avoid consistently terse posts. If you're having trouble, ask for help.
    • In keeping with the above, avoid bullet-posting - making rapid, usually short, posts in a short amount of time, unless your character is in a one-on-one situation. Doing this makes it difficult for other players to keep up; the players are scattered across numerous timezones and areas of availability. 
  • If there is an ongoing interaction between two players, please ask before inserting your character, in keeping with Rule 2 on this list.
  • I reserve the right to add more rules as-needed.

 

So, interested? Character sheet ended up a bit of a slog, but I wanted to be thorough.

A document containing a lot of helpful guidelines and advice for chargen,
Join the Discord for important game updates. This is required for playing the game.
Active IC Threads:

Archived IC Threads:

Chapter 1

Chapter 1 Interludes

Chapter 2

Currently Inactive Threads:

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Master Sheet containing a quick reference for extant characters, among other things. This is MANDATORY to fill out and keep reasonably updated; it makes running turns much easier. 

 

Primary Characters (Characters in italics have not been updated and reapproved):

 
Secondary Characters: 

Tertiaries

NPCs

Inactive/Dropped

 

 
 

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Name: Heo (Pronounced "Hay-oh")

Age: 29

Gender: MANLY MAN

Race: Human

Sex: Male

Appearance: A tanned-skinned, muscular man, with long, black hair, a straggly beard, and rough features, including a scar on his nose. He wears an orange bandana, loose, tattered, orange-and-black pants, and not much else, exposing his musculature for all to see. He also has a black tattoo on the front of his chest.

Personality: Confident, cocky, and at times a bit of an asshole, though he's a kind and caring man at heart. He enjoys being the center of attention, and drinks quite a bit of alcohol.

Level: 1

EXP: 0

HP: 33

Init: 1+1d20

Stats:

Constitution: 2

Dexterity: 4

Intelligence: 0

Resistance: 2

Strength: 5

Synergy: 1

Complexity: 6

Perks:

Combo King: In addition to Heo's regular Actions, he can set "Combo Actions" onto regular ones. These Combo Actions automatically activate after the regular Action successfully activates. Heo can also set Combo Actions to other Combo Actions, creating a Combo Chan. The maximum amount of Combo Actions there can be in one Combo Chain is equal to the regular Action's level. However, if Heo misses any attack before completing the combo chain, the rest does not execute and the cooldown is increased by the number of actions he did not execute. Each Combo Chain must have a minimum cooldown of (amount of Combo Actions in the Chain).

Each Combo Action has an inherent miss chance fo 20% unless stated otherwise. Upon missing any action, he is stunned for the next turn.

No Luck, Pure Skill: All of Heo's attacks' damage is multiplied by 1.3x.

Equipment:

Name: Vulcan Blade

Description: A massive, fiery greatsword, with angry, red designs and hooks on the end to catch blades.

Type: Weapon

Damage: 2d6+STR

Minimum Stats: 5 STR

STR Penalty: 8

SYN Threshold/Bonus: N/A

Special Qualities:

Name: OVERPOWERING MANLINESS

Description: GET YOUR PUSSY-ASS ARMOR OUTTA HERE THE ONLY ARMOR I NEED IS ABS

Type: Armor

RES Bonus: +2 RES

Minimum Stats:

STR Penalty:

SYN Threshold/Bonus: N/A

Special Qualities: +1 RES every two levels

Name: Bandana

Description: An orange cloth worn around the head, with a strange design on the front.

Type: Weapon

Damage: N/A

Minimum Stats: N/A

STR Penalty: N/A

SYN Threshold/Bonus: N/A

Special Qualities: Nothing special

Actions

Basic Attack: Burning Smack: Heo slaps a bitch. Deals weapon damage.

Basic Defense: Block: Heo holds up an arm to defend against an attack.

Burning Rush I: A quick double-kick. Deals basic attack damage. If this attack misses once it rolls a second time. (Overall cooldown: 2 turns)

- {Spinning Lion: An acrobatic spinning slash. Deals basic attack damage. 1 turn cooldown.]

Burning River I: A powerful punch. Deals basic attack damage. (Overall cooldown: 1 turn)

- {Fire Tornado: Heo throws his sword, it spinning on the target. Deals basic attack damage, but with DEX instead of STR. 30% miss chance.}

Unused actions:

((Grand Finale: Heo attacks the target 3 times, each dealing .50x basic attack damage. Each attack has a 20% chance of missing.))

((Vulcan Comet: Heo summons an absolutely massive rock, spins upwards while setting it ablaze, and throws it down. Deals basic attack damage*3. This action and any action that links to it may only be used after three turns have passed since the battle began, and this action may only be used once per battle. If any action that chains to this is used, it is resolved as if this action is not linked. This action may not chain to any action, but may be chained to.))

Inventory: A half-drunk bottle of booze

Some gold coins

A ball

Edited by Rec4lls
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in!

working on the character sheet

I think I've finished

 

Name: Theodore Murphy
Age: 22
Gender: M
Race: Human
Sex: M
Class: DJ
Appearance: A young man wearing green and yellow jogging clothes. Has long brown hair, usually in a ponytail. Never seen without his signature Beats.
Personality: Pretty chill. Loves his job as a radio DJ, a master of a e s t h e t i c, He holds a deep love of music, and a wide appreciation for sound, and how it affect people. It is hard to bum this party lover out.


Level: 2
Exp: 100


HP: 33
Init: 3+1d20


Stats:
Constitution: 2
Dexterity: 3
Intelligence: 6+1(from headphones)
Resistance: 2+3
Strength: 1
Synergy: 4

Complexity:3

Perks:
Telephonic Reverb: Sounds near the user can be broadcast to friendly units who are not blocked by sound canceling materials.[Allies in the user's group are immune to effects such as Mute or Deafen]


Hyper Ambiance: once per Plot, the user may change the theme music being played giving allies a massive relevant buff, or changing the tone of the encounter.


Equipment:
Name: custom Beats by Dre
Description: Cherry-red headphones. Usually worn on head, but also fold into a sound-gun of sorts. Has an iPod built in.
Type: weapon/tool
Minimum Stats: 2 Syn
INT bonus: 
INT 20: Resonance cascade: When enemies die to this weapon, nearby enemies are dealt the overkill damage [3 turn cooldown]
Special Qualities: +1 INT every 2 levels; Bound

 

Name: Shoddy Scale Cloak

Description: A cloak made of chainmail with small metal scales attached somewhat haphazardly, with some imperfections in the chain weave. A similarly imperfect enchantment is infused.

Type: Armor

Armor: +3 RES

Minimum Stats: 1 STR

Weight: 6

SYN Bonus: 5 SYN = +1 RES, 10 SYN = +1 RES

Special Qualities: Rewind: On the first instance of damage taken per battle, this armor provides double the normal RES bonus by shifting the wearer slightly backward in time.

Heavy: Due to imperfections in the crafting process, this piece of armor is especially encumbering to wear.

 


Basic Attack: Break it down: The user fires a concussive sound wave on a single target, dealing 1d6+weapon damage.

Basic Defense: Drop the bass: The user emits a sudden blast of sound in an effort to deflect an attack, blocking 1d6+Dex damage

Actions:
(2) Raw Resonance: Deal 1d4+INT/2 damage to all enemies of a specific type for three turns as the user attunes a song to that resonance frequency. [does not stack with itself]

(3) Good vibrations: The user plays a song, buffing his allies. [Grant (Int+Syn)/10 to all stats for 2 turns, 3 turn cooldown.]

(1) Noise pollution: User attempts to destroy objects using the power of Rock'n'Roll! [SYN v item durability; 3 turn cooldown]

 

(1) Harmonize: User heals 4 people (including the user) by 1d4+ (1/3Syn) rolled once. [3 turn cooldown]


Inventory:
IOU $20 owed to shopkeeper 
food for 2 days(apples and bread)
pocket knife
compass

Broken disco ball

x3 flashlights with strobe feature 

six pack of beer

glue

Cannabis Iced Tea

Edited by S34N1C
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Pluck and Gallary, Adventurers for Hire!

System/Character Sheet


Name: Pluck
Age: 21
Gender: Male
Race: Human
Sex: Male
Appearance: A Young man in a Cyan Tunic and Blue Pants, he has a Gold Parrot that flies near him, his hair is a bright yellow, and his eyes are a brighter blue.
Personality: Cheerful and Clever, Pluck is always willing to puzzle out a problem and consider how things could work together with his magical friend.

Level: 1
EXP: 0

HP: 32/32

Equal to 30+Level*(CON+Level). If your health reaches 0, you're taken out of combat, possibly with lasting injury.

Init: (1d20)

Equal to your DEX score + 1d20 rolled at the start of each combat. Determines the order people move in.

Stats: You get 14 points to spend to start. Each stat is capped at a value equal to 1.5*Level + 5, and you gain 4 stat points per level by default.

Constitution: 1

Represents overall physical health and vitality. Governs Health.

Dexterity: 0

A measure of a character's overall speed, agility, and coordination. Governs initiative and certain forms of damage.

