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


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Solomon:

eeh, self-inserts. Not generally a fan. But whatever. You goofed up your health formula; it's 30 + (your level)*(your level+your CON) so it should be 32. Equipment looks ok, if slightly weak; light armor that only gives +2 RES doesn't need penalties attached. Your perks look fine. Onto your actions, your Basic Defense needs to be one that reduces damage. You -can- take a counterattack, but not as a Basic. Your other Actions can probably use a buff; they're all a bit weak. Arcane Blast could have a 2 or 1 turn cooldown by default. Maniacal Laugh and Mark Target can be quite a bit stronger at base, since they're granted by a Perk; they're also free, meaning they don't cost AP to create (though you do need to use AP to level them.)

Complexity 3.

Jasper:

Cryo Rounds don't need a limited duration. They can just reduce init. Desert Born should work the same way, though I'd like a Flaw to come up slightly more often. . . Aim to Cripple should specifically inflict a status of some kind; the system doesn't track movement well (though I thought about using a "soft" position system like the one in Magical Burst) so it should probably disable melee or something. The game has no innate miss chances, so the note about rolling hit for each attack on fanning is unnecessary. You don't need to burn an action on reloading; say that it's a negative special quality of the weapon (I'll put this in the errata.) Looks like you're missing a bit of AP as well.

Giving you a Complexity of 6.

Halley:

Justice's Pursuit is quite strong. I'm slightly leery of it for the moment, but for now it passes. Justice's Veil is okay, if not weak, since a dodge at the same chance nulls 100% of damage if it goes off (though attacks can be auto-hit.) Your blaster should have higher penalties if it's going to be so good. Can't be forcibly unequipped AND upgradeable AND starts at 2d6 damage? Same story with Nanometal Jumpsuit and Flashy Ribbons; they're a little much for having such low penalties. Damage scaling is totally out of control on Sparkling Strike; AoE should do overall less damage than a single target attack of equivalent level and your level scaling on it is too high. Reduce the damage formula and set a minimum number of targets. Takedown looks alright, though it should be just a stun and enemies should be able to resist it (make it STR vs CON or similar.) Specify what the blinding effect is on Supercharge and maybe increase its cooldown a bit.

Complexity of 7.

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Ayyyyyyyyyyyyyyyyy done!

Presenting: Blue Mage Kancolle Magical Prisma Idol Keijo Player Slime Girl, Koizumi Kagari!

 

Name: Koizumi Kagari, of the Elusive Butt
Age: 765 (Self-aware Years: 25)
Gender: F
Race: Slime Girl
Sex: Asexual

Appearance:

Her most distinctive feature is her hair. She lets it splay out behind her, falling to waist length. It starts black at the roots but becomes a translucent purple near the tips. She has green eyes and an angular face. Slender build, flat-chested, with a firm butt (this is important for reasons). Shorter than others her age. Wears a one-piece dark blue swimsuit reminiscent of a school swimsuit when competing, but usually favours cute clothing with loads of frills in pastel colours. When transformed, her hair turns shocking pink, and her clothes are replaced by a pink swimsuit overlaid with a white frilly blouse, blending together her very varied aesthetics.

Personality:

Cheerful, Excitable, Whimsical. She takes things she enjoys very seriously, and tends to be dismissive and bored when it comes to things which do not pique her interest.

Level: 3
EXP: 0

HP: 38
Init: 8 + 1d20

Stats:
Constitution: 2
Resistance: 0
Dexterity: 9
Intelligence: 1
Strength: 3
Synergy: 7

Complexity:


Equipment

Name: Apocalypse Collider, the Eternity Bane
Description: A pink handheld microphone with a cute white ribbon wrapped on the handle. Can change form to become a hands-free ear-mounted mouthpiece, with the ribbon appearing on the ear mount. It can talk, but only Kagari hears it.
Type: Weapon
Damage: 1d6 + SYN
Minimum Stats: SYN > 4
STR Penalty: 0 (It's a Microphone ._.)
SYN Threshold/Bonus: 10 SYN [+2 damage] 25 SYN [Damage Dice changes to 1d10] 35 SYN [Layered Voice: She can sing two songs at once]
Special Qualities:
- 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.
- Job-Specific: Only usable when in Magic Idol form
- Evolving: Add 1d4 to damage for every 10 levels of SYN

Name: School Swimsuit Ausf. GETREKT
Description: Looks like a school swimsuit, feels like a school swimsuit. Is most definitely much more than a school swimsuit. The material is a special, scientifically-engineered one that maximises flexibility and strength. If a Keijo player is a samurai, then her swimsuit is her sword. And this swimsuit is a sword to stand with the finest.
Type: Armor
RES Bonus: 2
Minimum Stats: Keijo player
STR Penalty: 0
SYN Threshold/Bonus: N/A
Special Qualities:
- Slippery: Gives a 20% chance to completely avoid an incoming physical attack.

Name: Slime Core
Type: Bauble
Minimum Stats: N/A
STR Penalty: N/A
SYN Threshold: N/A
Special Qualities:
- 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.
- Darwinism: Her core is constantly evolving, to make sure Kagari can adapt to her environment. +1 DEX every 2 levels.


Perks

Keijo Pro (Outfighter):

Kagari is an S-rank Keijo outfighter, and has the skills to match. She will never lose her balance on shaky terrain, she uses wet surfaces to her advantage to aid her attacks, and she is extremely skilled in using her butt in very creative ways.

> If fighting on unstable terrain, she gets a DEX*2 chance to evade attacks
> If fighting on wet terrain, she gets DEX*1.5 added to her damage rolls
> Attacks made using her butt will get bonus damage added equivalent to SYN for each hit, before calculations. (e.g. if the attack would deal 0.8 of the damage, it would be calculated as (base damage + SYN) * 0.8)

Slime Recombination:

Kagari is secretly a slime girl. When she dies, her body will automatically try to pull itself back together. However, this takes time, and renders her immobile. Also, each time she does this, she regenerates into a smaller version, because she need to use the excess slime from her body to repair the damage. Twice per battle, upon taking fatal damage, instead revives. For first revival, max hp is reduced to half of previous value. For second revival, max HP reduced to 1 and all stats halved. Upon activation, action-locked and cannot change physical location for 3 turns

 

Mimic Slime:

Kagari is an especially rare species of slime known as a <<Mimic Slime>>. To attain this status, one has to undergo three cycles of reincarnation and attain perfect nirvana, accepting that all is one and one is all, thus blurring the distinctions between self and other, allowing her to manipulate her form. Jk. She was born this way. #gitDarwin'd.

She has the unique ability to take on the form and/or properties of objects she's ingested, though this only applies to objects she's eaten since she gained self-awareness. So that's kind of a small list. If taking on the form of something that has a particularly large volume, she needs to have a body of water nearby that's big enough to provide the necessary volume.

 

 - Slime Form, Install!: She constantly takes on a "Primary" form and a "Secondary" form. The Primary form is her actual body, the Secondary form is her equipment/armor. The Secondary forms she can take all grant specific stat bonuses, and can be donned at will as a free action. However, changing forms mid-battle requires one action. Each Secondary Form changes her weapon's appearance, but its damage calculation remains the same as Apocalypse Collider.

 

 - Can a slime be a Blue Mage?: Furthermore, by consuming the bodies of dead enemies, she is able to learn their abilities. But due to her having only 4 move slots because of being a mega-evolved Ditto, she has to forget the previous move to learn the new one. But since she prefers mastery over variety, she'll only let herself hold one such move at a time, so she can focus on mastering it.

 

Current "Has Eaten" List: Koizumi Kagari, M46 Pershing, IJN Akizuki, Boeing AH-64 Apache, Gold, various sweets and pastries.

Currently Equipped Enemy Skill: None

Primary Forms:

 

Koizumi Kagari

Secondary Forms:

 

All % values are applied to base stats and rounded up, unless specified otherwise

M46 Pershing: 120% RES, 120% STR, 90% total DEX.

IJN Akizuki: 120% SYN, 120% DEX, 80% total RES(rounded down) Ability to run on water.

Boeing AH-64 Apache: 1 init, 130% DEX, 80% total RES(rounded down) Ability to fly/hover.

Gold: 300% Shininess, becomes a conductor of electricity.

Cake: 9001% Sweetness, 20% Diabetes Resistance

Chocolate: 500% Sweetness, 120% Bitterness, 40% Diabetes Resistance

 

Flaws

Trash Mob: Kagari has PTSD from her early days of being hunted by various wannabe adventurers in the name of levelups. Takes 3x Slashing damage.

 


Actions

Transform: Kagari starts every battle in Keijo Form, but can use one action to transform into Magic Idol Form, healing herself for 20% hp. When in Magic Idol Form, she can use Songs, her Basic Attack and Defence actions are changed, and her DEX and SYN levels are switched. She can activate this action again to revert to Keijo Form. The transformation lasts until she deactivates it.

 - Level 2: Guerilla Live - During the same turn as a transformation, Kagari can immediately start singing a song, but cannot use any butt attacks.


Keijo Form

Basic Attack: Buttsmack - Kagari launches herself at her opponent, butt-first, dealing damage equal to 1d6 + STR.

Basic Defense: Can't See Me - Kagari moves erratically to make it harder for opponents to track her movements. Even if a hit lands, it will probably be only a glancing one. Reduces damage taken by 50% for the round.


Magic Idol Form

Basic Attack: Staccato - Kagari shouts a single note into her microphone, generating a magic blast that hits her opponent for damage equivalent to her weapon damage.

Basic Defense: Legato - Kagari sings a single, long note that forms a magical shield around her, reducing damage taken by 50% for the round.

Knight of Firmament (Defence Song): Creates a protective Barrier around allies in earshot. Affected allies take 1d4 less damage for as long as Kagari sings. Only usable in Magic Idol Form. Kagari can only sing for 3 turns before she has to take a break, setting this song on a two turn cooldown.

 - Level 2: Heart's Resolve - Instead of 1d4 damage mitigation, this song now grants SYN/2 damage mitigation, rounded down.

Two-Faced Lovers (Illusion Song): Weaves a lyrical spell that creates a magical doppelganger of a target. The copy mimics the original's moves and has no physical body. As long as she sings this song, the target has a multiplicative 50% chance to avoid an attack. Kagari can only sing for 3 turns before she has to take a break, setting this song on a two turn cooldown.

Paradichlorobenzene (Healing Song): Sings a calming song that soothes the soul and heals wounds. Restore 1d4 + SYN/2 hp to up to two targets. After singing this song, it takes three turns for her to get in the mood to sing it again.

 - Level 2: Spiral - Instead of a one time heal, this song's effects now trigger once per turn as long as Kagari continues to sing, expending her action. Kagari can only sing for 3 turns before taking a break, setting this song on a two turn cooldown.

Both Forms

 

Hip Gatling: Kagari attacks her opponent rapidly with her butt, moving at insane speeds, at the cost of each hit being weaker. Deals Xd3 damage, where X is (DEX/2), rounded down. This is a butt attack. Using this interrupts her song, setting the song on cooldown.

