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[OOC] Tengoku no Owari CT


Empiricist

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  • 3 months later...

Sign-up thread linked. Prefer keeping it seperate to the docs, because the docs are what I use to resolve combat, so having character descriptions kinda bloats things.

 

Quote

Okay, slight system change. From now on, you will buy Excel Hypers using Hyper Slots, not Stat Points. Because asking players to trade stat points for additional somewhat more situational Hypers is in hindsight a pretty iffy thing to do. In order to normalize everyone's distributions, level ups will be as follow:

If you have an Excel Hyper:

  • +7 Stat Points
    (Think of it as me giving your Excel Hyper its own Hyper Slot and refunding the 2 points you spent on it.)


Otherwise:

  • +5 Stat Points
  • +1 Hyper Slot

 

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  • 3 weeks later...

For notation purposes.


 

Spoiler

 

Stat Points:

2 mobility, 2 defense, 1 ranged

 

Hyper:

Scatter Shot [4]: Using a special set of energy shots, Sasha fires a shot from her gun that, on contact with a surface, splits into 8 smaller, but more piercing shots that ricochets off of more surfaces 3 more times before dissipating. (Warp holes do not count as surfaces)

 

Descriptor Changes:

Ranged: 2 --> 3-Her gun, in either form, can deliver a barrage of smaller shots or larger and more powerful plasma shots. High speeds tend to limit the accuracy of her ranged shots, though she cheats using Spacial Rend to bypass aiming difficulties. As a result, her ranged attacks are all Hypers. Her close quarters and indoor shooting skills are a fair bit better than her high speed shooting without the use of her Requiem.
Close Quarters: 4-While her physical strength is decent, her main method of close combat involves ramming into them with her bike or abusing her own mobility.
Mobility: 10--> 12-Her motorcycle moves at incredibly high speeds, making her an evasive target. She herself is quite dexterous, and even without the bike can be a hard target to hit. Now even faster and more dexterous.
Defense: 3-->5-Her bike is designed to withstand the abuse from the high speeds and plasma shots she fires, and offers some protection to Sasha during her more reckless stunts. Sasha herself is also able to take a few hits before getting notably impacted.

 

 

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  • 2 weeks later...
Spoiler

Current Regalia
35mm Goddard C800 Camera: An off-putting, shoulder-mounted film camera, cutting edge for its era. Sometimes it talks or writes things on the wall in unidentifiable liquid, but that's part of its charm. The Goddard functions not only as a recording device but a projector as well, transmitting movie images into reality that take on a physical form. Its effects do not require line-of-sight.
 Level 2
Stats
Ranged: 10 - Faznie is most comfortable fighting at a distance, chipping away at enemy psyches before they can reach her. 
Close Quarters: 6 - Faznie has an arsenal of CQC based moves that she can utilize with the Goddard, extending it beyond a simple ranged weapon. This could be the uppercut from the giant hand of a fallen god, or a spinning saw blade right out of a mill.
Mobility: 0 - Is it too late to regret taking Metallurgy of Swords over Track & Field?
Defense: 8 - Goddard will produce defensive structures around Faznie in order to protect her, oftentimes without her direct input. It selects all sorts of props for a given situation, like a warehouse's metal gate, or partial debris of a crashed airplane. 
Excel Hyper: 2 - EARN YOUR 'X' RATING.
 
Requiem
The Void: Faznie's presence and perpetual creation of the macabre takes a toll on morale. Even her defensive maneuvers are unsettling to say the least, who wants to have to hack through a wall of rotting cattle or gooey bile? Enemy interaction with Faznie causes sustained psychological trauma that manifests as Panic, Madness, and Resignation, among other symptoms. Of course, this is dependent on the psychological resolve and capacity of each enemy, though even non-sentient beings (such as robots or animated objects) can be negatively effected.
 