Intelligence: 6

Represents how well-educated and generally knowledgeable a character is, as well as mental strength. Governs some forms of magic, and can unlock special effects on gear.

Resistance: 0

Measures how resistant a character is to harm. Subtracted from all incoming damage.

Strength: 1

Raw physical power. High Strength allows you to use heavier, stronger equipment without penalty.

Synergy: 6

Raw magical power. Governs many forms of magic (including things not specifically magical, such as ki, aura, etc.) Can unlock stat boosts on gear, and may be required to wield some equipment.

Complexity:

GM-determined stat. It represents how difficult a character is to run in a combat situation. Having complicated effects or extra variables to track will increase complexity. The GM may reject a sheet if their complexity is excessive. As a general rule, cooldowns, buffs, debuffs, and variable (e.g. 1.4x something) bonuses will increment this stat by 1. Perks that radically change how a character operates within the game mechanics will increment it by more.

Perks: Perks are powerful bonuses unique or mostly unique to a character, differentiating them from the rest and often defining part of their nature. They can take many forms, from scaling stat boosts to summonable minions (or representing that one character is actually a pair) to bonus actions and more. Use your imagination; if you can put it into numbers, it can probably be a perk. Each character starts with two perks, and gains an additional perk every 5 levels. One more perk can be 'bought' with a Flaw; essentially a negative Perk. A flaw represents an innate weakness, such as a vulnerability to a certain kind of damage.

Perk: Gallary the Bird: Pluck has a good friend of his known as Gallary, a Solid Gold Bird which follows him, the bird speaks, and can transform into a magic horn, which when blown, combines two items near Pluck, or seperates them into two parts. Living things which cannot hear the horn, through deafness or something like blind focus or rage, will not be affected by the Trumpet's call. Inanimate objects more powerful than Gallary cannot be affected by it.

Enables "Blow the Trumpet"

Semibound: This item can be lost temporarily under special circumstances, and can only be upgraded in special circumstances.

Perk: Plucky Adventurer: Pluck can make ANYTHING into a puzzle to be solved. Enables "Solve the Puzzle!"

Flaw: Dragon's Debt: The Hero Loses all the Equipment and Inventory they own at the end of a plotline, save for Gallary and their Clothes, Unless they buy it back for a Hefty Price out of pocket, or it is not technically theirs.

Perk: Buyback: The hero isn't getting out of it that easily! When dying, the User loses all of the money they have, and is revived at the nearest safe location, where they can try to make it back to adventure. The Dragon that they owe REALLY wants it's money, and will keep reviving Pluck and Gallary as long as it takes.

Equipment: Each character starts with one weapon, one piece of armor, and one bauble. (By default, you have slots for one weapon, two pieces of armor, and three baubles.) You get three special qualities to assign to your equipment however you wish. Equipment should be formatted as such:

Name: Gallary
Description: A golden bird which transforms into a magic trumpet, it is needed for "Blow the Trumpet"
Type: Bauble
Minimum Stats: 6 [sYN]. Characters that do not meet these requirements simply cannot use a piece of equipment.
Int Bonus:

20 Int: Ringing Echoes: Blow The Trumpet can now effect large objects.

Special Qualities: +1 Syn & Int per 4 Levels


Actions: You will take one (possibly more, with buffs) action per turn in combat. Actions can be active or passive, and are your primary means of resolving combat. An action is typically an attack or a buff/debuff of some variety, with some kind of special quality attached. You get 10 AP to start, and +2 per level; a new action costs 2 AP, while leveling an existing one costs 1. Leveling an action should increase its power or utility slightly without fundamentally changing it; basics cannot be leveled. Action level is capped at 2 levels higher than your own.

Basic Attack: Hit It!: The user hits something with something Else, with no weapon, it does 1d4 damage flat.

Basic Defense: Waddle out of the way: The user makes sure to get out of the way from danger. Attacks or damage not actively aimed at them (Intended to hit them specifically) will miss when they use this, as they make sure to move away from where it will hit with a brisk pace. The user can take a noncombat action while doing this.

3) (Perk) Blow the Trumpet!: The user blows a magic gold trumpet, Two entities or objects near Pluck are fused together into one, or a single entity or object near pluck is split into two, This does not work on Living beings unable to hear the Trumpet, such as those who are deafened or too emotional to pay attention. If this is used Twice in a row, Gallary is tuckered out for 2 turns, and cannot be used for anything.

3) (Perk) Solve the Puzzle!: The user takes in all the factors around them, attempting to culminate them in a single beautiful sequence of events that solves all obstructions to all goals in a mentally constructed rube goldberg machine of puzzling brilliance, when the user has taken 5 Actions in a scenario, they may roll to create a plan, if everyone agrees on it, it is enacted with existing bonuses Doubled (not the rolls themselves, I.E, if someone has +5 to Engineering, they have +10 for this single turn) in addition, the plan counts as a single collaborative action. This may only be performed once per Plot, or, during long plots, once per intermission.

(1) Clever tools for clever people: Equip Limitations are lowered by 1. (Bonus Thresholds are not)

Inventory

Glass Bottle.

12 Rupees.

3 Dragon Gems: Bright red gemstones that are simply all too valuable to the Dragon pluck owns, they can be traded to purchase back items he has lost at the end of a plot. They are commonly found in out of the way places, or by doing things one would not think to do in a puzzle to solve it.

Edited by Hal Henderics
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This sounds pretty cool, though I'd probably want to see some other character sheets before I make mine, just so I can get a read on how to do one. If I were to join, I can tell that the battle system would be a bit of a learning curve for me, but consider me interested.

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I'd like to be a part of this. This'll be my first time doing something like this, so please be patient :) Alright, I added the specified changes. There's been a lot of shuffling of dates, so don't hold anything from this or IC posts as gospel.

Edmond:

Spoiler

Name: Edmond Cooper
Age: 33
Gender: Male
Race: Human
Sex: Male

Class: Military Engineer
Appearance: Is 5'3”, with brown hair (4 inches) and green eyes. Has thin eyebrows, and a slightly crooked jaw+mouth.

Personality: Highly idealistic, thrives under pressure. He feels that his education makes him superior to others. Focused and balanced individual, mentally and physically

Backstory: Edmond was born on Gliese 581e. In the irrationality of history, it was christened Libra by its inhabitants, after the constellation in which it resides. Edmond was born into a wealthy merchant family, and was subject to a studious upbringing. As a child, his parents were frequently absent. However, when they were present, they took a deep interest in the education and growth of their child. His childhood was largely uneventful, as he completed his initial schooling with high marks in most subjects. At university, he chose to pursue IP law, but eventually switch his focus to engineering. In his early work, he spent his leisure hours looking over patents. In...2678 C.E.? Gliese became involved in a border dispute which rapidly escalated to war. There had previously been a limit on the size of standing armies on exoplanets. However, out of fear that their enemies might not respect this limit, both planets instituted a draft and rapidly broke the limit. Edmond was initially trained as a foot soldier, but was taught advanced engineering and transferred to the special ops division. During a mission to HSTb-003, a gas-giant moon, Edmond was summoned via a dream to join a team to defend the multiverse.

Level: 6

HP: 78

Init: Equal to your DEX(2) score

Constitution: --8
Dexterity:--3
Intelligence:
.--12
Strength:
--6
Synergy:
--5

Perks:

 

Gambit: By sacrificing 25% MHP, Edmond gains another action during his turn.

 

Preemptory Bracing: Through being prepared for pain and injury, Edmond is able to lessen it. Thus, recoil damage from himself or allied effects on him is reduced by 30+Level/2% (Rounded down as usual)

 

Autoregeneration: Through a combination of genetic factors and automatic injectors in his power armor suit, Edmond can regenerate somewhat from damage. Heal 10% MHP every round.

 

Equipment:

Owned weapons

Spoiler

 

Name: Arc Welder (Unequipped)

Description: A powerful plasma arc welder that can cut through most materials. Used to penetrate heavy armor. A small metal parabola protects the user from being blinded.

Deals 1d4+INT, and can be used to cut things or weld metal.

 

 

Name: Light Kevlar

Description: A woven kevlar vest, useful for stopping lower caliber bullets (or similar), knife thrusts, and resistant to mild heat.

Armor: Decrease incoming physical projectile and stabbing damage by 5%

 

Name: The Iron Will

A made-in-America modern miracle. This weapon of destruction flies over enemies, laying down suppressive firepower when combined with "The Long Arm of the Law". Basically a set of highly patriotic power armor.

Weight: 5

Base (Loot): Grants physical damage reduction of 3 points, modular system: Provides +1 to rolls attempting to modify this system or integrate it with other electronic systems.

Level 2 (Loot): Physical damage Reduction increased by 1

Level 3 (Loot): Flight Systems Online: Grants fluff flight

Level 4 (Loot): Bulletproof: Damage reduction against bullets: 2*Physical Damage reduct

Level 5 (Loot): Acrobatics: The user gets +INT/2 at attempts to perform aerial tricks.