 - Level 2: Instead of Xd3, this attack does X hits of 1d3 damage, where X is (DEX/2), rounded down. Each hit is affected by modifiers.

 

Revolver Ass: Deals Nd4 damage to a target, where N = (1 + DEX/2). If an enemy has hit her with a melee action the previous turn, Kagari can choose to Unload against that enemy, giving the attack a 1.5x damage modifier and causing it to count as three distinct hits of equal damage. If Kagari chooses to Unload, she is Action-Locked for a turn.

 

Inventory: Earphones, Smartphone, The Little Matchstick Girl by Hans Christian Andersen.

 

Secondaries

 

Prei Voirgaire, Demon General

Spoiler

Name: Prei Voirgaire
Age: 1400
Gender: Female
Race: Dragon (The Western Lizardy kind, not the Eastern Serpentine kind)
Sex: Female
Appearance: 

Normal: Stark white hair framing brilliant blue eyes. Her hair is just below shoulder length, kept meticulously combed and straight. Her fringe is held in place by a hairclip, designed with a dragon motif, made of an otherworldly metal, crowned by an amber gem. She wears full plate armor with a dragon theme, along with a dragon-maw helmet that rearranges itself around her head and can be thus donned or removed by willing it. A pair of large, white, reptilian wings emerge from her back, usually kept folded close to her.

Dragon: An extremely large dragon with impossibly white scales and burning blue eyes. She's large enough to comfortably fill most of a concert hall. She has silver armor lining her underbelly and head, with a saddle on her back, slightly above her wing joints, and a large amber gem attached to the back of her head.

Personality: Motherly. She enjoys helping to polish talent such that it fulfills the limits of its potential. To that end, she is gentle but strict. She loves sweet things and hates vegetables. She also loves meat, especially if it's raw. The rarer, the better. She has a strong sense of honour in battle, and will treat her opponents with respect.

Level:3
EXP:0

HP: 38
Init: 4 + 1d20

Stats:
Constitution: 2
Resistance: 6  (+2)
Dexterity: 4
Intelligence: 1
Strength: 7
Synergy: 8

Complexity: N/A

Equipment:

Name: Dragonscale Armor
Description: A suit of shining armor made of an otherworldy metal, created by a combination of forging and magic. It's actually made of a collection of smaller metal plates, held together in a lattice framework. It can dissassemble itself and reform its components into a smaller pendant for ease of transportation

Type: Armor
Armor: +4 RES
Minimum Stats: 3 STR
Weight: 3
SYN Threshold/Bonus: N/A
Special Qualities:
 - Shifting Scales: This armor grants an additional 1 RES per 3 SYN.

Name: Myriad
Description: A spear made of the same metal as her armor. It has the unique property of being able to change forms, taking on the form of a diverse array of conventional weaponry.

Type: Weapon
Damage: 1d8 + STR
Minimum Stats: 2 STR
Weight: 2
SYN Threshold/Bonus: N/A
Special Qualities:
 - Adaptable: Damage from this weapon can count as either melee, ranged or magical, based on player discretion.

Name: Enhancer
Description: A hairclip shaped with a dragon motif, surrounding an amber gem. This unassuming hairclip is actually a highly advanced piece of magic technology that pushes Prei's natural magical abilities to their limits

Type: Bauble
Minimum Stats: N/A
Weight: N/A
SYN Threshold/Bonus: N/A
Special Qualities:
 - Quick Computation: Actions that have cast times/cooldowns have said cast times/cooldowns reduced by 1 turn per 10 SYN.


Perks:

Dragonskin: Dragons have tough scales, and Prei's species is the toughest of them all. +1 RES per level.

Magical Prodigy: Prei was born with an abnormally large reserve of mana, and it continues to grow as she does. +1 SYN per level.

Dragonform: Prei can take on her dragon form at the cost of one action. In dragon form, she gains 2x RES and 1.5x STR, but loses 50% SYN and 50% DEX. Furthermore, her dragon form is really huge, so she can't use it in any enclosed spaces.

Honorable (Flaw): Prei has a strong sense of knightly honor, and is reluctant to fight in a battle where the conditions are unfair for her opponent. 0.7x effective damage if opponent is outnumbered.

Actions:

Basic Attack: Strike - Deals weapon damage.
Basic Defence: Guard - Takes 50% damage for the turn.

Elemental Spears - Prei forms an array of spears around her, made from condensed mana. The next time she deals damage, the summoned spears will attack the damaged target as well, disappearing afterward. The spears all deal magical damage and can be water/fire/wind/earth element associated. She can only use spears of one element at a time. Does 1d6 damage per spear, +1 spear per 5 SYN. Base 1 Spear.
 - Level 2: Synergistic Elementalism - Scaling increases to +2 spears per 5 SYN. Damage increases to 1d12

 - Level 3: Extended Elementalism - Elemental Spears now applies on her next 4 events of damage, rather than only her immediate next hit.

An Opening! - Prei is an expert in battle, and will not allow an opening to go unabused. Any time an enemy lands a hit on her, she retaliates with 1d6 physical damage. Passive.

Dragon's Protection - Once per turn, if an ally would receive damage that would bring them below 50% hp, Prei steps in and takes the blow instead. Passive. Three Turn Cooldown.

Dragonblood - Prei regenerates 10% HP per turn. Disabled if afflicted by any kind of status condition. Passive.

Unerring Judgment of the Dragon Maiden: <<Myriad Execution>> - Prei casts a ridiculous number of strengthening enhancements on herself to deliver a single, fatal blow. Charges up for three turns, then unleashes a massive attack during the turn she finishes charging. The attack deals STR + 2SYN + X damage, where X is double the total amount of damage she's sustained while charging the attack. The attack will always go last in the initiative order and will always target the highest HP opponent. While charging, all other passives are disabled, with the exception of Elemental Spears if she's previously casted that. This action is affected by her Enhancer bauble.
 - Level 2: Higher Enhancement - Damage becomes 2STR + 2SYN + X



Inventory: Locket, Traveling cloak

 

Edited by Code: PIRULUK
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Kagarin's accepted. Complexity 6

@S34N1C: Basic Attacks need to just be Basic. Just damage. Same with Basic Defense, they're intended to be super simple effects.

INT can't be a minimum stat. Otherwise, Theodore looks OK. Complexity 3 (thank you.)

EDIT: Jade looks ok. Complexity 8, largely due to ammo and status tracking.

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Bridgett 2.5

Spoiler

Name: Bridgett Myth
Age: 19
Gender: Girl
Race: Human (Midchildaen)
Sex: Girl
Appearance: Bridgett is around 5 feet and 10 inches tall with platinum blonde hair that goes to the small of her back held in two braids connecting together near the end of each braid. She has bright green eyes with glasses and a moderate bust. She normally wears a light blue sweater and a pair of black tights under a knee-length skirt with a pair of black high heels. When fighting she changes into her barrier jacket (look at equipment) and her hair is released from the braids and flows freely
 
Personality: Bridgett is shy and is very unaware of her attractiveness. She is naive since she was raised in her family’s mansion away from people so she has trouble with common norms. She likes to read trashy romance novels and can be a bit perverted at times.
 
Perks:
Flight Bridgett can use magic to fly. Grants her a 20% dodge chance against attacks and a [LVL] bonus to initiative.
 
Cartridge System Bridgett has the Cartridge system installed in Mornings Arrow. Gives her Cartridges she can spend to activate the special effect on actions. She has Cartridges equal to 3*level for each fight.
 
Einherjar Mode: An experimental mode that grants Bridgett's spells more power as she releases its restraints, but due to its experimental nature it causes extreme strain on her body. It can be activated and deactivated as a free action. each level increase is also a free action on a separate turn after initial activation. Each level carries the effect of the previous levels with it. initial Activation cost 20% of Bridgett's max hp and cost another 20% at the end of each turn after. The cost increase with each level increase. 
 
Level 1: Increase damage dealt by her attacks by 25%. Costs 20% of max Hp each turn after activation.
Level 2: Increase damage dealt by her attacks by a further 25% (additive). Hp Cost increased to 25% of Max Hp each turn.
Level 3: Dice rolls on all spells are maximized. Hp cost increased to 30% of Max hp each turn. Deactivation at this level causes Bridgett to lose her next turn.
 
 
Level: 6
HP: 84
Initiative: 8+{LVL}
 
Base Stats: 
Strength: 3
Dexterity: 8
Intelligence: 3
Constitution: 9
Synergy: 12
 
Actions: 
 
Gusisnautar:(current shots 5)A basic shooting spell shots 5 bolts of magic that deal 6 damage each with a cooldown of 2 turns. Shots can be separated to hit different targets. Can use 3 cartridges to change the type of damage dealt to Lightning damage
Base: 2 shots at 4 damage each cooldown of 2 turns
Level 2: + 1 shot 
Level 3: + 1 shot
Level 4: + 1 shot
level 5: increase damage from 4 to 6
 
Hurstwic: 4 Turn Cooldown. Applies `Hurstwic` to the user and two other allies. Hurstwic grants +SYN/2 damage reduction and SYN/2 regen, these effects scale only with the user's base SYN stat. `Hurstwic` has a 3 Turn Duration.
Cartridge Effect: Raise damage reduction to +SYN. Costs 3 cartridges.
Bridgett deploys a self-made barrier spell.
-Level 1: Applies `Hurstwic` to the user. `Hurstwic` grants +SYN/2 damage reduction, this effect scales only with the user's base SYN stat. `Hurstwic` has a 2 Turn Duration. 4 Turn Cooldown.
-Level 2: Increase Duration to 3 Turns. (2 -> 3)
-Level 3: Barrier may now be applied to an ally in addition to the user.
-Level 4: Reduce Cartridge Effect cost to 3 cartridges. (4 -> 3)
-Level 5: Hurstwic now grants SYN/2 regeneration, this effect scales only with the user's base SYN stat.
-Level 6: Increase the number of allies that may be targeted to 2. (1 -> 2)
 
 
Valkyrie Breaker: A wide area bombardment spell that deals 2.5[WD]+(syn) damage to 4 targets. Requires 1 turn of charge before firing. Each turn passed adds 1d12 to the total roll. has a cooldown of 3 turns. Can use 4 cartridges to ignore the turn of charge.
-Level 1: deals 2[WD] damage to 4 targets. Requires 1 turn of charge before firing. Each turn passed adds 1d8 to the total roll. has a cooldown of 3 turns. Can use 4 cartridges to ignore the turn of charge.
-Level 2: dice from turns passed upgrade to d12's
-level 3: upgrade damage from 2[WD] to 2.5[WD]
-Level 4: add +syn to damage 
 
Mythril Buster: A high powered single target spell that deals 5[WD]+syn damage with one turn of charge and deals syn/2 damage to the target for 3 turns after then have been hit.With a Cooldown of 4 turns. Can use 4 cartridges to have it ignore targets damage reduction.
Level 1: Deal 5[WD]+syn damage to one target with one turn of charge. Cooldown of 5 turns. Can use 4 cartridges to have it ignore targets damage reduction.
Level 2: Reduce cooldown from 5 to 4
Level 3: deals syn/2 damage to target for 3 turns after they been hit.