Hypers
Unmarked Territory [3]: A sweeping 360-degree pan with the Goddard to change the immediate environment around Faznie. This landscape alteration is meant to conceal her allies and herself, while hindering enemy visibility and mobility. They might find themselves in a field of surprisingly resilient maize, or stumbling around a pitch-black basement.
Mind Crush [3]: A projection directly targeting the mind of an enemy, causing a grotesque intrusion and audiovisual hallucination. Causes direct psychological damage and disrupts focus.
They Come! [4]: A monstrous creation comes from beyond for Faznie to sic' on an enemy. These summons, manic sewer dwellers and giant frenzied insects, are not invulnerable but are impressively motivated to give their target a bad time. These apparitions dissipate after the enemy turn.
Folly of Chance [5]: Do you notice how stupid and clumsy everyone becomes once the antagonist is chasing them? Faznie applies this cliche to an enemy, throw a deus-ex-machina wrench in their plans. Their gun could suddenly jam, or they trip over an unforeseen root during a charge attack.
EARN YOUR 'X' RATING: The Goddard focuses entirely on one target until their reality and the projected reality are no different, effectively temporarily trapping them in a pocket dimension. See how the mighty veteran cybersamurai fares when he becomes a towel-clad housewife fleeing her suburban duplex from the "Golf Club Killer".

 

Faznie Kotvar

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  • 4 weeks later...
Spoiler

Name: Nomura Chise
Age: ??? (hard to tell under the belts, and she can't exactly -tell anyone-)
Gender: Female (?)
Appearance: A human-shaped (and relatively well-defined) human form completely covered from head to foot in belts, limbs bound together against her body and each other, leaving only a single long lock of hair bobbing oddly above her head, which seems to reflect her mood by moving and bobbing around. What they look like under these wrappings is unknown.
Current Regalia: An entire array of belts, large and small, all leather, crossing and overlapping over her entire body, all tightly closed except for one that hangs down behind her like a tail, which apparently previously wrapped around the top of her head judging by the... impressively gravity-resistant lock of hair that stands up from the top of her head. These belts can all be manipulated independently, their trailing ends also known to grow incredibly long at times in order to serve as manipulators.


Background: Unknown. Chise only recently showed up, and doesn't exactly communicate much, likely because... well, their mouth is covered with belts and held shut with more belts.


Stats:


Ranged: 0 - Chise is unable to see beyond Close Range, and her belts have an effective maximum range she can stretch them. Therefore, long-ranged attack is impossible.
Close Quarters: 7 - Freely manipulating the belts allows for all range of attacks within close range, their sharp tips both useful for slashing and stabbing attacks, and their strong lengths able to wrap around and constrict targets, or swing them powerfully into hard or sharp objects.
Mobility: 5 - Chise's mobility is more focused on very quick, short-range motions, her beltacles used to swing, pull, launch, and otherwise locomote herself around at high speed, though this can't be done for long since it requires more effort.
Defense: 12  - The belts are hard and unyielding, cutting Chise off from the outside world, providing a great deal of both mental and physical resistance. 
Requiem: Parasitic Sanctuary 「Invasion」: An as-of-yet-determined unique variant to an Aramitama Sanctuary, which eschews the normal methods of explosively expanding to create an extradimensional space or complete inversion to violently distort the world as some kind of weapon, this Sanctuary acts subtly, acting as something like a conceptual virus which infects the world around Chise. Its range is normally extremely limited, only reaching Close Range and due to her bindings only able to passively perceive things in this area, reading the information regarding those things and conveying it back to her as sensory input. This passive effect grants a large bonus to evasion against attacks at this range, but lack of sensory data outside this range results in a corresponding decrease in evasion against attacks made at longer ranges.


Hypers:

 

Standard:
Belt Sign - 「Full Leather Bunker」- 6 - Belts partially unwind around Chise's body, forming a sphere of thick, hardened leather and embedding extensions of belts into every nearby available surface, forming a defensive cocoon. This completely nullifies her mobility, but grants a corresponding increase to all defenses as well as an immunity to control and forced movement abilities.
Belt Sign - 「Leather Hunting」- 3 - Belts lash out toward a nearby enemy, seeking to wrap around their body and constrict them, holding them in place.
Belt Sign - 「Leather Coffin」- 5 - After one has been bound with the lesser ability, they can be dispatched properly, hundreds of sharpened belt-tips stabbing into their body from all angles, violently impaling them from all directions. Deals massively increased damage, but can only be used on a target restrained with Leather Hunting.
Belt Sign - 「Protective Shield of Leather」- 4 -While Full Leather Bunker is active, Chise can pull a nearby ally into her shield, requiring enemies to break through her shield in order to hit them. By making momentary openings in the belt wall, Chise can allow them to still attack for a turn by lowering the defense boost and allowing a well-aimed shot to hit either her or her ally through the protections.