Level 6 (Craft): The suit can now record up to three enemies or six objects in high detail, allowing them to be studied remotely, granting items of "Combat Data"

 

The Long Arm of the Law: A weapon meant to be used by someone wielding the Iron will's frame, it looks like an unholy combination of a high caliber sniper rifle and a belt fed machinegun.

Weight: 5
Base (Loot): Deals 2d6+INT damage, and when used by someone not utilizing the Iron Will armor system, the weight is treated as 7.
Level 2: APDS Rounds: This weapon can be used with your choice of INT or DEX as its base stats.
Level 3: Familiarity : Bumps the dice formula up to 2d8+Stat
Level 4: Dead Aim: If the Iron Will suit is equipped, consider enemies dodge to be reduced by 10% when utilizing this weapon.

 

 

 

Actions: (20/20) used. 7 slots.

Defend: Decrease incoming damage by 50% after other calculations for one round

 

Quick tune-up: Edmond performs a series of repairs on a mechanical ally. Heal 2d6+INT HP on an ally who can be considered mechanical.

Level 1: Heal a mechanical ally by 1d6+INT.

Level 2: Heal the mechanical entity by 2d6+INT

Level 3: Edmond counts as mechanical for this skill, due to personal knowledge of his power armor.

 

Stress testing: Edmond uses his engineering knowledge to strike stress points in enemy armor or bodies, causing damage that allies can capitalize on. Probably won't grant extra damage on stuff like blobs. Deal weapon damage and increase the damage of the next hit on the same enemy by 25%. 2 turn cooldown.

Level 1: Deal weapon damage and increase damage on next hit by 10%. 3 turn cooldown.

Level 2: Decrease cooldown to 2 turns

Level 3: Damage increase is now 15%.

Level 4: Damage increase is now 20%

Level 5: Damage increase is now 25%

 

Bird's Eye View: By calling out enemy attack patterns and apparent targets, Edmond may decrease incoming damage for two grounded allies by 20% for one turn. 1 turn cooldown.

Level 1: Decrease incoming damage for two grounded allies by 20% for one turn, 2 turn cooldown.

Level 2: 1 turn cooldown.

Level 3: Decrease incoming damage on two grounded allies by 30%.

 

Individual Air Support: Edmond chooses one specified target, and makes note of incoming threats to them for one round. If an enemy would deal damage to the ally, even one cloaked or invisible, Edmond will first launch a burst of suppressive fire at them, dealing the base damage from a range weapon he is using, and stunning the enemy for one round. 5 turn cooldown.

Level 1: Choose an ally, if an enemy would target them, attack, deal basic damage, and stun. 5 turn cooldown.

Level 2: Advanced Sensor Array: Edmond will still be able to attack enemies who are cloaked, invisible, or speedy in such a way that would normally prevent them from being targetted while they make their move.

 

Strenuous G-force (free action): This action modifies other actions. Edmond may sacrifice an amount of HP, and move at a spot in the init equal to his original init plus or minus the amount of HP sacrificed. 1 turn cooldown.

Level 1: Sacrifice HP to move an amount around in the init equal to how much HP you sacrifice. 2 turn cooldown.

Level 2: 1 turn cooldown.

Level 3: No cooldown

 

Perfect Tackle:  Perform a SYN+STR check to banish an enemy for 1 turn, 4 turn cooldown.

Base Level: Using the experience from the Afterburners passive, Edmond tackles an enemy or ally with thrusters at maximum power to send a target far from the action zone. Allies may choose to remain out of combat. Perform a 0.5SYN+0.5STR check to banish an enemy for 1 turn, 5 turn cooldown.

Level 2: 0.75SYN+0.75STR for the check

Level 3: 4 turn cooldown.

Level 3: SYN+STR for the check.

 

 

Craft tokens remaining: 0

Tricks:

 

Afterburners: By increasing power to the magical thrust units on his power armor (and locking the servo motor joints in some cases), he may carry people over long distances quickly, or fly carrying larger people or loads. When seeing if Edmond can carry a large load or rapidly move a medium one, use 0.5 x STR+0.5 x SYN for the check. The person being carried may be YEETED dealing Xd6 damage to the target and Yd4 damage to the projectile, where X is the projectile's constitution score and Y is Edmond's strength. Edmond may also choose to have the person being carried take damage from attacks instead of himself.

Base CT level: By increasing power to the magical thrust units on his power armor (and locking the servo motor joints in some cases), he may carry people over long distances quickly, or fly carrying larger people or loads. When seeing if Edmond can carry a large load or rapidly move a medium one, use 0.5 x STR+0.5 x SYN for the check.

CT Level 2: Edmond can now use an action to hurl his passenger at an enemy, dealing Xd6 damage to the target and Yd4 damage to the projectile, where X is the projectile's constitution score and Y is Edmond's strength

CT Level 3: Edmond can now use his passenger as a meat shield against incoming fire, choosing to direct all incoming damage to that passenger.

 

 

 

Engineering Experience. Using his knowledge of circuitry and mechanics, grant a passive +5 to crafting rolls that would involve this type of engineering.

Base CT Level: Grant a passive +3 to crafting rolls that would involve this type of engineering

CT Level 2: Grant +4

CT Level 3: Grant +5

 

Mildmannered: Grant a +6 bonus to speech checks, usable once for every two encounters.

Base CT Level: Grant a +3 to speech checks, usable once for every two encounters.

CT Level 2: Grant a +6.

 

Silver Tongue (Craft Level): Grant +1 to Bluff checks.

Inventory:

Spoiler

Miscellaneous:

2 paper napkins, a Fisher Space pen, wallet with 46 Dulars (about $82), a photo id, a few business cards saying "University way & Fifty Second Street, say 'Harley Davidson' to the bouncer first" and "Quinn is the second word, don't fuck this up", Mossberg CMDT Combat Gun "The Defiance"  w/ spirit inside, a stradivarius, a stradivarius case that presumably contains a gun, a credstick with some nuyen on it, a mirror, some marbles, a map of downtown seattle, and a phone.

Engineering supplies:

2x Decorative Armor Scrap, three one ounce ingots of 99.99% pure gold, a small box with ~10 grams of 99.9999% pure vacuum deposited gold, 30g magnesium metal, 2g Silver, 5g Calcium Carbide powder, 50g Activated Charcoal, 10g Iron powder, alcohol lamp with 3 hours fuel, 5 glass test tubes with stoppers, a vial of nitric acid, a similar sized vial of hydrochloric acid, basic hand tools, including screwdriver, pliers, and utility knife. 16 TB worth of HDDs, a collection of small square sensors (infrared vision, UV vision, magnification), a set of thin spidery wires extending from a black module meant for adding a shock security system for vehicles, a thumb drive with a medium strength encryption program on it, a small retro tape recorder (actually moder, high tech on the inside), and almost a full bag of random electronic stuffs (imagine going into radioshack with $400, and buying a bunch of random stuff: capacitors, wires, resistors, transistors, batteries, etc.), a nanobot bomb, a piece of regenerating skin in a vial, half the reamining ashes of the evil book, a clip of Ares Macrotech caseless bullets.

Food supplies:

Eight strips of dried meat, a similar quantity of dried fruit, three loaves of brown bread, 1 liter canteen 3/4 filled with water, and a pack to carry it all in.

 

Spoiler

1 Broken Raptor Legs: Tier Level 21 "A highly advanced pair of robotic legs that allows it's wielder to move at raptorlike speeds for much longer than a regular human should. Broken in several pieces by a rather angry person"

 

Spoiler

Essence of Trespasser: Tier 1 Level 56 "A pair of Groucho glasses that were once worn by the man himself, was rather lazily defaced by someone else before being used in a blood magic ritual. It is still infused with the tainted blood magic, and a lingering touch of horror is still left inside of it. Any one wearing the glasses can't help but stifle a laugh as if something or someone is talking to them"

 

 

 

Secondary: Liliya Ivanenko

Spoiler

Name: Liliya Stefanivna Ivanenko
Age: 27
Gender: Female
Race: Human
Sex: Female
Appearance: Liliya is 5'6", with a lithe figure. She is often slouched, and so appears a little shorter than she is. She has brown eyes with thin arched eyebrows, and brown hair, quite common for her part of the world. She wears a brown leather duster and boots. She can often be heard humming an odd tune when she is bored, like a game show theme song.


Personality: Liliya is firmly focused on revenge or attrition for those who kept her from caring for her mother when she was in need. She considers her battle against the trespassers to be training for her eventual revenge, and hopes to perhaps recruit some of the resources she finds into her own struggle. She is quick-tempered towards those she thinks are trying to lecture her, but willing to make casual friendships with those who she feels can help her.

