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[OOC] Trespassers of the Multiverse: Director's Cut


Hal Henderics

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There is a certain beauty to this place, an infinite starry shower of worlds, passing into and out of existence, more stories than there are dots of light in the sky, this cycle of creation and destruction is one which contains the glory and majesty of light and life.

 

It is here that we see the delicate balance of worlds floating along is disrupted, that they are plunged beneath the thin film of sanity upon which they reside.

 

In this place, there were now monsters, creatures which consumed all before them, and in turn became all before them.  An endless tide of hungry mouths, sapping the very essence of all that is.  Tainting what they touch, destroying what lies before them, leaving nothing behind.

 

In a Multiverse Beset by creatures beyond comprehension, there are still heroes, this is the story of one such group, a group of potentially powerful beings, each from the far corners of many worlds.  They have been brought together in a lull of the action, one no less deadly, and no less important to the fate of everything.

 

These Privileged few are not here to tear down the works of these Black Invaders, but rather, to bolster the forces that would oppose them.  To bring war and peace in equal measure, to give strength to worlds that are pure, that they might survive the things that Trespass upon them.

 

These Privileged few are indeed you.  You who have been taken from your home reality, wherever that may be, with the intention of helping to preserve the world you once existed in, and in addition, every other world that exists upon the gossamer void that stretches across the endless infinity.

 

Premise

Spoiler

A whole bunch of people from different settings are thrown into a zany group of adventurers, with the goal of fixing problems, beating up bad guys, and helping out good guys.

You do this through Roleplay, Mechanical Encounters, Fluffy Encounters, Combat of various types, and both Teaching and Training others and one another, learning new techniques and tactics from the other worlds you visit.  I myself will run Primary Plotlines, while Players have the option of running plots of their own between mine, which can be anything you imagine, and in any setting of your choosing, within reason, with the goal of growing stronger, saving lives, or preparing defenses for the incoming Trespasser invasions, or even, on rare occasion, fighting one wholesale.

 

Combat will happen, but will be supplemented with Exploration, Puzzle Solving, and various other encounters.

 

System/Character Sheet.

Spoiler

 

Name: (Should be self-evident.)

Age: (Should also be self-evident.)

Gender: (What do you consider yourself? Not the same as your biological sex.)

Sex: (What are you biologically? Not the same as your gender.)

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

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

Personality: (What are you like?)

 

Merit: A measure of a character’s experience and effort, this value starts at 0, and raises when encounters, worlds, and certain actions are accomplished.

HP: Equal to (Con*2)+20, Plus any additional health from other sources.  This stat represents both Combat Damage, and Exhaustion

Moves: Equal to your Dex, divided by the average dex of this encounter, calculated at the beginning of combat. Minimum 1.

 

Stats: You get (21) stat points to spend. A Stat cannot exceed 8 during Chargen. 2 Points of Merit may be spent to gain 1 additional stat point.

 

Essence: Determines a character’s Willpower, Determination, and Metaphorical Weight in the course of events.  This stat helps determine the results of dramatic situations, and may influence the actions of others.

           

Constitution: Represents overall physical health and vitality. This stat helps determine Health and Physical Endurance.

           

Dexterity: A measure of a character's overall speed, agility, and coordination. This stat helps determine Moves per turn in encounters, and certain forms of damage.

           

Intelligence: Represents how well-educated and generally knowledgeable a character is, as well as mental strength. Governs some forms of magic, and can enable access to special item effects.  The user gains an extra Action Slot every 6 Points of Int.

           

Resistance: Measures how resistant a character is to harm. This stat helps determine what forms of damage can affect a character, and how much it affects them.  This is not explicit Numerical Damage Reduction, but certain perks or abilities may use it to generate a form of damage reduction.

           

Strength: Raw physical power. High Strength allows the user to subvert some encounters, and utilize special equipment and abilities.

           

Synergy: Raw magical power. Governs many forms of magic (including things not specifically magical, such as ki, aura, etc.) This stat helps determine the strength of Metaphysical abilities at the character’s disposal, and may allow them to subvert some encounters, or activate special equipment and abilities.

 

Perks: Perks are powerful bonuses unique or mostly unique to a character, differentiating them from the rest and often defining part of their nature. They can take many forms, from growing stat boosts to minions which can be summoned at little to no cost to bonus actions and more. Use your imagination; if you can put it into numbers, it can probably be a perk.

 

Each character starts with two perks. One more perk can be 'bought' with a Flaw; essentially a negative Perk. A flaw represents an innate weakness or failing, such as a vulnerability to certain effects and conditions, or a natural weakness in a certain area of expertise.

 

A perk may be purchased or enhanced for 30 points of Merit, or for 20 if the user also takes an additional flaw, or enhances an existing one.  Flaws may be removed for 50 Merit.

 

Example Perks:

 

Swift: The character is naturally much faster than most. +1 DEX per World completed.