 

Excel Hyper:

Unleashing Sign - 「The True False God」- R - Can only be activated via recitation of embedded code-phrase by a designated superior. Removes the outer casing of belts that surround Chise, revealing her body underneath. Removes the limiters placed upon Invasion, allowing it to spread beyond its normal limitations and also allowing for it to be directly commanded by Chise, though any effects of such take time to fully manifest, and allowing her to treat anything within Close Range of an infected object as Close Range for the purpose of her attacks, and generally increases performance overall. This also grants the ability to produce and control an unknown form of energy or plasma from Chise's body. this also removes the malus toward evasion for long-ranged attacks.

 

 

Edited by Ragnarok97071
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Incredibly belated level up gogogogogo



Ranged: 9> 11 - Immanuel wears a pair of spell storing gauntlets that both contain a total of 8 plasma bolt firing wands, thus allowing Immanuel to fire an almost excessive amount of eerily accurate and fast moving bolts at his enemies with the power of his mind...although they are neither self guiding or particularly powerful individually. But of course when he needs the additional fire power he could simply rely on the excessively high powered shoulder mounted railgun that he can construct with the use of his hyper. Although rather unfortunately it is a cumbersome and hard to aim weapon that takes a while to reload. His requiem allows him to temporarily enchant other people and their equipment from a distance. 

Close Quarters: 0>1 - While Immanuel's belt of Vaguely Enhanced Strength does in fact provides him with the strength of five men, he had neglected to actually specify which five men when he created them. This ended up screwing him over when he ended up creating a belt that provided him with the strength of five heroes of myth and legend, who of course, by being virtue of existing in myth and legend, are living men no longer. With a little bit of impromptu hand to hand training with his grandfather, Immanuel has learned the much valued art of 'Not allowing people who get up close to gain control of where your powerful ranged weapons are aiming by literally just grabbing your wrists".

Mobility: 5>6 - Immanuel can fly thanks to his Iron Sabatons of inexplicably fire based flight after he accidentally set fire to one of the rather expensive and rather hard to replace ingredients required to create a pair of Winged Boots of flight when creating it. This works out about as well as you can expect it to when it comes to straight line speed and rapid increases in altitude. Although it leaves a lot to be desired when it comes to actually maneuvering the damn thing. Which is why he enchanted a dark blue cloak to allow him to actually gain some more measure of control over where he is actually going.

Defense: 5>6 - Immanuel's heavily enchanted set of gothic full plate armor and his fireproof cloak of maneuverability allows him to take hits that would completely and utterly destroy a much lesser man. Although in the end of the day he is in fact just a ridiculous man in a rather heavy set of armor when it comes to durability. He can also use his magic to quickly form a small directional force field to try and mitigate the damage dealt by the blow.

 

[5] Kanonenplatzierung: A relatively simple addition to an already potent spell, this hyper allows him to instantaneously create a hammer as an arcane focus before he throws a railgun down or up to where he wants it to be placed and drives the hammer down on the railgun while it is charged with creative magic, causing the railgun to spontaneously create an extension that would allow it to aim itself and stick to whatever surface it was placed on, which could be anything from a telescoping tripod for solid ground, a pair of metalic limbs with gecko pads to stick itself to a wall or ceiling, or several long and barbed spikes in case it is stuck on living material. This spell allows the railgun to aim and fire itself at Immanuel's enemies with much greater precision than the man itself ever could, and usually lasts for long enough to get one good shot in before it just as quickly disintegrates itself.

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  • 4 weeks later...

I have level ups for Tor.

 

+1 ranged.  No description change.

 

+2 close combat.  Realizing that the Card Emperors have finally decided to attack him outside of a children's card game, Tor has added some equipment maneuvers to his deck, which can be used to create weapons and armor for himself or his summons to wield.

 

+4 defense.  Tor has altered his deck to include more defensive creatures and maneuvers, greatly improving his ability to deploy the classic Viking defensive tactic known as the shield wall.  His enemies have stopped playing by the rules, and that means Tor needs more ways to keep himself standing while his summons do their thing.