Gleipnir: Bridgett's binding spells. Stuns the target for one turn with a cooldown of 1 turn. Can spend 5 cartridges to increase the cooldown by 4 and the duration by 1
Level 1: tuns the target for one turn with a cooldown of 1 turn. Can spend 5 cartridges to increase the cooldown by 3 and the duration by 1
Level 2: Reduce cartridge cooldown from 4 to 3

 

Ginnungagap: AOE. Cannot be used until the 3rd round of combat. Has a two-round charge during that time Bridgett's initiative is set to 0 and loses the Benefits from her items and Flight perk. target 6 enemies deal instant death to mooks. Well, other enemies take ([2WD]+Syn)*3 damage unless they make a save Vs Bridgetts syn if they succeed they then take half damage. Cartridge effect: Spend 6 Cartridges to increase the save DC by 3.
 
Equipment:
 
Mornings Arrow. Bridgett's Personal device. It sets the dice for actions that use dice to 3d4.  As a free action can use boost mode to increase damage done by 10% for each cartridge used for 3 turns with a cooldown of 5 turns. Can use up to 2 cartridges in this ability.

-Base Level 1: Set Damage die for actions that use them to 1d4
-Craft level 2: Boost Mode: as a free action Increase Bridgett's damage by 10% for each cartridge used For 3 turns with a cooldown of 5 turns. Can only use a max of 2 cartridges when used.
-Craft level 3: increase the damage die by 1d4
-Craft level 4: Increase the damage die by 1d4
-Craft level 5:- Arcanadynamic Exchange: On the fourth round of combat Morning's Arrow increases its dice by one step until the end of the encounter, to a maximum of d12
 
Barrier Jacket: Grants a pool of 24 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish. Bridgett's barrier jacket, a light blue dress with silver gauntlets and boots. It has a short white coat over her shoulders that go to about the middle of her back.
Free Action: Heal the user for the HP of the pool, and reduce the pool's HP to 0. Bridgett reworks the wards of her Barrier Jacket, recovering her health.
Passive: Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes. Bridgett purges her Barrier Jacket, negating an incoming attack.
 
-Base Form Craft level 1: Grants a pool of 20 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish.
-Craft Upgrade 2: Adds the following Free Action: "Heal the user for the HP of the pool, and reduce the pool's HP to 0."
-Craft Upgrade 3: Adds the following Passive: "Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes."
-Craft Upgrade 4: Increase pool to 24 HP (20 -> 24)
 
Inventory:
Trashy Romance Novel x3, Glasses Cloth, Sewing Kit, Cartridges, Refined Moonsilver: An ingot of moonsilver, Broken Scintillating Orb: An orb that absorbs light and magic releasing it in a speckled starfield pattern. It's almost as beautiful as it is useless, Healing Pod: Restores 4d4+20 HP to one target, usable once only, doesn't require a loadout slot, Observation Scope: Looking through this allows you to other peoples heart rate, temperature, and...stuff. Libra one target revealing their HP and a short blurb if able, usable once only (x2)

 

 

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Magna Sigyl enters the stage.

 

Name: Magna Sigyl, A Grim Reaper
Age: 28
Gender: Female
Race: Undead
Sex: Female
Appearance: Typically prefers to remain cloaked, as to avoid startling mortals when she goes about her job. Her mask (see below) hides her appearance, but red light emanates from her eye sockets, and through the mask. Underneath all the clothing, remains only a skeleton.
Personality: While typically easy-going and relaxed, she tends to take her job very seriously. Hates taking the extra effort to complete tasks.

 

Level: 5
EXP: 0
HP: 60
Init: 0

 

Stats (30/30):
Strength: 0
Dexterity: 0
Intelligence: 12
Constitution: 6
Synergy: 12

 

Perks:
Reanimate (perk): Grants access to the action: "Reanimate The Dead"

 

Undying Servitude (perk): For every reanimation that perishes in Magna’s service, increase damage dealt by Magna by 2% (up to a cap of 20%) for the remainder of the battle.

 

Compendium of Lost Souls (perk): Magna’s experience has begun to culminate, and has manifested itself into a grimoire. The Compendium of Lost Souls stores the soul data of everything Magna’s reanimated, allowing her to revive anything within its contents. During battle, Magna can cast Reanimate the Dead to choose something from her compendium and revive it to fight for her. 

 

The Compendium of Lost Souls also enables Magna to have one “boss/special-type” minion slot. This unit revives at [10% of original health + Magna’s SYN], and retains its stats and abilities (subject to limitations by GM). Because of the preparation required to summon a great soul, Magna cannot summon these boss-type units in the midst of battle, and must instead do it outside of battle. If the Boss/special-type unit perishes in battle, they cannot be re-summoned until two battles (including the current battle) have passed.

 

Minions revived through the Compendium of Lost Souls fall under the same restrictions as Reanimate the Dead (with the exception of aforementioned boss-type units). Vengeful Curse will also not apply to these minions.

 

Actions (18/18):

 

Reanimate The Dead (castable): When an enemy dies, Magna can reanimate it's corpse to fight for her. Corpses have the same stats and abilities as their living counterparts. Corpses cannot be reanimated a second time. After battle, health returns to the base summon amount. Magna's summons will move on the same turn as her, and will take their actions before Magna.
-Level 1: Reanimation cap of 2 with health of SYN.
-Level 2: Starting health increased to SYN + 2.
-Level 3: Reanimation cap raised to 3, with health of SYN + 4.
-Level 4: Starting health increased to SYN + 6.

 

Reap (castable): Magna recalls the soul of a reanimated, and restores health back to herself or her minion(s). Cannot be used on other party members.
-Level 1: Select and kill a reanimation, restoring [INT] + [50% of Reanimation’s health (rounded up] to either Magna or one of her other reanimations.
-Level 2: Reap can now heal two targets. The same target cannot be selected twice.

 

Vengeful Curse (passive): When an eligible enemy dies, automatically apply the Vengeful Curse debuff on the corpse. After two turns, Reanimate the Dead is autocast on the corpse (e.g. died on turn 1, revived on turn 3). 
Enemies afflicted by Vengeful Curse cannot be revived through other means, and take no healing from external sources (other than Magna's Reap). 
Enemies afflicted with Vengeful Curse cannot have the debuff applied a second time.

 

Death's Whisper (castable): Magna conjures a nightmare, causing any enemy attacks (except for AoE) to redirect to any of Magna's reanimations. This will fail if Magna does not have any reanimations (4 turn cooldown).
-Level 1: Unless Magna doesn't have any reanimations in battle, enemy units will target her reanimations instead for 2 turns.
-Level 2: While active, Magna's reanimations restore [Magna's INT/2] HP per turn.
-Level 3: Duration reduced to 3 turns.

 

Empower (castable, self-buff): Magna sacrifices a reanimation to empower her next Scythe Ability, granting it an additional effect. Empower does not cost an action, and can only be used once per turn.

 

Scythe Abilities:
Shadow Stride (castable): Magna blinks between the dimensions, striking three enemies for [Life Reaver's Damage]/2 each. 2 Turn Cooldown.
Empowered Shadow Stride: Damage adjusted to [Life Reaver's Damage]/2 + 0.5[Reanimation’s Remaining Health]. Shares a cooldown with Shadow Stride (same abillity).

 

Equipment:
Life Reaver: A viciously curved scythe, whose blade seems sharp enough to sever the soul from one's body. Deals 3d4 + INT damage.
-Base: Deals 1d4 + INT
-Craft Level: An additional blade is added at the opposing end of the scythe, allowing for an additional strike. Damage improved by 1d4.
-Craft Level: Careful maintenance of the blade allows for improved damage by 1d4.

 

Arcane Mantle: A traditional black mantle, infused with arcane magic to ward off attacks. Reduces incoming damage from bladed attacks by 3.
-Base: Reduces incoming damage from bladed attacks by 1.
-Craft Level: Magical enchantments are casted over the cloak, reducing incoming damage from bladed attacks by an additional 1.
-Craft Level: Treatment of the mantle’s leather causes it to toughen, reducing incoming damage from bladed attacks by an additional 1.

 

Skeleton Mask: A steel mask with a female wig attached to it. The wearer's entire head is obscured while wearing it, except for the eyes. Enchantments are placed to ward off against magical attacks. Spooks people. Sometimes herself.
-Base: Grants +3 damage against Undead enemies.

 

Tricks are for kids.

 

Unlearned Abilities:
Tether (Active): Magna tethers the soul of a reanimation to her scythe. When Magna is about to take damage, the tether activates and allows Magna to dodge the attack. 2 turn cooldown. Cooldown begins when Tether activates. Tether cannot be casted if there is already a Tether in place.

Empowered Tether: If an empowered tether is used, Magna will counterattack for [Life Reaver's Damage] before dodging the attack.

 

Inventory:
A rosary

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@Murdoc

Alright, here are the changes I made (They can also be seen in the original post)

-Effect Suggestion: Blind - All offensive actions require a 50% check in addition to their preexisting checks to succeed.

-Supercharge has a two turn cooldown now.

-Takedown! nerfed, bold texts are new:

Halley jumps up high and slams the enemy with a flying kick. [sTR]+10% chance to prevent the enemy from taking an action for one turn. Fails to stun if [Target's CON]-1>=[Halley's STR] Capped at 20% chance. Damage Formula: 1d6+[sTR]
-Level 2: Damage increased by 1.
-Level 3: Raise the chance cap to 30%
-Deflection nerfed: "Reduce damage taken from ranged attacks by 1, excluding heat-based spell."
-Sparkling Strike now must have two targets at minimum. Damage Formula is changed to (Basic Attack Damage)/(Amount of Targets), and Level 3 changes it to (Basic Attack Damage)*2/(Amount of Targets)
-Nanometal Jumpsuit now has no Special Qualities, and only gives +1 RES against Magic and Energy based attacks. In addition, it loses its 10 DEX bonus.
-Comet Blaster's damage is now 1d4 + [sYN]
Edited by IntSys
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alright, my notes now:

-Comet Blaster is now a bit weak. I'd say a d8 is probably okay.

-However, you can't have a SYN bonus that boosts your SYN (it can just boost damage inflicted, though). You also don't unlock stuff with DEX, hence that spot being specifically labeled with SYN. Same story with minimum stats; the only minimums gear can have are STR and SYN.

-Damage economy on Sparkling Strike still scales a bit too well. The initial levels are fine, but the third level is a bit too quick of an increase. Overall, AoE should hit for roughly 20-40% less than single target damage.

-Takedown looks okay. If you're boosting the damage you can change it to 1.5STR or something like that instead of boosting damage by 1.

Magna i've already gone over on Discord. She's accepted. Reviewing Bridgett now. . .

Equipment: Base RES is a bit high on the jacket; it's not really heavy enough to warrant starting at +4. Since it does scale with level, starting at +2 is appropriate.

Weapon looks OK.

Perks: Cartridge system looks fine. Flight needs a concrete mechanical effect; I'm thinking either damage reduction/dodge vs melee and/or a strong initiative boost.