About six years prior, Liliya was still living with her mother, though on rather poor terms. There had been some disagreement about Liliya's occupation. "Some disagreement" may be an understatement...Liliya's mother was vehemently against her daughter "working" as a gang member. In addition to the fact that it was regrettably illegal, her mother was more concerned that it was an unstable situation with only a small and unsteady income. Though Liliya knew her mother cared little about legality, and only about her daughter's well-being, an argument occured anyway. Liliya left the house for a few days, hoping to allow them both to cool down. However, it so happened that she was brought in during this time on multiple charges. Simply a little more time to cool off from the argument, she thought. She began to panic when she was transferred to a cell in another location, and right she was to panic. For seventeen months, she was experimented upon, enhanced. It was torture, but she withstood it. Then one day, those holding her set her loose in the world. She was now more powerful than before: faster, and capable of predicting the patterns of the world with inhuman accuracy.She could effectively see a few seconds into the future at will or when in danger. She returned to her home to find that her mother was dead, presumably from an illness. Furious at the people who had kept her from her mother, she attempted to seek them out. Whether it was through her lack of resources, or because the group had disappeared completely, Liliya found absolutely nothing. Without a visible group to pursue and fight, Liliya lapsed into melancholy and returned to her gang, performing routine crimes without excitement or interest.



Level: 5
EXP: 0

HP: 55
Init:

Stats:
Constitution: 5
Dexterity: 12 (+1 if armor is approved)
Intelligence: 0
Strength: 6
Synergy: 12

Complexity:

Equipment:

 

Spoiler

 

 

 

Name: Hell Shovel

Description: A Metal Shovel Cracked from a steel plate, and sharpened with Unholy Grindwheels.

Type: Weapon

Damage: 2d8+Str

Minimum Stats: 1 Str.

Weight: 3

SYN/INT Threshold/Bonus:

3 Int: Trench: The user increases a target's RES by their Str until they use a Melee Attack or Take Damage, digging up a trench and a wall in front of them.

3 Syn: Black Fire: The user's Magic Fuels the Shovel's Unholy power, setting it alight. +5 Damage to targets weak to Fire.

Special Qualities:

-Made for Digging: Deals double damage to Earth Element Enemies, Enables Digging.

-Unholy: This weapon has been stained by necromancy and hellfire.

 

Radiant Dagger:

A "standard" weapon of the Asterlux sorcerers. A steel blade with a moonsilver inlay provides a versatile weapon for combat use, and the enchantment makes it a viable arcane focus. Deals 2d4+DEX damage in melee, and can be used by a spellcaster to deal 2d4+(Casting Stat). Half of all damage dealt using this weapon is radiant.

 

Niphe: A damascus steel switchblade, with some heft, and sharpened with unholy grinding wheels. Does 3d4+DEX damage with DEX% chance to do 1.5x damage, unholy.

Base CT Level: Does 1d4+DEX damage.

CT Level 2: Deal 2d4+DEX

CT Level 3: Deal 3d4+DEX

CT Level 4: Attacks with this weapon have a DEX% chance to crit for 1.25x damage.

CT Level 5: Crits deal 1.5x damage.

 

Leather jacket: A grey leather jacket with buttons down the front, and a bit of scuffing. It is surpisingly resilient. Reduce physical damage by 2 points. Increases DEX by 1.

Base CT Level: Reduce slashing and blunt damage by 1 point.

CT Level 2: Now reduces by 2 points.




Perks:
See the future: Liliya has the capacity to see a few seconds into the future when she is in danger, and use that knowledge to save herself. Liliya has the option to forfeit her action in order to dodge enemy attacks, with a 1 turn cooldown. Does not dodge AOE type attacks.

Pursuit: When Liliya is unable to attack an enemy, whether through a stun or an enemy dodge or through "See the Future", her next attack will do 1.5x damage.

Overdrive: When Liliya is reduced to less than 1/3 MHP, her DEX and Init are raised by (Level+1) until her HP is raised above this point, and she gains a 20% blanket damage reduction

 

Suprisingly Speedy: Gain +1 DEX per level.

 

Poisonable(Flaw): Liliya is more sensitive to toxic compounds than others. She takes 2x damage from poison status.

 


Actions: Points used: 18/19

Basic defense: Liliya tries to make sure that an enemy's attack is only a glancing blow. Cuts incoming damage in half.

 

Knife in the back: Deal Weapon Damage. If the enemy is using a defensive action, this attack does weapon damage +SYN+1d6, ignoring the effects of that defense. 2 turn cooldown

Level 1: Deal weapon damage, if the enemy is defending, deal weapon damage+SYN and ignore the defense. 3 turn cooldown.

Level 2: Deals 1d6 more damage.

Level 3: 2 turn cooldown.

 

All war is deception: Deal weapon damage with the enemy's DEX added on top. 4 turn cooldown.

Level 1: Deal Weapon damage with the targetted enemy's DEX score added on top. 4 turn cooldown.

 

Knife flip: An intimidating art for a street thug. Lowers an enemies STR by Level for 3 turns. 2 turn cooldown.

Level 1: Lower a targetted enemy's STR by Level for 3 turns, 2 turn cooldown after the use.

 

Rapid slam:A high damage attack that requires one turn to charge up. This attack does (User DEX-Enemy DEX)x (2d6) which, in this case, would be (13-EnemyDEX)x(2d6). Difference (userDEX-enemyDEX) capped at Liliya's base DEX, 12. Cooldown: 5 turns.

Level1: Deal (User DEX - Enemy DEX)x 2d6 damage, with the difference capped at Liliya's base dex. 5 turn cooldown.

 

Punishment: Deal Weapon Damage. If the enemy inflicted a status condition on an ally last round, this attack does weapon damage+SYN+1d6. 2 turn cooldown.

Level 1: Deal weapon+SYN damage to a target if it inflicted a status on an ally last round, regular weapon damage if it didn't. 3 turn cooldown.

Level 2: Deal 1d6 more damage against enemies that inflicted status on an ally.

Level 3: 2 turn cooldown.

 

Shank the healer: Deal Weapon Damage. If the enemy used a healing action last round, this attack does weapon damage+SYN+1d6. 2 round cooldown.

Level 1: Deal weapon damage to an enemy. If they healed something last round, deal weapon damage+SYN. 3 round cooldown.

Level 2: Deal an extra 1d6 damage if the enemy healed something last round.

Level 3: 2 round cooldown.

 

Crafting tokens (3 remaining)

 

Tricks:

"I've got a feeling of some sort": Liliya will get a general sense of whether something bad or good is about to happen at GM discretion. It is the responsibility of the player to bring attention to this trick.
Inventory:

Miscellaneous: Some coins, someone's bracelet, a small green pebble, and a bottle of water. Reverse Temperature Creampuff.

Quote

(Tier 2 Level 35) Eldritch Metal Ribbon Spool: A roll of thin metal, infused with mysterious Void Magic, and obtained from a sabotaged food voucher dispensary.

 

Quote

(Tier 1 Level 35) Sardonyx Ring

 

Quote

(Tier 1 Level 30) Silk Coat trimmed with Sable

 

Quote

(Tier 1 Level 10) Candy Robot Package

 

 

Loot and stuff

Spoiler

Edmond:

Name: Steyr AUG-CSL Weapon System

Description: When not used it is simply a briefcase containing color coded barrels and stocks for several different guns and a single gun missing a barrel and a stock, the various barrels and stocks are meant to be fitted into the gun in matching sets.

Type: Weapon

Damage: Various, look at special qualities for a list

Minimum Stats: 4 STR

Weight: 5

SYN Threshold/Bonus:

Special Qualities: Multi purpose weapon: The wielder can choose to assemble the weapon before the fight begins in several different configurations; the configurations are:

Full Auto: 3d4+STR, Special feature: (Unlocked with 2 INT) Recoil: The wielder can not choose a single target to attack with this weapon, and the target is decided by a dice roll until the wielder has at least 6 STR

SMG: 3d4+DEX, Special feature: (Unlocked with 4 INT) Spray and Pray: The weapon has a DEX*1.0% chance of dealing it's damage to two target

Designated Marksman Rifle: (Unlocked with 10 INT) 2d6+INT , Special Feature: (unlocked with 8 INT) 360° no scope: The weapon bypasses INT/2 RES

 

Name: Mossberg CMDT Combat Gun "The Defiance"
Description: A pistol gripped short barreled shotgun with a rifled choke for increased accuracy, the weapon had been enchanted by a group of rather corrupt mages as part of a bet, it is unknown what the actual effect would be
Type: Weapon
Min Stats: 1 STR
Weight: 2
Damage: 2d4+DEX
SYN Threshold:
Special Qualities:
Demon in a bottle: the first time the weapon is used in battle a random number from one to 4, this determines what special quality is applied to the weapon

 

Name: Apprentice's Tome
Description: A moderately-sized book with a yellow and black color, with a self-depreciating title, intended to teach the reader the basics of magic. The spells within are tuned to require relatively little energy from the caster; as a result, they are somewhat weak, but can be cast by a novice.
Type: Weapon
Damage: 1d4+SYN
Minimum Stats: N/A
Weight: 0
INT Bonus: At INT=4, the user can cast Magic Missile in place of a basic attack, which deals 10 damage and cannot miss. At INT=6, it allows the user to inflict 6 burning damage for three turns instead of attacking. 

Beginner's Charm: This weapon adds half the wielder's INT to their SYN, but only to a maximum of a +4 bonus or 5 total SYN, whichever is lower. 