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Chapter 1 Inventories

Spoiler
  • Chise
    • Saberfluid belt coating (Full)
  • Immanuel
    • Heat-vision video visor
    • Gasmask enchantment
    • Jetpack
    • 2x Nimble Aerial Reconnaissance Drones, rigged with tripwires and plastic explosives
    • 2x Alchemical Flashbangs
    • 2x Smoke Grenades
    • 2x Overdose Gas Grenades
  • Marina
    • The Blank Card
  • Sasha
    • Shear-thickening fluid armor (for clothes)
    • 1x Arcane Nitro Injector (with 3 charges)
    • 5x Tension Strands
    • 2 vials of Probing Oil
    • 4 vials of Liquid Mold
    • 1 jar of quick dry resin
    • 1 jar of sealing gel
    • 2 vials of cube-shaped programmed liquid
    • 1 vial of plate-shaped programmed liquid
    • 2 vials of oscillating programmed liquid
  • Tor
    • The Heart of the Cards

 

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  • 1 month later...

Second draft of Owen Toirdhealbhach:

 

Spoiler

Name: Owen Toirdhealbhach

Age: 29

Gender: Male

Appearance: Owen is of fairly average height and a stocky body build, with pale skin and dark hair, a short and neatly trimmed beard, and a multitude of minor scars.

 

Background: Owen grew up in Ireland, lived in Ireland, worked in Ireland, and never really left Ireland.  He’s spent most of his working life as a bouncer at one of the local pubs, breaking up fist-fights and kicking out angry drunks.  As such he learned how to fight, how to take on multiple foes at once, and probably most importantly how to take a hit and not end up with multiple broken bones.

 

One fateful night he was off work and decided to go out drinking with some buddies, no big deal right?  Let loose for one night and what’s the worst that could happen?

He found out the next morning when he woke up in the middle of an empty field in charred clothes, surrounded by lightning burn marks, and Awakened.

 

Upon returning to his home the same day he found a large unmarked box containing a jagged ancient blade and mysterious note.

The note described the functions and supposed origins of the blade, two summoning rites to call on the power of Tuatha De Danann gods, and other minor information.  The writer neglected to identify themselves or provide a return address.

 

Fast forward about a year and Owen has moved to Sendo city and taken another job as a bouncer, why he's here or what he plans to do he's not quite sure, he just feels the like this is the right place to be.

 

Preferred Location: Sendo city(either other wouldn’t be bad)

Preferred Quest(s): Knight Errant, Feng Shui, Seek & Destroy(possibly).(almost anything would work really).

Preferred Modifier(s): None(not really opposed to any either).

 

Current Regalia: Fragarach - Owen received this mysterious sword in the mail one day not long after his Awakening, he calls it “Fragarach” based on a note left by the sender.

 

While the legitimacy of this sword being Fragarach is arguable several things are apparent, it is clearly an ancient and weathered sword, it possesses blatant magical properties(including forcing the truth from someone when pressed against their neck), and it seems nearly indestructible.

 

Stats:

 

Ranged: 1 - Owen can point a gun or throw a beer bottle just as well as the next trained monkey.

 

Close Quarters: 12 - Having worked as pub “security” for many years Owen has been in more than his fair share of bar fights and had to put countless drunk and angry Irishmen back in their places.  Needless to say this has made him formidable in hand-to-hand combat or with his Regalia and when combined with his newfound ability to channel lightning, well...things get interesting fast.


Mobility: 4 - Owen is starting to get the hang of this whole "Ride the Lightning" thing, attuning his body to electromagnetic fields on the fly helps.

 

Defense: 7 - What Owen lacks in evasion he makes up for with the ability to ignore minor concussions or catch a bat to the ribs and keep fighting, and that was before he got Awakened.  Nowadays Owen can create an aura of electricity to dampen incoming attacks, or harden his muscles enough to break a normal man’s hand.

 

 

Requiem:

Warstorm - Owen’s Requiem allows him to control lightning and electricity, while his range is often limited to within a couple feet of his body the magnitude therein is...impressive.  He can manipulate electrical charges through his fists or weapons directly into his enemies, create a supercharged field of energy that dampens or outright vaporizes small incoming projectiles, or even create arcs of lightning with access to an outside powersource.

 

 

Hypers:

 

Call the Ancients: Spirit of Lugh - Owen evokes the powers of the Sun and Storm God Lugh that he sling a stone from the heavens to smite one of his enemies, or in other words points at an enemies and summons a bolt of lightning from nothing.  