Actions: You don't need to spend AP to get a ranged basic attack if your weapon does that already. Everything else looks fine, actually. I'll give you a complexity of (1 for ammo tracking+1 for cooldown tracking+1 for multiattacks) = 3 (fukken nice.)

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Sachi Honda wa Yuusha de aru

 


Name: Sachi Honda
Age: 18
Gender: Female
Race: Human
Sex: Female
Appearance:
Mundane: Sachi is of average height for a girl her age and nationality, standing at about 5'3''. Her build is lithe and thin, hiding the muscles that have developed as a result of years of fighting and carrying weight around during battle. Her eyes are a warm blue and her face seems to be plush and without edges, lending an innocent, childish appearance to her. Sachi's long, black hair is carefully combed, kept out of her face with a small brooch in the shape of a fringed pink Dianthus flower, purple gems comprising the petals. Sachi seems more cute than beautiful, though the emergence of the latter quality can be seen here and there, with shades of it in a look or in her prim and proper air. She looks the very image of a girl not quite a woman, but no longer a child either; this is aided by her usual attire, a plain white shirt under a navy-blue blazer, a black tie around her neck and a long black skirt covering jet-black stockings and polished leather shoes.

Hero: Her clothing is the most obvious change when she transforms. The base of the whole outfit is a white leotard with blue stripes running along the left and right sides, exposing her legs and arms. Her hips are once again covered by petal-like blue strips of cloth, reminiscent of the armored skirts of legionnaires, and from her knee downward, her legs are covered by white stockings into blue shoes with elevated heels, kept in place with a white band of leather. Her arms are protected by two white pauldrons with a blue cross embossed upon them on her shoulders, the left one of which extends down to her elbow and the right one protected by a shield. Her hands are protected by a pair of white metal gauntlets with a stylised Dianthus pattern across the backs of the hands; these gauntlets look out of place, as if they should belong to someone else. Across the middle of her back, a stylised pansy is embossed across her dress, which lights up as Sachi fights and is filled with power. Her hair is also kept in place by two white strips, crossing across it as it cascades down her back. Underneath the Dianthus brooch, a smaller pansy brooch forms, attached to it.

Personality: Sachi is a kind girl, rarely raising her voice and always trying to be as polite as she can. She comes off as open and gregarious, and lives up to the expectation, always trying to do her best to interact with her allies. Her willingness to befriend others and watch over them is almost motherly at times, a natural result of her upbringing. Her outward layer of silk, nevertheless, is backed by a sturdy steel shield; Sachi has a fierce determination to protect her friends at all costs, often marked by a change in disposition for the steelier within battle. Her sense of justice is similarly fiery, born of years of protecting mankind from the oncoming apocalypse. For the most part, Sachi is optimistic, always hoping for and pushing to the best result possible, and is difficult to discourage or turn away. However, beneath her kind nature and determination lies a well-hidden sadness, as if she had experienced an incomparable tragedy, and occasionally, the calm face that she puts up seems to feel as if it were fake, put on for the sake of appearances.

 

Level: 4

 

EXP: 150

 

HP: 87

Init: 5

(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. Level 1 Cap=6.5))

 

Constitution: 7

Dexterity: 5

Intelligence: 3

Resistance: 5 (10)

Strength: 6

Synergy: 0

 

Complexity:

 

Perks:

- Bad Memories (Flaw): There are things that Sachi's seen that have scarred her for life. If afflicted by mental statuses, Sachi takes 15% of her HP in damage per turn until the status is removed. This damage is unaffected by Destined Hero and negates the regeneration of Try Not to Give Up.

- Flower in Bloom: Sachi's Hero abilities allow her to stand against the Vertex as a bulwark, an immovable object to resist the endless tide of the oncoming apocalypse. For health calculations, Sachi's health is taken to be 1.3x her current level.

- Destined Hero: Sachi's potential as a Hero surpasses many of her comrades, and this potential manifests in sheer resilience. Status effects that hit Sachi have halved effects.

- Try Not To Give Up: Sachi refuses to give up, as per the tenets of the Hero Club, and will persevere through the toughest situations by all means. In battle she regains 10% HP at the end of each of her turns.

 

Equipment:

 

Name: Hero Lance

Description: An ornately-forged spear, with swirling vine patterns throughout the shaft and a stylized pansy embossed onto each side of the blade.

Type: Weapon

Damage: 2d3 + STR

Minimum Stats: 3 STR

STR Penalty: 2 STR

SYN Threshold/Bonus: N/A

Special Qualities:

-Bound

-First Strike: In melee combat, if Sachi and another opponent are tied for speed, Sachi automatically attacks first.

-Escalating Power: Sachi's weapon upgrades the weapon die every two levels (i.e. 2d3->2d4).

 

Name: Hero Shield

Description: A large, rectangular tower shield, with an elegantly-painted and ornate pansy across the front.

Type: Bauble

Minimum Stats: N/A

STR Penalty: N/A

SYN Threshold: N/A

Special Qualities:

- Bulwark: +1 RES

- Bound

- Escalating Power: This bauble grants Sachi Level/2 RES (2).

 

Name: Hero Clothes

Description: See description.

Type: Armor

RES Bonus: +3 RES

Minimum Stats: 3 STR

STR Penalty: 2 STR

SYN Threshold/Bonus: None.

Special Qualities:

-Bound

- Escalating Power: This bauble grants Sachi Level/2 RES (2).

 

Actions:

Basic Attack: Forward Thrust: Sachi stabs forwards, dealing her weapon's damage.*

Basic Defense: Iron Defense: Sachi places her shield in front of her and braces herself, negating half of the incoming damage.
 

Heroic Challenge: Sachi targets an opponent and challenges them in battle to protect her allies. For that turn, Sachi draws that enemy's attention, and all single-target attacks from this enemy until their next turn will only hit Sachi. Sachi cannot Challenge an opponent consecutively, nor can she Challenge an opponent while she already has an opponent Challenged. Cannot be activated with Tower Stance activated.

- Level 2: Blunted Iron: The enemy deals 10% less damage until their next turn.

 

Tower Stance: Sachi targets an ally and protects them from attack. Until deactivation, the protected ally and Sachi take half of all incoming damage to the protected ally before damage calculations. If Sachi is stunned, Tower Stance automatically deactivates. Sachi cannot apply Tower Stance to an ally consecutively; she must wait one turn before applying it on an ally who has had it on them or apply it to more than one ally. Cannot be activated with Heroic Challenge or Bear Your Burden; if Sachi leaps to a Marked ally, Tower Stance deactivates.

- Level 2: Fortress Stance: Sachi can apply Tower Stance's effects to two allies.

- Level 3: Three allies can be protected under Tower Stance.

 

Stand United: Allies that have benefitted from Sachi’s eligible Actions (Bear Your Burden or Tower Stance) deal 10% additional damage on their next attack after Sachi supports them, as does Sachi. Sachi and her allies may activate this once per turn, once per ally. The bonus wears off during their next turn if unused. Passive.

- Level 2: 20% additional damage.

 

Bonds of Friendship: Sachi can share her power with her allies, aiding them by weakening an enemy. All enemies Sachi attacks with eligible attacks (marked with an asterix) gain a Bonds debuff. If an ally hits an opponent so debuffed, they regain 10% of total damage dealt, capped at 10% of Sachi's health. Three subsequent attacks by allies will consume the debuff; multi-hit attacks count as one attack. An enemy cannot be marked with Bonds for one turn after the debuff has been triggered. Allies cannot trigger Bonds more than once per turn. Passive.

- Level 2: Encouraging Shout: Sachi's Heroic Challenge applies Bonds.

- Level 3: Unity in Friendship: Enemies who hit allies with Tower Stance upon them are marked with Bonds .

 

Bear Your Burden: Sachi braces herself to take an attack for an ally, marking them. The next time a Marked ally is attacked until Sachi’s next turn, Sachi takes the attack’s damage instead. Until her next turn, Sachi has Iron Defense activated. Sachi cannot Mark an ally consecutively or if they have Tower Stance on them; a Bear Your Burden activation deactivates Tower Stance. She can only block the first hit of a multi-hit attack.


Inventory:

-Smartphone: A smartphone with the Hero transformation program on it. Used by Sachi to transform into her Hero form.

Edited by ElfCollaborator
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Name: Aurora
Age: ???
Gender: Female
Race: Arachni 
Sex: Female
Appearance: Long, Platinum Blonde locks cascade around a heart shaped face with a button nose, high cheeks, and eyes like twin pools of deep, reflective silver that despite the glittering hint of some intelligence within, are more oft than not fixed with a hollow, thousand-yard stare. Even with as pretty features as hers though, it's rather easy to recall her true predatory nature at the sight of the pearly white fangs filling her mouth. Segments of exoskeleton cover the curves of her human half, forming glossy, dark natural armor around her arms, shoulders back, and the ribs. A pair of Silken robes drape from her shoulders and down to just past the transition from human hip to spider abdomen and affixed with a silver brooch on the shoulder. Their sleeves and collar alike look noticeably wide hanging off her slight frame.
    On Her Arachnid half meanwhile blossoms thousands of vibrant pinpricks of varying colors, soft hues in varying intensity and every shade there is set on a field of black, their motley arrangements resembling a primordial star field from some night sky long ago.
Her eight legs each terminate in sharp, precise points with serrated ridges, capable of potentially impal-ing or slicing anything unfortunate enough to be caught literally underfoot.
    in terms of size she is no bigger than a mere Adolescent of her species; All of which due most impart to both to her nature as a runt and the constant starvation she once endured day in and day out.
Personality:
Quiet to the point of being near mute, mind constantly wandering through subjects the likes of which, only she knows of, and yet at the same time to time, oddly calculated in her decisions, at least when it comes to matters of sustenance or well-being. In truth, Aurora recalls nearly nothing about who she once was, and just as little about what sentiment she might’ve held the travelling companions that up until very recently, had been towing her around from place to place.
Nothing, aside from the simple fact that like a predator, she had to kill and eat to survive… the issue being she recalls not even what precisely she once ate to fulfill this basic need. Having forgotten the patterns and habits of her old prey, or even what they looked or smelled like, her former pride as a huntress has faded into virtual nonexistence, and often, she acts as opportunistic as possible just to get by. If it is dead or nearly dead, it does not matter what it is, Aurora will 9 times out of 10 attempt to consume it. And if it still lives and is hearty, she’ll still try to take it down if it looks like it will be an easy kill.
With her scavenger nature, however, comes an innate curiosity towards other beings, especially those like the ones who once accompanied her, even if for no other reason than to determine if they’d make a decent meal for the energy expended, or at the very least give her something to eat. But even with her intrigue, seldom will she reveal herself, and far more seldom will she speak in what short, fragmented words she can manage, unless she decides the answer to either of the above question is a resounding yes… More oft than not, in fact, she’ll only stand there, and observe from afar… or well, in some cases, far closer than the other party would probably like to think…hidden right in plain sight.