Cantrips: The wielder of this can produce a variety of minor magical effects outside combat, provided they take the time to study.

 

Name: Light Kevlar

Description: A woven kevlar vest, useful for stopping lower caliber bullets (or similar), knife thrusts, and resistant to mild heat.

Armor: Decrease incoming projectile and stabbing damage by 10%

Minimum Stats: STR must be greater than 1

Special Qualities: None

 

2x

Name: Life Anchor Description: "This sacred stone was created by a certain spider goddess out of annoyance for how squishy her companions were... it is a small, round crystal which shines with brilliant white light, and serves as an anchor point through which power from the Positive Energy plane can be drawn out in small bursts. The user feels a bit.... unpleasant afterwards however, as if they've just borne the brunt of a parent's incredibly disappointed gaze. "

Type: Bauble

SYN/INT Threshold/Bonus:

-[every 5 syn] adds another d4 to the amount of hp Positive Ray restores

-[10 Int] allows the effect "Positive Ray" to cure one status ailment the target is suffering, in addition to healing

Special Qualities: -Positive Ray: [Active. When this effect is activated, it heals a single target for {Syn or Int} ((whichever is higher)). 2 CD.]

 

Name: "The Long arm of the law"

Description: A weapon meant to be used by someone wielding the Iron will's frame, it looks like an unholy combination of a high caliber sniper rifle and a belt fed machinegun.

Type: Weapon

Damage: 2d6+INT

Weight: 5

Minimum Stats: 3 Str

Special Qualities:

Not the intended usage: When the weapon is wielded by someone who isn't currently equipped with the Iron Will frame, treat the Minimum Stat requirement as 6 Str and deal 3+Character level damage to the user every round as regular damage.

(10 Int) APDS Rounds (activated): The wielder switches to a much more methodical firing mode by switching to the heavier and less silent Armor Piercing Discarding Sabot rounds, the weapon now deals either 2d6+Dex or 2d6+Int, the dice in the previous formulas change to 2d8 if the Familiarity special quality's requirements are met.

(6 Syn) Familiarity : You're not sure why, but the time you have spent with the weapon has caused it to grow on you a bit, and you are quite used to all of it's little issues and quirks. This familiarity with the weaoon causes you to aim it with much greater accuracy, bumping the dice formula up to 2d8+Dex, or 2d8+Int if you have met the requirements for the APDS Rounds special quality.

(5 Int) Dead Aim (activated): When the wielder of the weapon has the Patriot's Helmet equipped, the weapon's smartlink system is activated, which allows the wielder to aim and fire with almost uncanny amounts of precision. All actions involving firing a weapon is treated as being autohit if the wielder of the weapon has the Patriot's Helmet equipped and they have enough Int

 


Name: The Iron Will

Description:A made-in-America modern miracle. This weapon of destruction flies over enemies, laying down suppressive firepower when combined with "The Long Arm of the Law". When used properly, this exoskeleton suit basically makes the user a cooler Iron Man.

Type: Armor

Stat Requirements: 3 Str

Res Bonus: 4

Weight: 4

Syn Thresholds: (5 SYN) +1 STR, (10 SYN) +1 STR, (14 SYN) +1 STR

Special qualities:

Flight Systems Online: A set of integrated and extremely powerful skimmer disks are paired with two back mounted thrusters which allows the wearer of the suit to fly like an eagle, if an eagle wore red white and blue and went around at breakneck speeds of course.

Bulletproof: The armor has been designed specifically to not be destroyed by other ranged attackers, and the Res bonus granted by the suit is doubled when reducing damage taken from bullet and arrow based attacks.

(8 Int) (activated)Acrobatics: The wearer of the suit has finally found and memorized the manual for the damn flying machine, and he has now learned which movements he is supposed to make in order to dodge certain common threats. The wielder now has a 10% chance to dodge enemy attacks.

 

Name: Emerald Font

Description: A small emerald which glistens with some kind of condensation, and glows with an inner light, anyone holding it would feel better, but not much.

Type: Bauble

Special Qualities: Heals for Con/4 +1 each turn.

 

 

 

 

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Please mark sheets WIP if they're not complete, so I know not to bother parsing them. If I don't comment on something, it's probably OK.

Theodore: While fluff bonuses are alright, in this case you're wasting a perk slot. Interdimensional communication is going to be a thing that is available once the party actually splits, and this kind of thing can be pretty much folded into "things you assume a character can do." The RP section of the sheet could use a bit of work as well. The same thoughts on your perks apply to your actions; you need stuff you do mechanically. "Attempt to destroy objects" should be some sort of check; SYN, maybe, vs a difficulty set by the GM. (This game runs on a d20 system by default, btw.)

Pluck: I'm still somewhat hesitant on the separation thing, but I'll tentatively accept the sheet. Your complexity is approximately 6, for being simple mechanically but requiring a fair amount of GM fiat to run.

Edmond: Gambit is interesting. Specify that it's 25% of MHP. Charisma is weird thematically and a bit strong when compared with a flat RES bonus, but it wouldn't apply to equipment... I'll say it's (Level/2)d4, rounded up. Arc welder is kinda strange; it doesn't actually deal damage? Plus needing SYN to operate a piece of machinery is a little odd. Kevlar vest can just be a flat +2 res with no stat penalties. Hesitant acceptance of Analyze. I don't like Tactical Retreat outright nulling all damage, even at such a high cost (as worded, it requires two turns; this turn and the next.) Consider reworking it to lesser bonuses and penalties. You also need to spend the rest of your AP (or specify that you're banking it at least.) Your complexity is: (1 from Charisma+1 from bonus actions+2 from buff tracking) = 4.

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You can go fixed damage or scale it at (Level/2)d4 or so damage.

EDIT:

Heo: I'd like to see a bit of a nerf on his overall damage scaling; he can nova pretty damn hard at basically any time if he doesn't miss. Nerf the damage on the additional hits from each one, imo. He's also got a little Idou syndrome going already; watch that as you gain levels. His complexity rating is: (1 from overall miss chance+1 from dynamic modifier+4 from a large number of extra rolls per action)=6.

Another note: Characters from other games are not only allowed, but recommended. Remember Fate/Reborn? A lot like that, if you were around for it.

EDIT 2 BECAUSE THERE HAVEN'T BEEN ANY MORE REPLIES :V: I've realized there is no innate crit system detailed in the rules - mostly because I forgot it, lol. So my thoughts were this:

1. We could do without a crit system entirely. This would speed up combat and simplify things a bit. (This system can be quite slow to run.)

2. Crit could be tied to weapons. Weapons with high crit would have other tradeoffs, like high penalties or low base damage.

3. We could do the old version and just have a 5% global critical chance.

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Oh, as a note, feel free to come up with a "class" for your character. It can be a short title or description of what they do. It's not for any actual purpose; the game has no class system. Just for fun and glance value.
EXAMPLE CHARACTER/my PC: Yukimura Hiroki, Hellfire Knight

 

Name: Yukimura Hiroki
Age: 16
Gender: F
Race: Human
Sex: F
Appearance: A girl with fairly light skin and a rather small frame, standing at about 4'8" or 142 cm. She has the unusual combination of somewhat large violet eyes and fine, hip-length silver hair. She's about as well-muscled as you'd expect the average sixteen year old teenage girl to be. Overall, her face lends itself to an impression of looking rather refined and aristocratic. She generally wears a dark-colored skirt with a lighter, long-sleeved top, both with violet accents to complement her eyes. She will occasionally pair this with leggings, and if she's feeling particularly adventurous (which is rare) she'll get a shorter skirt to achieve grade B zettai ryouiki.

 

Of course, this is when she's not trying to hide her identity. She will wear platform shoes and a drab cloak that covers most of her body, and avoid speaking if at all possible. She wears a device on the left side of her face, running from her throat to her chin. Just below her chin is a speaker; the device picks up vibrations from her throat and acts as a voice changer, turning her small whispers (so no one hears her real voice) into a clearly artificial voice of some kind, which she changes on occasion.

 

Hiroki's mech is quite bulky, making her appear larger than she really is upon initially sighting her piloting it. Its most striking features are the large cannon mounted at about the elbow of the right arm, and the "wings" that are actually an array of thrusters and guns. The cannon is orange and has a hexagonal shape, extending almost down to the feet in a neutral position, with the distinctive yellow and black "caution" pattern in a stripe at the end of it. There's a squarish panel on the back underneath which many of the important systems are housed, though this is of course covered by the heaviest armor. The plating overall is a dark gray, with faulds protecting the waist area. The chest and legs are divided into four plates each. The outer and inner edges of each plate on the chest have blue stripes along them, and similar stripes are found along each joint of the mech. An orange glow can be seen leaking from underneath the plating. The mech also features a somewhat angular helmet covering her whole face, the visor leaving just her eyes and nose visible. The visor darkens in response to intense light. Finally, it also has two shoulder-mounted cannons that can be set to automatic fire or slaved to the main gun.