Consumes a 3 from the Worldline.

 

Ride the Lightning: Owen manipulates the electricity surging through his body to change the way he interacts with electromagnetic fields.  Magical fuckery aside this allows him to hurl himself upward through the air, or any other direction relative to a powerful enough magnetic field for that matter.  

Consumes a 3 from the Worldline.

 

Charge-field Generator - Owen pulses an aura of lightning, thus creating a sort of “energy shield” around himself.  Doing this decreases the amount of damage he takes from incoming attacks(especially projectile attacks) for two turns. 

Consumes a 4 from the Worldline.

 

Fury of the Storm - Owen charges his weapon or body with a large jolt of electricity, vastly increasing the damage of his next attack and allowing it to ignore most conventional armor.

Consumes a 5 from the Worldline.

 

Gae Assail - Gae Assail is the mighty uncontrollable and nigh unstoppable flaming spear of the Sun and Storm God Lugh.  When summoned by Owen its head bursts into flame and it flies around the battlefield like a wild animal on the hunt.  It strikes powerful blows against enemies and often drives completely though them, its flaming head burning the whole way. 

Consumes 1 Resolve.

 

Recent changes:

Spoiler

Updated with system alterations in mind.

+4 CC, +2 M, +1 D.

"Call the Ancients: Spirit of Manannan mac Lir" removed.

"Ride the Lightning" added.

Minor backstory tweaks.

 

 

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  • 6 months later...

Oops I should've done this long ago, an exact port of the one in the signup thread.

 

Marina von Siemens

Spoiler

Name: Marina von Siemens
Age: 16
Gender: Female
Appearance: A 142 cm tall girl with blue eyes and pearl-white skin, currently wearing a dark blue t-shirt with yellow, diagonal stripes drawing an empty square in the middle, and jeans with a lighter shade of blue. She carries a red randoseru that's crammed with all sorts of sweets and... cup noodles? Her brown, silky hair just barely reaches her shoulders. Her small build often makes people think that she's an elementary student, but at the same time, it's what makes her popular with children.

Background: Although hailing from the rich and famous von Siemens family, she, however, is an illegitimate child, born from an affair between her father and a geisha. To her, her father was a very distant man, having only seen him in pictures and on TV. On the other hand, her mother tries her very best to raise her.

During her childhood, her mother often gives her gifts on Christmas, with tags on the packages saying that they're from a person named "Klaus." The gifts were somehow able to match her needs, as if this Klaus were her very own Santa Claus. The gifts weren't just for Marina, but also for her mother, with monetary support and high-tech appliances as her gifts, so it couldn't be from her mother. Regardless, Marina admired the actions of Klaus, and decided that she wanted to be like him and bring gifts to people around the world. 


When she was twelve-years old, she decided to realize her dream step-by-step, albeit rather naively. She went around, hearing the wishes of neighborhood children. And then, she would look at the night sky, hoping for a star to fly by, and wish for the children's wishes to come true. Perhaps due to both the recipients and the wisher being just as naive, the dreams always came true. It was consistently working with children, and eventually she awakened in light of the realization of the power of making wishes. In the Christmas of the same year - just five days later, she received a lustrous green jewel and a small letter attached. The letter was quite encouraging at a glance, telling her to take the jewel and realize her dreams. She took it very literally and made the jewel into a pendant, taking it everywhere with her. Almost as if the jewel was encouraging her, she began to attempt to prepare gifts for classmates and other children, and she took every opportunity available to travel to other places to see what people there need, making pen-pals and sending gifts. She would realize the limits of her wish-granting powers, though, as the demands grew more and more specific, and she was still rather inexperienced back then. As such, only people free from greed could even bear to believe in her wishes, which meant a rather small circle of younger friends.

She encountered many Mononoke thinking she was easy prey, but by bestowing wishes upon herself, she was able to gradually overcome them.

After graduating from junior high school, she decided to put school aside and focus on her dreams. Of all the nearby places, she was just missing Sendo City. She asked her mother, and she was able to establish contact with a distant uncle, Immanuel, living in the city. Having put her trust into the man, she entrusted Marina to him.