 

Class: Star Weaver
Level: 5
HP: 50
Equal to [30+(Level*CON)]

Init: 10
Stats: 30/30


Level 5 cap: 12
Constitution: 4
Dexterity: 10
Intelligence: 2
Strength: 4
Synergy: 10

------------------------------------------

FLAW:
-Arachni Bane (Flaw): [Aurora takes 1.5x Damage from Fire/Ice attacks]

PERKS:
-Arachni Blood: [In battle she regains 10% mHP at the end of each of her turns.]

-Arachni Blood(level 2): [Aurora is immune to all poisons, and Regenerates an additional 5% mHP (rounded up) per turn] 

 

-Divine Aptitude: [It costs Aurora only 1 AP to purchase new actions, however her max action level is capped at {Level} instead of {Level+2}]

 

-Font of Life: [Aurora has a "Font" gauge which has a maximum of 5 charges. She starts each battle with 0 charges, and gains a single charge whenever she heals (or cures an ailment on) a target other than herself. Instances where she treats multiple targets at once still only give 1 charge towards the Font. For every charge Aurora has in the Font gauge, she gains +10% effectiveness to all Healing she performs.]

-----------------------------------------
ACTIONS

Action Slots: 7

(5 to start, +1 every even level)

Spoiler

AP=[8+(2*Level)]=18

18/18 AP Expended

((It costs aurora only 1 ap to buy actions))

 

~Carapace (Passive): Aurora's body is covered in a chitin carapace that's durable enough to deflect most blades and arrows. [Aurora has a 25% Damage redux against Slashing/Peircing attacks]
-Base: Aurora has a 10% Damage reduction against Slashing and Peircing attacks
-Level 2: Damage Reduction increased by 5% 
-Level 3: Damage Reduction increased by 5%
-Level 4: Damage Reduction increased by 5% (4 Total ap)

 

~Envenom: Aurora drives her fangs into her prey, pumping them full of noxious venom that turns the stomach and wrenches the guts.... [Inflicts the target with a SYN/2 poison status, lasting 2+1d4 turns]
-Base: Inflicts the target with a Syn/2 Poison status lasting 3 turns. 
-Level 2: Duration increased to 2+1d4 (2 ap)

 

~Immobilizing Fang: Aurora drives her fangs into her prey, pumping them full of neurotoxins that impede motor control and gradually cause the muscles to seize...
-Base: Inflicts the target with "Paralysis" status for 3 turns, causing them to suffer a 25% fail chance on all actions until it ends. 2 CD. (1 ap)

 

~Sedative Fang: Aurora drives her fangs into her prey, pumping them full with a neurotoxins that suppresses the nervous system and quickly lulls them into deep slumber...
-Base: Inflicts the target with "Sleep" status. Targets under sleep status are unable to take action, and instead must spend their turns making a Con check. Should they fail the check they will remain asleep. If they succeed, they will awaken and be able to immediately take action. They will awaken immediately if hit by any hostile action. 3 CD. (1 ap)

 

~Threads of Arachania:  Reaching out with the power of the Arachania, Aurora launches several radiant, ethereal strands of golden silk at her target that quickly pierces and binds their form, before vanishing, sealing away all their energy in the process.
-Base: The target must make a check of their Int vs Aurora’s Syn. If they fail, Aurora Seals them, leaving them unable to use any magic/energy based actions for the next 3 Turns. 4 CD (1 AP)

 

~Celestial Lance: Aurora manifests a lance of burning cosmic radiation and thrusts or tosses it through the target. [Deals 1d6+Syn+(Dex/2) light damage]
-Base: Deals 1d6+Syn Light damage
-Level 2: Now adds Dex/2 to damage (2 ap)

 

~Infusion: Aurora's eye flashes as she draws upon her well of Positive Energy. By infusing some of it into the target, their wounds are healed as their body works to restore itself at an accelerated rate. [Restores 4d4+Syn Health and cures 1 status ailment on the target]
-Base: Restores 1d4+SYN health to the target.
-Level 2: Cures one status that the target is currently afflicted with, in addition
-Level 3: Added another Di
-Level 4: Added another Di
-Level 5: Added another Di (5 ap)

 

~Mass Infusion: There is a massive flash as Aurora releases a torrent of positive energy onto the battlefield, letting it flow into wounded allies en mass. 
-Base: Restores SYN health to 3 Allies. 3 CD.  (1 ap)

 

~Mass Cleanse: Aurora modifies a torrent of positive energy before spilling it onto the battlefield. Like a mighty wave, it passes over her allies, reversing maladies and curing ailments
-Base: Removes all Status ailments on all allies. 5 CD. (1 ap)

 

Gear/Tricks Log

Spoiler

(Level+2 tokens)= 7 starting Tokens 
7/7 used

1 token used to create "Spider Silk Robes"
2 Tokens spent improve "Spider Silk Robes"

1 token used to learn the trick "Weaver"
1 token used to level "Weaver"

1 token used to learn the trick "Arachnid Queen"

1 token used to learn the trick "Venomous Tip"

 

 

 

GEAR:

Spoiler

Spidersilk Robes: A pair of ornate, silken robes handcrafted by Aurora. Complete with a hood, mantle, flowing sleeves and a trim that cycles through every hue of the visible light spectrum. Surprisingly comfortable, and offers excellent cushioning. [Grants 30% damage reduction against Blunt attacks only]
-Base: Grants 20% damage reduction against Blunt attacks only
-Level 2: +5% redux
-Level 3: +5% redux 

 

 

TRICKS:

Spoiler

~Weaver (Trick): Aurora has centuries of experience weaving and repairing cloth. She knows the art better than any mortal can ever hope to. [Grants a +4 bonus to all craft rolls involving the weaving, sewing, or repairing of textiles]
-Base: Grants a +2 bonus to all craft rolls involving the weaving, sewing, or repairing of textiles
-Level 2: Bonus increased by 2 

 

~Venom Coat (Trick): Aurora had a penchant for envenoming the tip of her spear, once upon a time. The suffering and biological destruction she brought upon her enemies with this dastardly tactic is one she can readily share with allies…
-Base: Aurora takes a bite-based status inflicting action she knows and uses it to apply "Coated" status to a Physical Weapon, also putting the action in question on cooldown if it has one. "Coated" weapons will inflict whatever status was used to coat them on the next target they strike, after which the effects of this trick will wear off.  

 

~Arachnid Queen (Trick): Aurora is a goddess among her people; an Arachnid queen destined to destroy the threat the humans unleashed and bring about a new age in Arachni History. Mundane spiders bow before her as their rightful lady and master.
-Base: Aurora can make a Syn-based check to draw nearby spiders of mundane size to her, and make them do her bidding. The difficulty of the check is determined by the number of spiders being drawn at once, and the complexity of the orders Aurora gives them, respectively. 

 

Battle Sheet

Spoiler

Aurora

50/50 hp

Con 4| Dex 10| Int 2| Str 4| Syn 10|

Font Gauge: 0/5

 

Relevant Perks

Arachni Blood (lvl2): [Aurora is Immune to all Poisons, and Regenerates 15% mHP (rounded up) at the end of her turns]--> ((8 hp))

 

Font of Life: [Aurora has a "Font gauge" with a max charge of 5. She starts each battle with 0 charges, and gains a single charge whenever she heals (or cures an ailment on) a target other than herself. Instances where she treats multiple targets at once still only give 1 charge towards the Font. For every charge Aurora has in the Font gauge, she gains +10% effectiveness to all Healing she performs.]

 

Relevant Flaws

Arachni Bane (Flaw): [Aurora takes 1.5x Damage from Fire/Ice attacks]
 

 

Loadout:

7 Slots

 

 

  

Misc. Inventory:

Spoiler

 

 

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...I should mention that you're not actually being brought back from the dead. To quote myself: It's literally "you fall into a plot-shaped portal and end up where the multiverse wanted you"

aurora notes:

already went over most of the equipment and perks on Discord. Spydric Sweep can have some kind of additional effect because it's quite weak right now. You can probably make her venom an addition to a basic attack as well, or some approximation thereof. Complexity 5 (damage type tracking+regen tracking+cooldown tracking+DoT tracking+base from damage rolls)

bridgett: Valkyrie Breaker probably wants to scale off of SYN a bit. Advise dropping one die and adding SYN to the damage, but this isn't required. It's also worth noting that this system doesn't track position particularly firmly. Good to go otherwise, I'll say (ammo tracking+multiattacks+cooldowns+dodge+specific damage type tracking) 6 complexity.

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...I should mention that you're not actually being brought back from the dead. To quote myself: It's literally "you fall into a plot-shaped portal and end up where the multiverse wanted you"

Well the intent wasn't for her to be resurrected or anything, just left very near dead and managed to recover with some... consequences to her personality and mental acuity.

I mean, I can go back and edit the relevant mentions to be more clear if the potential implications messes with plot or anything, but... yeah, never intended a resurection. In heartless souls, the Arachni were simply resilient as hell, and their healing factor was great enough that given enough time and the safety in which to do so, they could recover from even severe head trauma if the brain stem was still intact...

but at the cost of coming out of it as basically an entirely different individual thanks to the majority of their memories being destroyed and impossible to ever recover.

but again, if It's an issue, I can always just tweak the wording abit if you want.

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Hoi thar

another person from the other forum the OP frequents

Going to make a character soon-ish.

-----------------------------------------------

Hikari Takino

 

Name: Hikari Takino

Age: 16

Gender: Female

Race: Human

Sex: Female

Appearance:

-Casual: Hikari doesn't look overly... unique, in her normal outfit. She doesn't stand out much. She's short, at around five feet. She has black hair down a bit past her shoulders and brown eyes, which seem a bit big behind her glasses. Her features are pretty plain, at that; she doesn't look like she puts much effort into her appearance. She tends towards comfortable clothes over fashionable ones, with her standard casual outfit being a hoodie over a t-shirt, a skirt, and sneakers, with little variation beyond colors.

 

-Idol: Hikari, when in this alternate persona, actually does stand out in a crowd - if not for the effort she puts into her appearance when going out to do her job, then just for her. Her hair is tied in a ponytail, over her shoulder, and she's wearing contacts instead of glasses. She's also actually trying to look good, although the makeup isn't overly obvious. She wears a variety of clothes, rarely the same outfit twice in the same month, although they all seem to work on her (being an idol tends to at least imply a fashion sense).

 

Ivory: This Mirage takes the appearance of an armored woman, the upper part of her face hidden behind a mask that would appear to be to keep the wind from harming one's eyes if it weren't opaque. She seems to be rather muscular, for a woman, but that may be the armor. She has white hair. She's also rather tall, at around six foot four inches.

 

Carnage Form: In this form of combined energies, which is the primary form for combat, Hikari's appearance changes. Her hair for one gains white highlights, of a shade similar to Ivory's. She's taller too, around 5'7". Her outfit changes, becoming bright green armor and a open-face helmet. Ivory has become a dragon-themed halberd, with a somewhat scaly texture. She has a sort of mechanical wyvern, with jets in place of the hind legs.

 
 

Personality:

Casual: Hikari is a bit on the shy side, although still polite and friendly. She doesn't have much confidence in herself, and is usually quiet in voicing her opinions.