 

Personality: An odd combination of shy and combative. She speaks softly in normal conversation and is almost always nervous. However, if an insinuation is made about her lacking ability in some way, she will defend herself with surprising vehemence. She often has difficulty approaching strangers and is mistrustful of them.

 

Level: 5

 

HP: 90
Init: -4


Stats:

  • Constitution: 12
  • Dexterity: 2
  • Intelligence: 9
  • Strength: 4
  • Synergy: 12


Perks:

  • Divine Favor - Accumulated victories increase Hiroki's power, increasing her base SYN by +1/level.
  • Superiority - Hiroki's relentless assault deals 1.5x damage against targets that are under 50% health.
  • Hellfire Mantle - Grants the actions Hellfire Mantle and Unleash Hell.
  • Divine Challenge - Grants the action Divine Challenge.
  • Stop Mocking Me! (Flaw) - Hiroki automatically fails checks against mental ailments the first time one is incurred, and takes 50% more damage from mental attacks. 


Actions:

 

Basic Defense: Interdict - Hiroki focuses her firepower on intercepting incoming hits and angles herself so attacks land on heavily armored locations, reducing damage taken by 50% for the round.

 

Hellfire Mantle: The Hellfire Knight's signature ability. It disables all other actions while active, but reduces all incoming damage by half of Hiroki's SYN, and inflicts full SYN damage on anyone that attacks her while it is active.
-Base: Shield of SYN/2, and the same damage.
-Level 2: Increase damage by SYN/2. This action can no longer recieve levels that increase its damage based on SYN. 

 

Unleash Hell: Discharges the Hellfire Mantle at between 1 and 3 opponents. Deals 3d4+SYN to one, 2d4+SYN to two, or 1d4+SYN damage to three targets. Can only be used to end Hellfire Mantle. 4 turn cooldown.

 

Divine Challenge: As a free action, force an enemy to target you with at least one attack for the next 2 turns.
-Base: Taunt a single enemy for 1 turn as a free action. 2 turn cooldown.
-Level 2: Increase duration by 1 turn.
-Level 3: Decrease cooldown by 1 turn.
-Level 4: Remove cooldown.
-Level 5: Taunting a new enemy no longer removes the old taunt.

 

Curtain Fire: Hiroki fires a massive wave of plasma into her enemies, dealing SYN damage to each within 5 initiative of a target. 1 turn cooldown.
-Base: Deals SYN damage to all enemies within 5 initiative of a target, on a 3 turn cooldown.
-Level 2: Decreases cooldown by 1 turn.
-Level 3: This attack cannot be dodged.
-Level 4: Reduces cooldown by 1 additional turn.
-Level 5: This action can be used as a free action, but will go on cooldown for 4 turns.

 

Melt: Diverts power to Hiroki's main weapon and deals an armor-busting attack, dealing unreduced, undodgeable damage. 3 turn cooldown.
-Base: Deals weapon damage while ignoring reductions. 3 turn cooldown.
-Level 2: This attack is now undodgeable.

 

Giga Flare: Hiroki unleashes a full barrage with her equipped weapons on a target, dealing double her weapon's normal dice in damage+SYN+INT. 5 turn cooldown.
-Base: Deals double weapon dice+SYN damage, 5 turn cooldown. 
-Level 2: Adds INT/2 damage.
-Level 3: Adds INT damage.

 

Hellfire Plate (Trick): The tough armor that makes up the body of the Hellfire Knight. It is quite heavy, sacrificing maneuverability for raw protective power. This piece of equipment always causes -5 INIT in encumbrance penalties, but reduces all incoming damage except mental by 4.
Base: -2 damage from all sources but mental. -5 INIT, always.
Craft Level 2: Reduces damage from physical sources by 1 additional point.
Craft Level 3: Reduces damage from energy sources by 1 additional point.
Craft Level 4: Further reduces physical damage by 1 point.
Craft Level 5: Further reduces energy damage by 1 point. 

 

Main Cannon: The gun that delivers most of Hiroki's damage. Reduces INIT by 5-STR (and cannot increase it.) Deals 2d6+SYN damage, with a 10% chance to deal an extra 2d6.
Base: Weight 5, damage 1d6+SYN.
Craft Level 2: Adds a d6 of damage.

-Level 3: Accurized: Gains a 5% chance to double the dice rolled for an attack.

-Level 4: Increases critical chance by another 5%.

 

Inventory: A heavy cloak, platform shoes, and a voice changer mounted to her throat.

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Can we create multiple characters now for later use, if, say our character were to die?

I thought it might be good to get the character approved ahead of time for later use.

EDIT: Thanks!

Edited by Strider
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Yup. The last version had multiple character slots, even, so those might open up eventually.

Edit: Adding an errata. The Bound quality is free.

  • Bound: This equipment is bound to this character's abilities in some way. It cannot be permanently lost, but cannot be upgraded outside of special circumstances.
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Expect me to start working on my character within the next few days. Of course, this will be entirely new to me, so expect it to go through several rounds of editing before it could be considered acceptable. On that note, would you consider a Beast Master to me a summoner, and if so would that be a companion or minion based summoner? I might be able to use my old fake Fire Emblem character I made a while back for this.

(Oh, and happy 900th post to me.)

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A companion is one summon that your character is reliant upon and is typically not changeable. (The two main examples of this in the previous game were Stands, and Gozer, who was a permanent ally of Dackly, a PC, where the two were basically a dual character.) A minion is something that you have multiple of. Basically, detail out a rough plan in your sheet of what you want to do, and I'll work through it with you. Considerations to be taken into account with summons are things like:

  • Action economy; that is, the number of actions a single character takes in a turn. This is very powerful and the main consideration.
  • Efficiency; are you getting too much bang for your proverbial buck? Basically, are you putting more stats on the board than other people really can?
  • Autonomy; tied into action economy, do the summons act independently? How does controlling them work if they don't? The more they need to be directly controlled, the stronger they can be.
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Character Sheet for Jade O'Duffle

Spoiler

Name: Jade O’Duffle
Age: 32
Gender: M
Race: Human
Sex: M

 

Appearance: 5.11 man With a noticeable tan. He wears a gray shirt with a brown leather vest on top. A green bandana rests above his chest wear and a worn out cowboy hat on his head. A good amount of beard stubble is along his chin and he has a piece of grass within his mouth. On his legs are a pair of blue jeans with a leather belt with a metal, almost silver looking buckle. Attached to this belt is a gun holster, two packs: one with grass the other with ammunition. Lastly a clip to hold a rope. On his feet are worn out leather boots, covered in a brown, almost red, dirt. His revolver, “The Ace of Spades” has a two big Spade symbols on the handle, one on each side. ((Planning on drawing him eventually [This never happened lol]))

 

Personality: He’s a sarcastic joker, even in combat you’ll still see his smug smirk adorned on his face. He’s strong posture and voice often intimidates people but they soon learn after a while he isn’t going to harm anyone without reason.

 

Level: 5

HP: 55
Init: 23

 

Stats: [10+Lv*4] = 30 + 1 Dex*Lv from Perk
Constitution: 5
Dexterity: 12+3
Intelligence: 12
Strength: 5
Synergy: 1+3

 

Perks/Flaws:
Swift Sparrow: This character dodges incoming attacks, having a Base DEX*2 chance.
Quickdraw: Deal 1.5x damage against targets that are behind Jade in the initiative order. If an enemy has more than 1 action per turn Jade must be ahead of 50% or more of their turns
Hawk-Eye’d Shot: DEX+INT (Both Base Stats) chance to do 3x damage with a Firearm’s basic weapon damage.
Darting Marksman: Jade gains +1 Dex  for every level

 

Too Focused (Flaw): Due to Jade focusing too much during combat while aiming it makes it harder for him to recover when that focus is lost. Stuns last 1 more turn when afflicted on Jade.