The man's grandpa happened to have an occult-themed bookstore in Sendo City, under his own bookstore chain, Blauer Himmel. Marina worked in the bookstore as a barista, occasionally chatting with customers and learning their problems. She also reads the books in her off-times, under the man's grandpa's request. After all, she did only possess a junior high school degree.


Some of her customers had children, and occasionally they would bring them here. She proved to be quite talented at talking with children, which was a great boon to her image. She also used the opportunity to hear their troubles and helped them out, like giving them a little extra boost for an upcoming test or Sports Day, and she liked that.

Others seemed to visit the bookstore purely to chat with her, even bringing gifts at times. However, she could never take the relationships further, whether it be due to the customers being aware of how she was still illegal, or her failing terribly at catching signs and flirting herself. She tried to wish for the ability to understand love, but it seemed to be far outside of the reaches of her powers. She read light novels and watched rom-coms, studying "love," and tried to apply what she saw in the books - all the dreamy archetypes that make a typical LN protagonist's love interest, but all that would only cause her to be ever more unnatural and embarrassed with men. At least, she was trying.

Preferred Location: Sendo City

Preferred Quest(s): First Rites / Capitalism, ho! / Reagen's Fortune

Preferred Modifier(s): Loli Stockpile / Maximum Trash


Current Regalia: Cintamani Brooch

A brooch wrapped in gold foils with a lustrous, green jewel put in it. It serves to amplify Marina's wish-granting powers.


Stats:

Ranged: 7 - Aside from your traditional short but strong bursts of energy like fireballs and whatnot, Marina is now also capable of presenting her own spin on the Bullet Hell genre - spread-out rains of energy with varying degrees of firepower concentration weaved into them, making it harder for enemies to avoid her assault unscathed. Of course, all that can be further amplified by the power of wishes.

 

Close Quarters: 7 - Marina's melee prowess is deceptively strong, contrary to her build. Her punches and kicks pack concussive explosions, with a trail of searing energy accompanying them. Her newfound proficiency with basic weaponry also allows her to attack at close range with countless variations. Again, she can wish to amplify these properties.

 

 

Mobility: 8 - The repeated usage of flight has allowed Marina to grant herself means of flight without reducing any of her other wishes' potency. With improved mastery over manuevering in general, she can now take full advantage of her small build and zap across the battlefield with amazing agility. Additional wishes can still push her mobility to greater heights.

 

 

Defense: 8 - Like how your feet get rougher as one keeps walking, thin layers of reactive magical shield have formed over Marina's skin as a result of repeated damage, essentially acting as invisible armor. With her shield efficiency still maintained, she now packs formidable defense in spite of her appearance. Once again, with wishes, she can add more to the table.

 



Excel Hyper: 2 - Meteor Shower

Requiem: Wishmaker

Marina can grant wishes. To be more precise, Marina can grant wishes for people (including herself). She may only grant wishes that only affects the recipient directly, such as an extra pair of wings. Though, of note, her wish-granting powers are still not to the point of always granting the real thing - that is, even if she were to grant you a jet engine strapped on your back, it may still only be able to enhance your mobility somewhat, rather than blasting you into the oblivion upon activation.
In general, her wishes may cover healing and buffs that last for the duration of the battle (Or damage and debuff to the recipient, but who in the right mind would wish for that?). The more is requested, the less potent it gets.
The potency of her wishes depends on the description given by the recipient, the recipient's willingness to believe in her powers, as well as her own current capabilities, though it may be enhanced through the help of her Excel Hyper, Meteor Shower.


Hypers: (5 Slots, not including Excel Hypers)

Repelling Burst [3]: Quick and condensed close-ranged explosions from a flick of a finger. Its high knockback can be used to knock an opponent up high, or just simply be used as an effective disruption.


Astra Shield [4]: A flexible shield that can be summoned in a whim for either point defense or a more rounded-out one.


Shooting Star [5]: Marina summons a bright shooting star out of nowhere, crossing the skies in a snap. The star shines so brightly that it's still noticeable in broad daylight. Should her allies wish upon the star, she would be able to grant several wish simultaneously. When used again while the star's still crossing, the star can be aimed to crash upon enemies, leaving a splendid explosion in its wake.


Best Wishes [6]: Marina passes on all of her current buffs to an ally, in addition to restoring health to them. It can only be used if she possess at least one buff.