 

Idol: Hikari becomes much more outgoing in this persona, in addition to the friendliness (although losing an amount of politeness) and seeming much more self-confident. She hasn’t actually changed at all, but putting on the act she’s so used too is oddly freeing.

 

Ivory: Ivory is a relaxed individual... mirage... whatever, most times. She's pretty quiet unless she has a strong opinion on a matter. In battle, she's all-business.

 
 

Level: 6

 

HP: 102

 

Init: +11

 

Stats: 34/34

 

Constitution: 12

Dexterity: 11

Intelligence: 2

Strength: 9

Synergy: 0

 

Perks:

 

Self-Repair Systems:

As a Defense-Type android, 6D will be taking some hits even if she manages to deflect the worst of it. As such, she has built-in self repair systems to do this. 6D heals 10% hp each round.

 

Lightning Speed:

 

Even as a defense focused android, YorHa units such as 6D are fast by nature, and mobility is a major part of combat doctrine. Every third turn, 6D may take an additional action.

 

Combat Preparation:

 

If one thing leads to more casualties than anything else, it is going into combat unprepared; 6D is not unprepared. At the beginning of combat, 6D may apply two buffs to herself before taking action.

 

Confrontation Protocol:

 

As long as a Defense-type android stands, they will stand between the enemy and their allies. Grants the action Confrontation Protocol.

 

Flaws:

 

Glory To Mankind: 6D cannot attack or debuff human foes. She can still defend herself and others against their attacks, but not directly harm them.

 

Voracious Greed: If there is an enemy at 50% or lower HP, any actions that 6D takes that do not involve dealing damage to that enemy inflicts\ [Level] damage on herself. If there are multiple enemies at 50% HP or lower, it only needs to hit one to qualify. 

 

Actions: (14/20 AP)

 

Deflection Protocol (Active, Level 3): 6D uses her speed (and use of generally large weapons) to deflect attacks - the force can still cause some minor damage, but it is generally mitigated.

-Base: Applies buff [Deflection x3] to self. For the next three attacks against 6D, roll minimum damage. Three turn cooldown, cannot stack on itself.

-Level 2: Applies buff [Deflection x4] to self. For the next four attacks against 6D, roll minimum damage. Three turn cooldown, cannot stack on itself.

-Level 3: Applies buff [Deflection x4] to self. For the next four attacks against 6D, roll minimum damage. Two turn cooldown, cannot stack on itself.

 

Retaliation Protocol (Active, Level 2): While on the defense, 6D leaves the enemy open to further attack - either from herself, or from allies.

-Base: Applies buff [Retaliation] to self. For two turns, when an enemy attacks 6D, they will receive the [Exposed] debuff until hit, causing attacks against them to do 10% more damage . 3 turn cooldown.

-Level 2: Applies buff [Retaliation] to self. For two turns, when an enemy attacks 6D, they will receive the [Exposed] debuff until hit, causing attacks against them to do 15% more damage. 3 turn cooldown.

 

Interception Protocol (Active, Level 2): 6D prioritizes an ally to protect, intercepting strikes targeting them.

-Base: Choose an ally, and take the next attack targeting them. Two turn cooldown.

-Level 2: Choose an ally, and take the next two attacks targetting them. Two turn cooldown.

 

Stunning Strike (Active, Level 2): A crushing blow leaves the enemy stunned.

-Base: Deals damage of equipped weapon as well as stunning the enemy for one turn. Cooldown 3 turns.

-Level 2: Deals damage of equipped weapon as well as stunning the enemy for one turn. Cooldown 2 turns.

 

Induce Rage (Active, Level 1): A program from 6D’s Pod that sends the enemy into a blind rage. They lose the mental faculty to do anything but their most basic attacks.

-Base: Induce the [Rage] status effect on the target, forcing them to do basic attacks for two turns. Three turn cooldown.

 

Confrontation Protocol (Perk Backed Active, Level 5): As a free action, force an enemy to target you with at least one attack each turn 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.

 

Automated Reboot (Trick): At the beginning of combat or when this action is equipped 6D chooses a threshold. When the total number of debuffs 6D is suffering from reaches this threshold this passive automatically purges all status buffs and debuffs and then stuns her. Two round cooldown

 

Equipment:

YorHa Uniform (Trick, 3 tokens)

Armor in the shape of a beautiful black gothic dress, standard for YorHa units. Reduces damage from slashing and piercing weapons by two in exchange for 4-STR reduction in initiative.

-Base: 1 damage reduction, 5 weight.

-Craft Level 2: Reduce effective weight by 1.

-Craft Level 3: Increases damage reduction by 1.

 

Type-4O Blade (Equipment, 2 tokens)

A giant sword, bigger than 6D is tall. Reduces INIT by 8-STR (and cannot increase it.) Deals 3d8+STR damage.

Base: Weight 8, damage 2d8+STR.

Craft Level 2: Adds a d6 of damage, for total 3d8+STR.

 

Unequipped: 

Tactical Support Pod (Equipment, 2 tokens)

The floating robot hovering near 6D at all time, occasionally offering analysis of the tactical situation, and wielding a small machine gun.

Base: As a free action, deal 1d4 damage to 1 target.

Craft Level 2: As a free action, deal 2d4 damage to 1 target

13

Hikari Changelog:

Spoiler

---Revamp applied---

 

6D

Spoiler

Name: 6D (YorHa N.6 Type D)

Age: Who knows?

Gender/Sex: Female

Race: Android (Retrofitted Defense Type)

Appearance: 6D appears to be a human woman of about 5’6”, with long white hair tied back into a loose ponytail. She wears pretty much entirely black, primarily her YorHa uniform that appears to be a black, gothic dress, as well as what seems to be a blindfold. There is always a strange, floating box robot with arms floating within a couple of meters of her. A pair of weapons float off her back, bound by rings of light.

 

Personality: Androids are not allowed to display emotions. That said… 6D is not good at following this directive, especially due to the influence of the Operator she had been partnered with, and independent operations. She generally has an upbeat and positive personality, happy to help allies and fiercely protective of them even at harm to herself.

 

 

Level: 5

 

 

HP: 85

 

Init: +9

 

Stats: 30/30

 

Constitution: 11

Dexterity: 9

Intelligence: 2

Strength: 8

Synergy: 0

 

Perks:

 

Self-Repair Systems:

As a Defense-Type android, 6D will be taking some hits even if she manages to deflect the worst of it. As such, she has built-in self repair systems to do this. 6D heals 10% hp each round.

 

Lightning Speed:

 

Even as a defense focused android, YorHa units such as 6D are fast by nature, and mobility is a major part of combat doctrine. Every third turn, 6D may take an additional action.

 

Combat Preparation:

 

If one thing leads to more casualties than anything else, it is going into combat unprepared; 6D is not unprepared. At the beginning of combat, 6D may apply two buffs to herself before taking action.

 

Confrontation Protocol:

 

As long as a Defense-type android stands, they will stand between the enemy and their allies. Grants the action Confrontation Protocol.

 

Flaw:

 

Glory To Mankind: 6D cannot attack or debuff human foes. She can still defend herself and others against their attacks, but not directly harm them.

 

Actions: (14/20 AP, 8/8 Action Slots)

 

Deflection Protocol (Active, Level 3): 6D uses her speed (and use of generally large weapons) to deflect attacks - the force can still cause some minor damage, but it is generally mitigated.

-Base: Applies buff [Deflection x3] to self. For the next three attacks against 6D, roll minimum damage. Three turn cooldown, cannot stack on itself.

-Level 2: Applies buff [Deflection x4] to self. For the next four attacks against 6D, roll minimum damage. Three turn cooldown, cannot stack on itself.

-Level 3: Applies buff [Deflection x4] to self. For the next four attacks against 6D, roll minimum damage. Two turn cooldown, cannot stack on itself.

 

Retaliation Protocol (Active, Level 2): While on the defense, 6D leaves the enemy open to further attack - either from herself, or from allies.

-Base: Applies buff [Retaliation] to self. For two turns, when an enemy attacks 6D, they will receive the [Exposed] debuff until hit, causing attacks against them to do 10% more damage . 3 turn cooldown.

-Level 2: Applies buff [Retaliation] to self. For two turns, when an enemy attacks 6D, they will receive the [Exposed] debuff until hit, causing attacks against them to do 15% more damage. 3 turn cooldown.

 

Interception Protocol (Active, Level 2): 6D prioritizes an ally to protect, intercepting strikes targetting them.

-Base: Choose an ally, and take the next attack targeting them. Two turn cooldown.

-Level 2: Choose an ally, and take the next two attacks targetting them. Two turn cooldown.

 

Stunning Strike (Active, Level 2): A crushing blow leaves the enemy stunned.

-Base: Deals damage of equipped weapon as well as stunning the enemy for one turn. Cooldown 3 turns.

-Level 2: Deals damage of equipped weapon as well as stunning the enemy for one turn. Cooldown 2 turns.

 

Induce Rage (Active, Level 1): A program from 6D’s Pod that sends the enemy into a blind rage. They lose the mental faculty to do anything but their most basic attacks.

-Base: Induce the [Rage] status effect on the target, forcing them to do basic attacks for two turns. Three turn cooldown.

 

Confrontation Protocol (Perk Backed Active, Level 5): As a free action, force an enemy to target you with at least one attack each turn 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.

 

 

Equipment:

YorHa Uniform (Trick, 3 tokens)

Armor in the shape of a beautiful black gothic dress, standard for YorHa units. Reduces damage from slashing and piercing weapons by two in exchange for 4-STR reduction in initiative.

-Base: 1 damage reduction, 5 weight.

-Craft Level 2: Reduce effective weight by 1.

-Craft Level 3: Increases damage reduction by 1.

 

Type-4O Blade (Equipment, 2 tokens)

A giant sword, bigger than 6D is tall. Reduces INIT by 8-STR (and cannot increase it.) Deals 3d8+STR damage.

Base: Weight 8, damage 2d8+STR.

Craft Level 2: Adds a d6 of damage, for total 3d8+STR.

 

Tactical Support Pod (Equipment, 2 tokens)

The floating robot hovering near 6D at all time, occasionally offering analysis of the tactical situation, and wielding a small machine gun.

Base: As a free action, deal 1d4 damage to 1 target.

Craft Level 2: As a free action, deal 2d4 damage to 1 target.


Inventory:

Craft tokens x3

11
11
 

 

 

 

-----Former Characters----

Victoria

Spoiler

Name: Victoria Denton

Age: 17, going on 18.

Gender: Female

Race: Magical Girl

Sex: Female

Appearance: In normal form: Victoria a tall girl with brown hair and green eyes, with a rather attractive face. She has the sort of figure that made the guys at her school chase after her, before this all happened. In her normal form, she generally wears brightly colored and comfortable clothes.

In her magical girl form, her clothes become a set of leather armor over a fashionable green dress.

Personality: Giving up simply is not a thing that Victoria does. She is generally cheerful and tries to have a bright outlook, but this is mostly an act to keep herself from getting depressed by the direction her life is going.