 

Actions: 
Action Slots=(5+[Level/2])=7

AP=(8+2*Level)=18

 

Defend: Reducing incoming damage by 50% after all other calculations. (Does not have initiative, or reduce pure damage.) [Free for every character]

 

Twitchy Reflexes: Jade always seems to have an itchy trigger finger and is always ready to enter combat.
Base: Add +4 to Jade’s initiative roll
-Level 2: Now adds +8 to Jade’s initiative roll (3 AP)

 

1000-Yard Stare: With his keen sight, Jade is able to judge and hit bulls-eyes from great distances.
Base: Add 1/4 of Intelligence to Firearm Attack Damage
Level 2: All Firearm Attacks now add 1/2 of Intelligence
Level 3: All Firearm Attacks now add 3/4 of Intelligence
Level 4: All Firearm Attacks now add All of Intelligence. This action can no longer receive levels that increase damage based on Intelligence (5 AP)

 

Combat Roll: A quick roll out of danger. 
-Base: Increase Evasion chance by 1.5 for 1 turn. 3 Turn cooldown
-Level 2: You can now reload during roll
-Level 3: Cooldown reduced to 2 Turns
-Level 4: Evasion Chance increases by 2.0 (5 AP)

 

Fan the Hammer: Quickly unload bullets into one enemy. 
Base: Fires 1d6 worth of bullets fired. Deals (Firearm Basic Attack damage/3) Per Bullet. Each bullet counts as an attack. This gains no bonuses that add to Firearm Basic Attacks. 4 Turn Cooldown
-Level 2: Now fires 1d6+2 worth of bullets
-Level 3: Now fires 1d6+4 worth of bullets
-Level 4: Jade can now choose how many bullets are fired 

-Level 5: damage calculation is now (Firearm Basic Attack damage/2) Per Bullet (6 AP)

 

Equipment:
Ace of Spades
Description: A revolver fancy revolver made by Jade himself. It can use multiple types of ammo though it can only hold 6 bullets at a time. Must spend an action to reload when magazine is empty. The recoil is hard to manage and thus reduces the users Initiative by 5-Str
-Base: 1d6+Dex+Ammo Effects, Basic Ammo: Adds 1d6 to damage

 

Ammo List:

Spoiler

Cryo Ammo: Bullets filled with a cryogenic substance 
-Base: -2 Initiation per bullet

 

Pyro Ammo: Bullets that get set ablaze with fire 
-Base: +2 damage and once hit 3 bullets hit a target deal 4d4 Fire Damage

 

Shock Ammo: Bullets charges with large amounts of electric energy. 
-Base: Has a 20% chance to paralyze the target per hit

 

Hat of the Precursors
Description: This worn cowboy hat has been enhanced with ancient technology, breathing new life into a beloved accessory. However due to this technology it’s quite heavy and reduces the Initiative by 5-Str
Base: Reduce all damage from all sources by 1
-Level 2: When making basic weapon damage with a Firearm add 1d6 Plasma damage
-Level 3: Grants +3 Synergy to the wearer

 

Very Vibrant Piece of Grass
Description: A piece of grass kept in one's mouth. Surprisingly it helps with focus. It is green and alive, very vibrant.
Base: +1 Dex

 

Ring of Feather Falling

A ring that interacts with gravity, pushing in reverse as the user falls. Effectively halves fall distance for the wearer (so a ten foot drops acts as a five foot one.) 

 

Toa Heartlight (Untyped)

The ancient mechanisms of the Toa Canister have transformed you into a creature of Bionicle!  But without a source of elemental power, only some of its features have been unlocked.  Grants +2 damage reduction and +2 to a stat chosen when equipped. (Dex)  Cannot be unequipped at this time.  Deals 5% of your MHP in nonlethal pure damage to you each round until you pass out.  Self-damage can be negated if you wear a Kanohi Mask of Power.

 

Matoran Kanohi Mask 

This artifact allows beings of Bionicle to properly control and contain their powers.  Without one, even the mightiest Toa can be humbled.  Some masks can also grant special powers, but these do not.  They are enough to keep you alive and healthy, though.  Can be knocked off by a critical hit, requiring a round to recover and put back on.
 

 

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Solomon's rework is done whoo! NOW HE IS AN ACTUALLY DECENTLY BUILT DEBUFFER INSTEAD OF THAT GUY WHO FLAILS AT THE ENEMY'S GENERAL DIRECTION AND MAYBE KILL A BARELY ALIVE GUY ONCE EVERY THREE OR SO ROUNDS>

 

Name: Solomon D. R.
Gender: Male
Race: Human
Sex: Male
Age: 29 

Appearance: A man of medium height wearing a comfortable looking dark blue shirt with the image of an exploding red pyramid on it underneath a golden silk coat, he is also wearing comfortable looking long black pants. No one knows where his golden chestplate is worn.

The mass of black hair on his head was shortened considerably, and while it appears that someone had actually tried to style it at some point, it is still a bit of a mess.  The man had replaced his old black eye glasses with an odd looking visor at some point, although he assures you that his black eyes are still completely fine...except for the bit where they still need corrective lenses that is. His light brown skin seems to be on the verge of turning a darker shade of brown, although he seems to have noticed this and had started to try and cover up a bit more. No matter what happens Solomon's mouth will still constantly grin at you, as if he knows that something important or (more likely) annoying is about to happen to you, and he isn't going to tell you anything about it...quite possibly because he had something to do with it. He had stopped walking oddly after finally finding an excuse to exercise, but the man very rarely walks anyway, as he prefers to float around the place on a throne made out of books, quite possibly because it would infuriate or baffle others.

 

Personality: Solomon's is marked by an endless pursuit of interesting experiences, and he is very stubborn; once he believes that a course of action is correct; he will defend that decision as fiercely as possible. he is very loyal to those that he respects, and he values knowledge, honor and freedom above all else; he loves to laugh and he is quite respectful of reasonable authority figures and other public service providers; he dislikes those who think themselves as being superior to others, and he has an intense hatred of those who would spread fear and tyrrany throughout the world.

 

Level: 5

HP: 70/70

Init: +1

Stats:

Constitution: 8

Dexterity: 1

Intelligence: 12

Strength: 6

Synergy: 8

 

Perks:
Reference Librarian: +1 INT Per Level
Twisted Tales: Every time Solomon inflicts a debuff or instance of DoT he gains one "Story Token", that he can use to activate a secondary effect present in his actions by spending the specified amount of tokens, any additional stack or instance of debuffs granted with the use of story tokens do not give Story Tokens.
Lost in the Stacks:  Each and every debuff or ailment Solomon inflicts counts as a separate and unique instance, allowing him to inflict multiple stacking instances of the same debuff and making them harder to remove.

Actions (7 slots. 19 AP used out of 19): (Gained one more from the Fates battles)

 

(Level 1) Running Mockumentary: Solomon throws a book charged with magical energy at whatever passes for the target's head, causing it to bounce off and allow them to sneak in a glance into a tiny fragment of a randomly chosen page that seemingly displays the circumstances surrounding their impending doom, and presumably causing them to notice Solomon's presence. He then opens his mouth and claims that act has allowed him to establish a link to the target's mind, just before he starts to insult their intelligence. The sheer confusion and annoyance caused by Solomon consistently distracting them in combat causes the damage they deal to be reduced by the difference between their intelligence and Solomon's intelligence for three rounds. This action has a three round cooldown.

Token Backed effect: Solomon can spend two tokens to treat the target's intelligence as being halved for the purpose of determining how much their damage is reduced.
Level 2: Solomon's intelligence is treated as being +3 higher than it actually is by this action.
(3 AP)

 

(Level 1) A Vision of Impending Doom: Solomon takes out his ring and blasts a single target with a ray of energy, causing them to periodically see a mental image of them being smashed into the ground by a progressively larger stack books as a distant voice attempts to goad them into performing a certain action. This vision becomes a reality if they perform the specified action, dealing 2d4 psychic damage, with an additional 1d4 damage being added for every round that passes without the effect being triggered. Only one character can be affected by this debuff at a time.
Token Backed effect: Solomon can choose to spend two tokens to increase the die size by 1 step.
Level 2: This action now deals 2d6 psychic damage, with an additional 1d6 being added for every round that passes without the effect being triggered.
(3 AP)


(Level 1) Slalom: Solomon spontaneously creates a series of obstacles using the many vaguely magical books he has at his disposal to try and delay,
harrass and otherwise inconvenience his enemies. This action allows him to distribute a total of four 'Slalom' stacks to up to four targets, causing them to take 1 more point of damage for every stack that is affecting them. This action has a two round round cooldown.
Token Backed effect: Solomon can choose to spend 4 tokens to be able to distribute a total of [Current amount]*1.5 Slalom stacks instead.
Level 2: Solomon can now distribute a total of 6 'Slalom' stacks to up to four targets. 

Level 2: Solomon can now distribute a total of 8 'Slalom' stacks to up to four targets. (I honestly have no idea how to increase this or otherwise improve the action)
(4 AP)


(Level 1) Narrative Causality: 
"It is ready because the story says it is ready dammit"
Solomon draws harm to a chosen target by kindly asking his patron to drawn upon some of their power to actively fuck with reality in an attempt to encourage others to cause the target's downfall. This action inflicts Recompense (Allies targeting the victim with a negative action will have 1 less cooldown on that action.) 2 Duration, 3 Cooldown.
(Token Granted Effect): Solomon can choose to spend two tokens to apply an additional 'Bonds' debuff, that causes the next three attacks that hit the target to heal Solomon by 10% of the damage dealt by the attack.
Level 2: Recompense now lets the beneficiaries apply the cooldown reduction on any of their actions.
(3 AP)


(Level 1) Geas: Solomon attempts to control a target's movements by summoning a small book based spirit to harass them into performing a certain action a specified amount of times by hurling insults and book in their direction. The target will take Solomon's Intelligence/2 in damage every round until they perform a specified action twice, and the damage dealt will be halved after they perform the specified action once.
The specified action can only be a type of action that the target has already performed, or a basic defense action.
Token Effect: Solomon can spend two tokens to reduce the target's Intelligence by his Synergy/2 until this effect ends.
(2 AP) (I have no idea if this is threatening enough to warrant the target using the specified action to try and remove it without the token effect.)