 

Hidden Potential: This character has access to their innermost well of strength, When the user would gain strength outside of spending Merit, they gain 1/3 more.

 

Stand Proud: This character can summon a strong spectral entity with unique powers to assist them in combat.

 

Regeneration: This character heals very quickly, regaining 10% HP at the end of each of their turns during an encounter.

 

Evasion: This character dodges incoming attacks from slower or less skilled opponents.  The user may choose to reserve one of their moves to counteract one instance of incoming damage.  Does not apply to Trump Effects.

 

Actions: You will take one (possibly more, with buffs) action per Move in combat. Actions can be active, passive, or trumping, and are your primary means of resolving mechanical encounters.

 

An active  is typically an attack, usable skill or a buff/debuff of some variety, with some kind of special quality attached, these can be used on one of the player’s Moves.

 

A passive is most often a conditional or permanent effect which is automatically active, and does not require that a Move be taken.  A Trump ability is, as the name implies, an action which trumps both Passives and Actives.  

 

Trump abilities have some combination of highly specific conditions for activation, cooldowns which are measured in Encounters or Worlds, require multiple moves to initiate, and/or have limited uses per World.  The result is a powerful Action which will supersede most ordinary effects.

 

You get 5 Action Slots and 5 Actions or Action Enhancements to start, which may be divided among Passives, Actives, and Trumping abilities. An additional Action Slot may be purchased for 4 Merit Points, An Action itself may be bought with 2 Merit Points, or an Action may be enhanced with 1 Merit Point.

 

Actions may also be obtained through other methods, such as training, study, or learning it from a teacher, Actions gained in this manner are less effective, and may have a quality, but do not require spending Merit Points to obtain, these actions are marked as (Trick).

 

Example Actives

 

Swipe of Sword: The user attacks, dealing 1d6+Str Damage.

 

Magic Napalm Rainbow: The user sprays a target with glittering crude oil, before igniting them.  Make a contested Syn v Res check, if the target fails, they take (Syn/4)d6 fire damage for 3 turns.

 

Charge Up!!!: The user focuses their energy, gaining +50% Str for 3 turns.

 

Example Passives

 

Deadlift Champ 2016: The user has 50% extra Strength when lifting an object outright, with no overtly extenuating circumstances.

 

Princess of Water: The user has +10% to all stats when underwater.

 

Roiling Hatred Barrier: The user deals 1d4+Syn Damage to things that touch them physically, this can only activate once per Move.

 

Example Trumps

 

Kamehameha: The user charges up a massive energy beam, and then fires it, they must specify an amount of Moves greater than 2, at which point they will fire the attack.  Deal 3Syn damage per each turn this is charged. Once per Encounter cooldown.

 

No… No!: When something deals more than half a character’s health in a single turn, roll Essence verses their Primary Stat, if the User wins, restore all health. Once per World Cooldown

 

(Perk Backed) My Final Hamon!: When the user dies, a chosen ally assimilates their current Syn Stat, and 3 of their Actions permanently.

 

Equipment: Equipment is any item which grants a mechanical effect during an encounter, Objects which do this may take up Action Slots while equipped.  This includes Consumable items, such as Sensu Beans or Healing Pots.

 

Both Equipment and Actions may be swapped around, equipped, or unequipped between Encounters, in addition, it requires one Move to swap One Equipment or Action during an encounter.

 

Reserve: Items or Abilities not equipped or used in encounters that the character possesses, such as currency.

 

Players may start with 3 items of their choosing.

 

Blank Character Sheet

Spoiler

Name:

Age:

Gender:

Sex:

Race:

Appearance:

Personality:

 

Merit: 0

HP:

Moves:

 

Stats:

 

Essence:

 

Constitution:

 

Dexterity:

 

Intelligence:

 

Resistance:

 

Strength:

 

Synergy:

 

Perks:

 

 

 

Actions:

-Actives


 

 

-Passives


 

 

-Trumps


 

 

Equipment:

 

 

 

Reserve:

 

Rule Notes

Spoiler

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

 

Initiative: Characters' first Moves will be ordered by their base Dexterity, Plus or Minus any bonuses or Maluses, the remainder of their Moves will be scattered equally in the initiative order below them.  Players may choose to lower the initiative of their Moves, but cannot raise them without special effects.

 

Characters with equal Dexterity will enter a contested roll to see who is the faster.

Summons: There are two types of summon; companions, and minions. Companions don't take an action to summon, and draw all of their stats from their owner, costing a perk to have in the first place. A PC with a companion and one without will have the same overall stat total; the former splits their stats among two entities. Minions will be handled case-by-case.

Standard Statuses:

-Burn: Deals high damage over time, but is reduced by RES.

-Poison: Deals damage over time, ignoring RES.