 

Level: 3

EXP: 200

 

HP: 40

Init: 8+1d20

 

Stats:
Constitution: 6

Resistance: 2 (+2 Armor)

Dexterity: 9

Intelligence: 0

Strength: 3

Synergy: 6

Complexity:

 

Equipment:

 

Name: Magic Light Bowgun (Lv.2)

Description: For a given value of ‘light’. The weapon is something of a result of Victoria playing a certain monster-hunting video game. It’s practically as large as an assault rifle, and has room for a variety of special bolts and bullets.

Type: Ranged

Damage: 1d8+DEX

Minimum Stats: 3 SYN

Weight: 3

SYN Threshold/Bonus: 10 - +2 base damage. 15 - +2 base damage.

Special:

Bound

 

Name: Victoria’s Soul Gem

Description: A green gem, that’s clearness changes often. It is hidden somewhere on Victoria’s person at all times, most often as a ring. Permanent Injuries are represented as cracks in the gem.

Type: Bauble

Special Qualities:

Bound.

Soul Gem - As long as this is intact, Victoria will not permanently die.

 

Name: Magical Girl Armor (Lv.3)

Description: A sort of impractical looking cross between a dress and leather armor. Doesn't provide much protection but it's better than none. 

Type: Armor

Boost: +1 RES, +1 every 3 levels.

Current: +2 RES

SYN Threshold: No effect.

Special Qualities: Bound

 

 

Perks:

Magical Girl! - Or rather, magical young woman, seeing Victoria’s age. As a Magical Girl, Victoria doesn’t actually need her body so much as she needs her Soul Gem. It is rather sturdy, but most things that’ll bring Victoria down can damage it. However, unlike a normal body, it can regenerate. If Victoria completes a Plot without sustaining a Permanent Injury, she regenerates one Permanent Injury.

 

I Wish...: A wish is a powerful thing, where Victoria comes from. Or at least, the wishes with Kyubey are. They’re the evidence of the contract. Whatever Victoria’s was, it’s made her powerful; she does 1.3x damage when using ranged weapons.

 

 

Actions:

Venomous Shot (Active, Lv.2): Deals basic attack damage and then inflicts target with a Poison Status that causes 1d6 damage for 3 turns. Cannot be used again while the poison is active.

 

Draining Shot (Active, Lv.2): Victoria doesn’t just have damaging shots. An enchanted shot strikes the enemy and drains their strength, lowering their damage by Victoria’s SYN for 3 turns. 1 turn cooldown, afflicted enemies cannot be effected again while the debuff is still active.

 

Paralysis Shot (Active): A shot that at first doesn’t seem to do anything… until the enemy tries to act. Every time the enemy acts, roll a d6. On a 1 or a 2, they cannot act. This effect lasts for four turns. Cooldown of 5 turns.


Rapid Fire (Active): Attacks twice at 75% damage per attack. 20% chance to miss on each attack.

 

Tactics (Active): Once every three turns, Victoria can boost an ally's place in the init order by her DEX for three turns. 

 

Armor Break (Active, Level 1): Attack that reduces target's RES by Victoria's SYN. Lasts 3 turns, 2 turn cooldown and can't stack on itself.

 

Quick Aiming (Passive): For every four points of Dexterity, add an additional point of damage to Dexterity-using weapons. 

 

Inventory:

4

Victoria Changelog

Spoiler

Armor to Lv.3, now gives +2 RES

+1 CON
+1 SYN
+2 DEX

Venomous Shot (Active, Lv.2): Deals basic attack damage and then inflicts target with a Poison Status that causes 1d6 damage for 3 turns. Cannot be used again while the poison is active.

Draining Shot (Active, Lv.2): Victoria doesn’t just have damaging shots. An enchanted shot strikes the enemy and drains their strength, lowering their damage by Victoria’s SYN for 3 turns. 1 turn cooldown, afflicted enemies cannot be effected again while the debuff is still active.

 

Level 4:

+2 CON

+1 SYN

+1 DEX

 

Armor Break (Active, Level 1): Reduce target's RES by Victoria's SYN.

 

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bridgett: Valkyrie Breaker probably wants to scale off of SYN a bit. Advise dropping one die and adding SYN to the damage, but this isn't required. It's also worth noting that this system doesn't track position particularly firmly. Good to go otherwise, I'll say (ammo tracking+multiattacks+cooldowns+dodge+specific damage type tracking) 6 complexity.

i actually have plans for its power scaling through levels hence why i didn't add SYN to damage its kind of like a fireball in D&D where you never add your stat to the damage of the spell but its still one of the strongest spells in game with the right stuff.(i am a very dangerous wizard in D&D that's why i'm not allowed to play evocation wizards in my group.)

Hoi thar

another person from the other forum the OP frequents

Going to make a character soon-ish.

so that's where all of this new people are coming from....

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Yeah

Most of us were in the original version of this game that they linked in the OP

It's also the forum where that Fire Emblem on Forums thing that's been popping up lately came from.

Question: I've got quite a few character ideas, mostly just redoing the ones from that game. Opinions?

-Tank-type character from the RWBY universe. Uses a halberd that can turn into dual axes (that are also submachine guns). Is more of a Defense-tank (as in, takes reduced damage) than an HP-tank (that just has the HP to take hits)

-Attack-focused magical girl from Puella Magi Madoka Magica. Uses a transforming gun, and is very fast. Glass cannon type. Also has a couple debuffs.

-Support-focused Mirage Master from Tokyo Mirage Sessions #FE (Read: Shin Megami Tensei x Fire Emblem). Has buffs, a move that clears debuffs, and some attacks. She has a gimmick in that she's bringing over a mechanic from her game; Sessions. If an ally attacks with a type (say, a sword, or a spear, or fire-magic, etc.) covered by the skill granted by the perk, she will follow up with an attack of her own.

Edited by Twinwolf
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I edited the flavor text for "Unbound Soul" to clear up any confusion about the implications.

Also edited Spydric sweep to now have a 15% chance to stun targets, and Added a Str-based Damage to Spider Fang and specified that the cooldown only applies to the poison-effect being applied.

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Katsup away~

(Dramatic moosic)

Name: 緋村カツオ Himura Katsuo, 赤い月明かり Crimson Moonlight

Age: 17

Gender: Male

Race: Human

Sex: Male

Appearance: Katsuo is tall and muscular with pale skin and short cropped periwinkle hair. He has narrow pale red eyes. He dresses fairly casually, wearing double sleeve shirts and cargo pants with sneakers.

 

Personality: Katsuo is the type of guy who's always willing to help but never willing to admit he likes helping. He tends to avoid approaching people and waits for them to come to him. He'll act exasperated at being bothered but really doesn't mind at all. He also has quite the temper and is prone to violence when he's agitated. He's not the brightest person in existence but he works hard and is very knowledgeable.

 

Level: 4

EXP:

 

HP: 74

Init: 1d20

 

Stats: 0/22

Constitution: 7

Resistance: 0

Dexterity: 0

Intelligence: 1

Strength: 8

Synergy: 6

 

Perks:

Cartridge System: Katsuo has 2*LVL Cartridges which he can spend on his actions in battle. May be restored in combat by using Cartridge Recharge. Cartridge Recharge is used once automatically after an encounter ends. Current max: 8

Bloodsoaked: Upon taking at least 15% of his maxHP [11HP] in damage from a single attack (multi-hits count as one attack), Katsuo’s (base) SYN is increased by 0.5SYN [3] for the rest of the encounter, up to a total of 4SYN [24] (including the original base).

Bloodthirsty: Katsuo restores SYN/2 HP on-hit with his basic attacks. Does not proc if the attack deals 0 damage.

Violent Temperament (flaw): Every third turn, Katsuo inflicts himself with the Enrage debuff for two turns. While Enraged, he can only basic attack and cannot select his target, striking a random foe.

 

Equipment:

Name: Gwaedu

Spoiler

 

Description: A spiked black mace with a ruby at the end of its silver handle. Gwaedu is used for heavy smashing attacks as well as assisting Katsuo in using magic. Worn as a ruby earring out of combat

Type: Weapon

Damage: 2d10+STR

Minimum Stats: 4STR, 1SYN

Weight: 8

SYN Threshold/Bonus: Increases scaling to 1.3STR at 15 SYN.

Special Qualities:

-Bound

-Upgrade: Gwaedu grows with Katsuo, gaining a new trait every 5 levels just as he does.

 

 

Name: Barrier Jacket

Spoiler

 

Description: Katsuo's Barrier Jacket is primarily comprised on a long white trench coat with patternless red splotches all over the back, which he keeps open in the front. He wears this over a scarlet shirt with periwinkle jeans held tight by a simple black belt. He also wears red combat boots and fingerless gloves

Type: Armor

Armor: None

Minimum Stats: 2SYN

Weight: 4

SYN Threshold/Bonus: N/A

Special Qualities:

-Bound

-Magic Armor: Whenever Bloodsoaked procs, increases Katsuo’s RES by 4+2LVL for three turns.

 

 

Name: Lleuad

Spoiler

 

Description: A diamond earring

Type: Bauble

Minimum Stats: N/A

Weight: 1

SYN Threshold/Bonus: N/A

Special Qualities:

-Hidden Potential: May be converted into a weapon with similar stats and capabilities to Gwaedu upon reaching level 10

 

 

Actions: 0/18AP

Basic Attack - Bludgeon: Deals Gwaedu's damage

Basic Defense - Tri Shield: A basic magical barrier that reduces incoming damage by 50% after other reductions

 

Cartridge Recharge (Perk): Katsuo channels for one turn, on the next turn he recovers LVLd2 Cartridges.

 

Bleeding Moon: Katsuo performs a basic attack, adding his SYN to the damage. Costs 1 Cartridge. If Katsuo has no Cartridges available, may still be used with a 3 turn CD.

-Level 2: Doubles Bloodthirsty healing gained from this attack.

-Level 3: Increases SYN scaling to 1.5SYN.

 

Moonfall Purge: Deals three basic attacks at halved damage to a single target. Costs 2 Cartridges.

 

Vessel Burst: Sends out a wave of magical energy in a large area. Deals SYN damage to up to 6 enemies. Costs 1 Cartridge.

-Level 2: Every two enemies hit by this attack procs Bloodthirsty.

 

Pulse Dash: A short range teleport followed up by a smack on the back of the head from Gwaedu. Stuns the target for one turn. Costs 1 Cartridge, 3 turn CD.

 

Blood Boil: Performs a SYN vs. INT check, if Katsuo wins the target is Enraged for one turn. While Enraged, they may only basic attack and may not select their target, attacking a random foe. 4 turn CD.

-Level 2: Enemies inflicted with Enrage also have other enemies added to their pool of possible targets.

 

Blood Pact: Taunts a target for 2 turns. Katsuo receives 200% damage and 200% Bloodthirsty healing from them for the duration. 4 turn CD.

-Level 2: Reduces CD to 3 turns.

-Level 3: Increases heal scaling to 300%.

 

Inventory:

Name: Potion

Type: Consumable

Effect: +10HP on use.

 

Name: Sedatives

Type: Consumable

Effect: Free action. Nullifies Katsuo’s next self-Enrage. Cannot be used by Katsuo.