 

Pure Hope [6]: Marina discards all of her current buffs in exchange for one wish with potency greater than everything she had discarded combined. Cannot be used if a wish backed by Pure Hope is still active.

Meteor Shower [R]: Marina summons a magnificent meteor shower that crashes down upon the enemy party and deals decent damage overtime. It would last around a minute, and it would greatly improve the potency of her wishes for the duration of the shower.


Notes:
Marina is a flexible support that can not only provide a variety of buffs to her teammates, but also benefit from them herself. Her offensive toolkit allows her to surprise her opponents once she augments herself with greatly mobility options, with a combo breaker/starter to boot with.
Due to the nature of relying on a sickening number of buffs rather than a plethora of offensive Hypers, she would want to drag the battle on, in order to gain enough advantage over her opponents and trivialize the issue of rolls. To do that, her offensive toolkit also allows her to stall for time quite efficiently.
Her supportive toolkit simply improves on her wishes. Shooting Star grants her more efficiency, and Best Wishes allows her to pass on her buffs on top of healing - though the drawbacks of which may hurt somewhat, with it leaving her with her mediocre parameters.
Meteor Shower is a flashy Excel Hyper that stretches over both the grounds of the offense and the defense, with it applying offensive pressure while amplifying her wishes furthermore. When combined with a Shooting Star or two, she would be able to grant much more effective mass healing and mass buffs.

 

Though, being more of a generalist in regards to buffing, she ends up having to rely on quantity over quality most of the time, and it would take more time for everything to really stack up.

 

Level Up #1: 4/4/4/5 -> 6/6/6/6 (+Excel Hyper cost refund, iirc)

Level Up #2: 6/6/6/6 -> 7/7/8/8, +Pure Hope [6]

 

Installs

Spoiler

Hecatus -> "Arsenal Gear"

Not only am I extensively trained in unarmed combat, but I have access to the entire arsenal of the United States Marine Corps and I will use it to its full extent to wipe your miserable ass off the face of the continent, you little shit. ~ Excerpt from the Navy Seals copypasta.

 

Marina basically transforms into a Kancolle girl on the spot, sporting a bizarre outfit that appears to be an alternate-dimension hybrid of Yamato and Bismarck (the ships, duh). And apparently that meant putting the Kriegsmarine uniform and the Japanese serafuku together. Clearly, she got the idea from a certain fashion expert she knows very well.

 

She gets a pair of miniature Yamato gun batteries as well as Bismarck gun batteries, all attached to a backpack-sized poop deck behind her hips. Best of all, these gun batteries can also launch bombshells with Gae Bulg properties, allowing Marina to inflict misery worse than breathing in Sarin gas in wide areas.

 

Marina's eccentric set of acquaintances (fluff)

Spoiler

Fukuhura Remi

Spoiler

Name: Fukuhura Remi

Age: 16

Gender: Female

 

Appearance: Remi clocks in at 151 cm, a tad bit taller than Marina. She sports black hair, with a lovely ponytail reaching halfway down her back. Her skin's a yellowish beige, carefully taken care of to look as clean as possible at all times.

 

She may wear a variety of clothes when going outside, but you'll always be able to identify her by her round face, with rose cheeks and cherry lips. At home, though, she prefers to be in her purple pajamas. Comfortable and loose, just the way she likes it.

 

 

Bio:

- Born in Himawari Town to a hard-working couple.

- Parents spend most of their time in Sendo City working, much like most families in Himawari Town.

- In her parents' absence, she's become good friends with all the local kids, including Marina.

- Really, really interested in the fashion industry. She spends most of her time learning theories and techniques of the field, and designing clothes of her own.

- Perhaps out of the loneliness she'd feel at home, or perhaps out of her dedication to fashion design, she awakened around the age of 12.

- Thanks to her newfound requiem, she has improved immensely in fashion design, to the point where she doesn't even need to continue into higher education, since she's already established her own brand in the fashion industry.

- Her own brand, "Niji," currently accepts online orders only, and is well known for providing high quality costumes for, well, cosplays.

- She wants a piece of Marina, but she keeps skirting around the edge. She probably needs some help, but she's also sane enough to keep her pervy side hidden from everyone else.