(Level 1) Predestination: Solomon casts a spell on himself to seemingly grant him the ability to see in the future and discern the weak points present in his opponent before he fires several books in their direction, dealing 1d6+Int damage to them.
Token Backed Effect: Solomon can choose to spend two tokens to remove all debuffs currently affecting the target and add an additional d6 of damage dealt by the attack for every stack or instance of debuff that is removed from the target.
Level 2: Adds half of Solomon's synergy to the damage.

Level 3: Increases the dice  usedfor the token backed effect and regular damage to d8s
Current formula: 1d8+Int+Syn/2 (+1d8 for each stack and instance of debuff removed from the target if two tokens are used)
(4 AP)


Tricks (7 out of 7 starting craft tokens used so far, and 5 out of 6 starting tokens.)
+3 more crafting tokens from the Fates battles.
:
(Level 1) I read it in a book once: Solomon is able to draw upon his powers to summon a book or a series of books that is full of relevant information to the crafting or training operation that is being performed, allowing him to grant a +1 bonus to trick and crafting rolls that involves Solomon.
Level 2: The bonus for both rolls become +2
Level 3: The bonus for both rolls become +3

Level 4: The bonus for both rolls become +4

Level 5: The bonus for both rolls become +5
Inventory: 

 

The Bound Book of Solomon's Curses:
The book can be activated twice per encounter to double the effect of a debuffing action, in exchange for applying the normal-strength debuff to the user.

It also has a small chance to occasionally cast harmless nuisance spells on the user if it feels bored.

 

(Loot) Crude Cult-like Spear: A Golden Stone Rod Clutching a Blackrock seamlessly melted into it with a Groove holding a sharp splinter of poor quality metal, It's black surfaces hold Forbidden Writing that has emerged on their knapped surfaces, Barely held back by the Golden Stone's Holy Nature.
Deals 1d8+ choice of [STR] or [SYN] to one target.
- Eldritch Whispers: This weapon corrodes one's sanity simply by holding it. All status rolls (whether to resist or inflict them) are rolled twice, and the lower result is taken. Additionally, it inflicts 2+[the wielder's level] pure damage per turn, regardless of what actions the wielder takes.
Level 2 - Maddening Strike: When wielded by a user with 10 or more INT, this weapon inflicts an additional 2d6 of psychic damage that bypasses DR.

Level 3 - Impurity Removed: Thanks to Dackly and Izumi and Mar's help, the crude cult like spear's whispers are not as frequent and maddening as it used to be, and the voices are generally a lot more helpful.

 

Ring of Resistance: A seemingly simple moonsilver band that responds to incoming magic by redirecting it to the ring itself. The user may activate this ring to become immune to direct magical attacks for 1 round. 5 round cooldown. Sufficiently powerful attacks may be enough to overwhelm this immunity.

 

Inventory: Eyeglasses, eight chocolate gold coins, a small solar powered flashlight, a paper map of the nearby area, eight slices of smoked beef, two sausages, a hardtack for Solomon to stare at, two sacks, a loaf of brown bread, a small canteen, a packet of fried Pork Rinds

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Hey, what's up with all the humans? It's time to spice things up!

 

Name: Halley

Age: 18

Gender/Sex: Female/Neutral

Race: Reploid

Appearance: She's 175 centimeters tall. She wears a blue helmet with a red gem placed on its front, noting her Reploid origins, and a pair of shades. A large cyan star with its five points pointing behind her is placed on her chest and breasts. She wears a white jumpsuit beneath the star. Several red ribbons are wrapped around her waist. On her left arm, she has her Arm Cannon, able to switch between an open hand and a gaping hole that can shoot out energy. Her other arm is free. She wears white gloves and boots.

Personality: Halley strongly believes in the idea of justice. Like a white knight to all, she defends the rights of the weak. Sounds saint-like, huh? That is…until you realize she’s actually very short-sighted. Any criminal can get away with getting cracked down by Halley just by acting weak before her. Luckily, no one had ever attempted at such cowardly act at Halley. When she’s not fighting crime, she’s an energetic girl who likes to talk to people.

 

Perks:

 

Incapacitate: Halley deals 40% more damage to targets with equal or more than 50% of their HP remaining.

 

Neutralize: If a target has less than 50% of their total HP left and is hit by Halley's attacks, it receives a debuff that lowers damage output and increases damage taken by [Level] for two turns.


Burst Dash: Prioritizes Halley's move in one turn. Two-turn cooldown.

 

 

 

Level: 5

HP: 50

Initiative: Your bonus to initiative, generally DEX minus any penalties you may have.

 

Base Stats:

Strength: 4

Dexterity: 7 (+3) = 10

Intelligence: 6

Constitution: 4

Synergy: 9

 

 

Actions:

 

Defend

 

Variable Sword: A shapeshifting beam sword that extends out of Halley’s arm cannon, capable of firing off sonic booms. Deals 3d6+SYN+DEX damage to one target. Has a 5*INT% chance to deal SYN+DEX/2 damage to four other targets as well (specified preemptively).

-Level 1: 1d6+SYN damage.

-Level 2: Adds a d6 of damage.

-Level 3: Adds half of Halley’s Dexterity to the damage.

-Level 4: 5*INT% chance to execute a Wide Sword instead, dealing SYN damage to two other targets. (Crit of some sorts)

-Level 5: Adds a d6 of damage to the primary damage.

-Level 6: Adds half of Halley's Dexterity to Wide Sword's splash damage.

-Level 7: Uses full Dexterity instead of half for the primary damage.

 

Plasma Shot: A potent blast of yellow plasma is fired at one target, dealing 2d6+SYN damage. Additionally increases all of the target’s active debuffs’ duration by 1 turn.

-Level 1: 1d6+SYN damage.

-Level 2: Adds a d6 of damage.

-Level 3: Increases all of the target’s active debuffs’ duration by 1 turn.

 

Sparkling Suppressor: A shining array of energy that hits SYN/2 enemies, dealing SYN damage.

-Level 1: SYN damage to SYN/2 targets. Two turns CD.

-Level 2: Additionally disables the last action taken for one turn.

 

Repair Module: A module that repairs damage when Halley’s defending. Restores INT HP+1d6 and removes a debuff of choice when Defend is used.

-Level 1: Restores INT HP to self when defending.

-Level 2: Additionally removes a debuff of choice from self.

-Level 3: Restores INT+1d6 HP instead.

 

 

 

 

Equipment:

 

(Equiped) Nanometal Jumpsuit: A jumpsuit that Halley wears. Its design improves agility. Boosts DEX by 3.

-Base: Boosts DEX by 1.

-Craft Level: Boosts DEX by 2 instead.

-Craft Level: Boosts DEX by 3 instead.

 

(Equipped) Flashy Ribbons: Red ribbons with reflective paint. Can be used in combat to absorb damage. Starts each battle with a 3 HP barrier that essentially acts as a one-time damage reduction. Barrier HP is restored by 2 every time the user defends.

-Base: 2 HP Barrier (Damage taken beyond the barrier’s HP is inflicted on the user), 4 weight.

-Craft Level: Regenerative fibers are incorporated into the ribbons. Defending restores the Barrier’s HP by 1.

-Craft Level: An upgrade in base materials’ durability increases the barrier HP by 1.

-Craft Level: The rate of regeneration of the fibers is improved. The amount of barrier HP restored by defending is increased by 1.

 

(Equipped) Armanté Venetian Armor Jacket: A very stylish looking jacket made out of modern and bullet proof materials.

-Bulletproof: 2 damage reduction against projectile and shrapnel-based weaponry. 4 weight.

 

(Equipped) Victory Rapid Transit Helmet: A very aerodynamic helmet meant for couriers and other people who appreciate not having the contents of their head splattered on the pavement.

-Hardened Material: 1 damage reduction against crash damage (Crashing into walls, floors, etc.). 2 weight.

 

(Equipped) Black Trench Coat: A surprisingly comfortable black buttoned trench coat that almost reaches the wielder's knees, it appears to be magical in nature.

-Symbol of Organization: This necklace has been enchanted over the years by its previous owner, the enchanter seems to have believed in staying organized and protecting themself from enemy fire. The spell foci can be activated once per plot, and it allows the wielder to move twice in a single round, but only in that round, activating the enchantment is treated as a free action. Whenever it is used the wielder feels an odd sense of wanting to take shelter from rain and feels slightly damp, even if the wielder is currently standing in a dry desert, the wielder may sometimes enter into stream of consciousness-styled monologues about comparing their currently equipped weapon to an old flame.

-Law/Chaos Axis: The Black Trench Coat cannot be equipped if the wielder is currently equipping the Pink Mohawk Necklace.

I've never roleplayed as a female character before, but I can't just keep roleplaying as males, can I? So here's my attempt at breaking my own mold.

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Appearance: She's 175 meters tall. She wears a blue helmet with a red gem placed on its front, noting her Reploid origins, and a pair of shades. A large cyan

That is really tall. Is that a typo? Otherwise, how does she speak to people on the ground?

EDIT: Ah, ok. good character.

Edited by Strider
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