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Yeah

Most of us were in the original version of this game that they linked in the OP

It's also the forum where that Fire Emblem on Forums thing that's been popping up lately came from.

Question: I've got quite a few character ideas, mostly just redoing the ones from that game. Opinions?

-Tank-type character from the RWBY universe. Uses a halberd that can turn into dual axes (that are also submachine guns). Is more of a Defense-tank (as in, takes reduced damage) than an HP-tank (that just has the HP to take hits)

-Attack-focused magical girl from Puella Magi Madoka Magica. Uses a transforming gun, and is very fast. Glass cannon type. Also has a couple debuffs.

-Support-focused Mirage Master from Tokyo Mirage Sessions #FE (Read: Shin Megami Tensei x Fire Emblem). Has buffs, a move that clears debuffs, and some attacks. She has a gimmick in that she's bringing over a mechanic from her game; Sessions. If an ally attacks with a type (say, a sword, or a spear, or fire-magic, etc.) covered by the skill granted by the perk, she will follow up with an attack of her own.

well in general we do have a lot of people who are attack focused so either the tank or support one. both would be helpful no matter what. Though do which ever one you really want to do not just whats best for a group.

Katsup away~

(Dramatic moosic)

Name: 緋村カツオ Himura Katsuo, 赤い月明かり Crimson Moonlight I know it says red, shh

Age: 17

Gender: Male

Race: Human

Sex: Male

Appearance: Katsuo is tall and muscular with pale skin and short cropped periwinkle hair. He has narrow pale red eyes. He dresses fairly casually, wearing double sleeve shirts and cargo pants with sneakers

Personality: Katsuo is the type of guy who's always willing to help but never willing to admit he likes helping. He tends to avoid approaching people and waits for them to come to him. He'll act exasperated at being bothered but really doesn't mind at all. He also has quite the temper and is prone to violence when he's agitated. He's not the brightest person in existence but he works hard and is very knowledgeable

Level: 1

EXP: 0

HP: 33

Init: 2+1d20

Stats:

Constitution: 2

Dexterity: 3

Intelligence: 2

Resistance: 0

Strength: 5

Synergy: 2

Complexity: (This turned out a lot more complex than intended, whoops)

Perks:

-Bloodsoaked: Katsuo thrives in the middle of a fight. Gains +1SYN per 10 damage taken. Calculated at the end of the turn

-Bloodthirsty: Katsuo's affinity for healing is at its peak when he's dishing out pain. Katsuo regains SYN/2 HP every time he deals damage with a melee attack

-Cartridge System: Katsuo stores 2d4 cartridges after every battle, up to a maximum of 6+2*Level. Cartridges can be used as a resource to activate certain actions

-Violent Temperament (Flaw): Katsuo can be more than a bit irrational in a fight. Loses 0.5 INT per turn during combat encounters

Equipment:

Name: Gwaedu

Description: A spiked black mace with a ruby at the end of its silver handle. Gwaedu is used for heavy smashing attacks as well as assisting Katsuo in using magic. Worn as a ruby earring out of combat

Type: Weapon

Damage: 1d12+STR or 1d8+STR

Minimum Stats: 3STR, 2SYN

STR Penalty: 6

SYN Threshold/Bonus: N/A

Special Qualities:

-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.

-Upgrade: Gwaedu grows with Katsuo, gaining a new trait every 5 levels just as he does

-Intelligent Device: Gwaedu is an artificial intelligence and responds to her user. When at negative intelligence, lowers damage to 1d8+STR

Name: Barrier Jacket

Description: Katsuo's Barrier Jacket is primarily comprised on a long white trench coat with patternless red splotches all over the back. He wears this over a scarlet shirt with periwinkle jeans held tight by a simple black belt. He also wears red combat boots and fingerless gloves

Type: Armor

Armor: +1RES

Minimum Stats: 2SYN

Weight: 1

SYN Threshold/Bonus: +2STR at each of 10/15/20 SYN

Special Qualities:

-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.

Name: Lleuad

Description: A diamond earring

Type: Bauble

Armor: N/A

Minimum Stats: N/A

Weight: 1

SYN Threshold/Bonus: N/A

Special Qualities:

-Hidden Potential: Converts into a weapon when Katsuo reaches level 11

Actions:

Basic Attack: Bludgeon - Deals Gwaedu's damage

Basic Defense: Tri Shield - A basic magical barrier that reduces incoming damage by 50% after other reductions

Bleeding Moon: Make a basic attack, and add SYN to the damage. -1 Cartridge

Crimson Burst: A magical attack that deals 1d8+(SYN+INT)/2 damage from a distance. -1 Cartridge

Crimson Purge: Reduces damage taken by 50% and deals 1d4+(SYN+INT)/2 damage to melee attackers for the turn. -1 Cartridge

Pulse Dash: A short teleportation spell to give an advantageous position. Strike first and add +DEX to damage next turn

Vessel Burst: Sends out a wave of magical energy in a large area. Deals 1d6+(SYN+INT)/2 damage to all enemies. -3 Cartridges

Inventory:

4/8 Cartridges

Balance me senpai

Hiii Lexi. I'm surprised that i not the only one who made a Nanoha character.(grumbles to self about not being the only one grumble grumble)

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Alright, one more series of changes on Halley:

-Comet Blaster's damage is now 1d8 + SYN
-The Minimum Stats that required DEX or INT now use SYN instead.
-Comet Blaster's 10 SYN bonus gives only 1 INT now.

-Sparkling Strike's Level 3 Damage Formula is now (Base Attack Damage)*1.5/(Amount of Targets)

-Takedown! now calculates off 1.5x[sTR]

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well in general we do have a lot of people who are attack focused so either the tank or support one. both would be helpful no matter what. Though do which ever one you really want to do not just whats best for a group.

Mm. I'm leaning towards the support, but the GM did apparently like the attack one in the previous game. I might just make both sheets and figure out which comes in first from there.

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And sheet. ((that took forever...kill me. Don't but do please.))

 

Name: Snow Ashford

 

Age: No longer known.

 

Gender: Female

 

Race: Divine Knight

 

Sex: Female

 

Appearance: and excerpt from Dream on Another Shore. “A new figure stood before me. A knight? Clad in silver armour that shined brighter than a star. By the armour's shape, a woman. She cut a strong silhouette. One of confidence and yet one of grace. She was powerful I could tell. She oozed that as well. It was written all over that confident stance. She was a lot like Azalea... But, she was the opposite. Azalea was what seemed to be a delicate beauty, but she hide her strength. Her power lied under the surface, and it was hard to see if you didn't look for it. This knight was the opposite. Her power was exuded from everywhere. She hid her beauty deep down. Perhaps she thought it was weak to be beautiful. The armour she wore though, it was proof she at least knew it. It wasn't your typical bog standard platemail. The silver colouring was the first tip off. Normal iron never made a colour so brilliant, or that would catch the light like this. It was made to be this way, to shine with a holy light. It was an extension of her aura, her very essence. a bathing light one that you could feel her power. It made her seem much bigger than she was, which in turn made her seem more powerful. Grace from Power, rather than Azalea, whose power came from her grace.”

 

Personality: Confident, Blunt and angry. Just a few words for the Divine Knight that once was Lady Snow Ashford, the woman you united all the tribes of the northern land of Aurora. Only the strong survive, only those willing to attain and use power correctly could thrive. On this notion she has always lived. Her abrasive icy cold exterior is much what her character is, that of a harsh and deadly winter. However, she is not incapable of making meaningful connections, they just must be won and earned. A herculean task, but an attainable one. Respect, an important thing in the eyes of Snow, and something not given lightly.

 

Class: Knight of Winter

 

Level: 2

EXP: 0

 

HP: 42

Init: 4+1d20

 

Stats:

Constitution: 4

Resistance: 2

Dexterity: 6

Intelligence: 0

Strength: 3

Synergy: 4

Complexity: 5

 

Equipment:

 

Name: Twin Fangs of Winter

Description: Twin blades that are permanently covered in a thin layer of frost.

Type: Weapon

Damage: 2d4 + SYN Ranged, 2d4 + DEX Melee

Minimum Stats: 3 STR, 3 SYN

STR Penalty: 5 STR

SYN Threshold/Bonus: ?

Frostbite: On melee strikes the Twin Blades inflict Frostbite on a target, dealing SYN/2 damage for 1d4 rounds. On Ranged attacks, the Twin Fangs apply her perk “Embodiment of Winter” on the foe it hits.

 

Name: Plate of Winter.

Type: Armour

Res Bonus: 4 + 1/2lvl

Minimum Stats: 3 STR, 3 SYN

STR Penalty: 5

SYN Threshold/Bonus:

Bound

 

Perks:

 

Body of Steel: As Snow doesn’t have a biological body she cannot be affected by statuses such as poison or others that affect biological structures etc.

 

Embodiment of Winter: Snow emanates an aura of frost that slows and incapacitates those that dare make a strike against her. If one makes a melee attack against Snow, even if unsuccessful, they take a penalty equal to Snow’s SYN on their initiation next turn if they don’t succeed a CON Check against her SYN.

 

Actions:

Basic Attack: Winter’s Fang: Deals Weapon damage based on if the attack is ranged or melee.

Basic Defense: Windstep: Snow uses the power of the wind to accelerate her body away from an attack at the last moments, reducing damage by 50%

 

Shout of the North: Snow can enhance the power of her voice a 1000 fold into a shout that deals SYN damage in a small cone in front of her. It knocks back any enemies in it’s range and can stun them if they fail a CON check versus Snow’s SYN, Cooldown: 2 turns.

 

Galeforce: Snow can use the power of wind to magic to vastly increase the speed of her movements and body for the turn. It multiples her current Dex score by 2. However, the Round after her Dex and Syn are halved. This is a free action. CD of 5 turns

 

Ice Calamity: Snow snap freezes the air around her. Any of those targeted instantly must save as if affected by her perk Embodiment of Winter, and take damage equal to 1d6 + Dex/2. Can only harm 3 targets maximum. CD 4 turns

Level 2: Snow may add her Dex/2 to her her side of the check of Embodiment of Winter whenever it is activated by this skill.
Level 3: Cooldown is Reduced by 1 turn. CD of 3 Turns.
 

Strength of Spirit: Snow’s body suffers much less stress from the weight of equipment ((due to being… you know… a suit of armour without musculature.)) -1 to weight penalties per level. Passive.

 

Shatter!: if an enemy that Snow is fighting is currently affected by “Embodiment of Winter” or Frostbite, her attacks deal and extra SYN/2 damage to them. Passive.

 

Change Log: Level 2: Gain 2 Dex, 1 Con, 1 Syn. Add levels 2 and 3 to Ice Calamity.

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well in general we do have a lot of people who are attack focused so either the tank or support one. both would be helpful no matter what. Though do which ever one you really want to do not just whats best for a group.

Hiii Lexi. I'm surprised that i not the only one who made a Nanoha character.(grumbles to self about not being the only one grumble grumble)

Katsup can be a tank if I pump him full of SYN

I was just trying to think of an old character who didn't see enough use. Ya know?

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