 

 

Requiem: Dollhouse Fantasy

Remi can conjure ultrarealistic mannequins around her. These mannequins can take the form of anyone she's seen and still remembered. Within a hundred meter radius, Remi can directly manipulate her mannequins, carrying out complex orders and such. Outside the radius, she can instead have the mannequins go off a more general command, acting in a certain way and whatnot. The mannequins are deceptively durable, too, and can prove to be formidable foes in close-quarters combat.

 

She only uses her requiem for exactly what you'd use a mannequin for. Oh, and she'd use them to give her house a bit of life when her parents aren't around.

 

 

 

 

 

TODO:

  • Prepare subsheets for Marina's acquaintances as I bring them up for what practically amounts to fanservice and filler.
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Level up Changes gogogoogo

 

Ranged 11>15 - Immanuel's primary weapon are a pair of spellstoring gauntlets carrying a total of 8 wands, each of which were initially designed to function as a magic based alternative to a submachinegun, essentially allowing Immanuel to be able to fire off an almost excessive amount of accurate and fast moving bolts of plasma. Although they are still neither self guiding nor particurlaly powerful individually, causing obvious problems against relatively heavily armored and fast moving targets.

((Immanuel got stronger but the wands don't really change much))

His secondary weapon of choice would be the excessively high powered railguns he can quickly create on his shoulders or carried in his arms using his hyper, and while it is still a cumbersome and hard to aim wherever it is held or mounted, there are very few things that can withstand a direct or even glancing hit from one, especially with the modifications he's made with it lately, such as granting it gae bolg style rounds that at least attempt to grasp onto a large chunk of the target to take it with them when it overpenetrates, refining the way it uses it's massive amounts of power, and also adding a slight modification to use one as a grenade launcher.

((If I can I'll add something about it reducing the amount of mass the round effectively has while it is still inside of the barrel using a spell integrated with it, but otherwise the only real change is that Immanuel himself is stronger and more experienced, and he tacked on a gae bolg thing since that's surprisingly easy now, and you mentioned that Immanuel would remember to add that grenade launcher bit btw))

Meanwhile, Immanuel's (open) secret weapon is the fact that he's spent a distressing amount of time with learning how to best utilize his increased magical potency and the powers granted by his requiem, culminating in him learning how to alter the way a supposedly 'supportive' spell works in the first place to better mess with his enemies, and developing a new one for quickly enchanting target seeking paper crane bombs using runic magic.

((Immanuel leans into the fact that he's basically a D&D Artificer with that requiem of his even further basically, with the intent being that the majority of the power boost gets dumped here))
 
Close Quarters: 1 - While Immanuel's belt of Legendary Strength does in fact provides him with the strength of five men, he had neglected to actually specify that it would grant which five men when he created them. This ended up screwing him over when he ended up creating a belt that provided him with the strength of five heroes of myth and legend, who of course, by being virtue of existing in myth and legend, are living men no longer. Although Immanuel himself has trained in hand to hand with his grandfather to prevent his enemies from simply grabbing his wrists and forcing it to aim at an ally.

((Literally no change Immanuel slacked off))

Mobility: 6>8 - Immanuel can fly thanks to his Iron Sabatons of inexplicably fire based flight after he accidentally set fire to one of the rather expensive and rather hard to replace ingredients required to create a pair of Winged Boots of flight when creating it. This works out about as well as you can expect it to when it comes to straight line speed and rapid increases in altitude. Although it leaves a lot to be desired when it comes to actually maneuvering the damn thing. Which is why he enchanted a dark blue cloak to allow him to actually gain some more measure of control over where he is actually going.

((Just assume that Immanuel figuratively puts the 2 points into refining his sabatons and cloak so that he can at least try to give supercars a run for their money))
 
Defense: 6 - Immanuel's heavily enchanted set of gothic full plate armor allows him to take hits that would completely and utterly destroy a much lesser man, although in the end of the day he is in fact just a ridiculous man in a rather heavy set of armor when it comes to durability. He can also use his magic to quickly form a small directional force field to try and mitigate the damage dealt by the blow.

((Literally no change, Immanuel's working on something, but it's not ready yet))
New Hyper
Luftbombe: (Remember that one time where I mentioned that at some point I might try to convince you to let Immanuel to start with railgun turret exploding drones? Well these are essentially paper enchanted to serve as surprisingly bullet resistant flying paper cranes that explode with the effects of one of several types of grenades, will have to talk to you about it more tho.))
 

 

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