 

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


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

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

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

Bound: Items can be purchased with Merit from time to time, or the player may start with an additional item instead of one of their Starting Abilities.  Items obtained in this manner must have an explanation as to how they came into being, and have the Bound Quality, which prevents them being sold, traded, or destroyed, unless the AP is somehow refunded, or additional Merit is spent to remove this quality.

 

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

 

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

 

Over-encumbrance: Players are Encouraged not to overburden their characters with unnecessary resources Items, or Tricks, and, upon request, encounters may be made to help rid them of unwanted items or tricks in return for boons or benefits of some kind.  This only applies to Characters who have an egregious amount of wealth at their disposal, locked up in errata and small highly detailed entities.

 

Guidelines for Characters

Spoiler

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

 

Link to Discord Channel

 

Link to Master Doc for Game

 

 

 

Edited by Hal Henderics
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Frigus: the super-massive character sheet.
 

Spoiler

Name: Frigus

Age: ~20

Gender: Male

Sex: Male

Race: Human(boring I know)

Appearance:~6' tall, thin with long arms and legs, pale skin, sharp features, short spiked pale silver/blue hair, light blue eyes.

Personality: Calm demeanor, generally nice, very confident in his job whether he knows what he's doing or not, follows *most* of the rules but doesn't mind getting his hands dirty from time to time.

 

Merit used: 49/67

-Breakdown:

Spoiler

Slots: 8 over 2(+5 starter +1 bonus),

Actives: 5 over 2 actions(+3 starter),

Passives: 4 over 2 actions(+1 starter),

Trumps: 6 over 2 actions(+2 starter),

Perks 22 over 1,

Items: 4 over 2,

HP: 26+8

Moves:
Munny: 5

 

Stats:

 

Essence: 4

Constitution: 3

Dexterity: 6

Intelligence: 9

Resistance: 3

Strength: 0

Synergy: 0

 

Perks:

 

Command-Styles: Keyblade wielders are known for being able to quickly adapt and take various aspects of combat to the extreme, and Frigus has learned to do this on the fly.

Command-Styles are Trump actions that cause powerful attacks or status boosts and are triggered by taking a specific series of actions, tier one CSs can only be activated if the user isn't using a CS yet, tier two CSs only if the user is using a tier one CS already, etc.

Grants one starting CS, more may be bought with Merit or learned from other characters.

 

Second Chance: You've got a knack for getting up and walking away from things that would kill normal people, you don't know how it happens and you're not about to question it.  

If an attack would reduce your HP to 0 or lower, it instead reduces it to 1 unless you were at 1 HP when the attack landed or the attack would reduce you to a negative HP that’s absolute value is greater than your MHP.  Mutually exclusive with the "Regeneration" perk.

 

Keyblade’s Chosen: Either through initiation at a young age or the will of fate you’ve been chosen to bear the burden of wielding a Keyblade and protecting the realm of light.

Grants a “Keyblade” a powerful, bound, and aggressively scaling weapon that can be improved with Merit and/or by attaching other items to it.

 

Trinity: This character's destiny is intertwined with those of two others, together they will achieve great things or be lost to the folds of history.

This character is part of a group of three, each of similar form and function. While each character possesses unique personality traits the distribution of their Merit, stat, and action points may differ, they all possess this perk, the “Keyblade’s Chosen” perk, the “Second Chance” perk, one other perk/flaw combo, the standard starting stat and action point pool, and identical Merit pools(meaning if one gains Merit the other two gain equal Merit.). Only one of these three characters may ever be active at any given time, the current active character may only be changed during the Travel Phase.

 

Let the nesting begin:

Spoiler

Name: Ignia

Age: ~20

Gender: Female

Sex: Female

Race: Human

Appearance: Nearly as tall as Frigus and fairly physically imposing(especially for a woman).  While Ignia wears plain and simplistic clothing compared to other Keyblade wielders her reddish shirt and pants still come with several needless zippers/belts.

Personality: Hot-headed, aggressive, and quick to take action.  Ignia subscribes to the “Korben Dallas book of diplomacy and negotiations” and doesn’t believe in giving “the bad guys” an inch.  She stubbornly defends her narrow worldview of right and wrong, and will likely lash out at things that prove it incorrect.

 

Merit used: 54/67

-Breakdown:

Slots: 8 over 7(5 starter),

Actives: 20 over 9 actions(2 starter),

Passives: 26 over 6 actions,

Trumps: 0 over 3 actions(3 starter),

 

HP: 24+32

Darkness Points: 3+3

 

Stats:

 

Essence: 3

Constitution: 2

Dexterity: 0

Intelligence: 0

Resistance: 3

Strength: 7+3

Synergy: 6+4

 

 

Dark Spark(Perk/Flaw): Ignia is tainted, and as the spark of black flame grows nigh unchecked within her Heart her powers grow as well.

Ignia gains access to Darkness Points, this powerful resource grants her the ability to use dark magic at the cost of eating away at her own Heart’s integrity.

Most “Dark” actions have a higher base power level than normal actions and increase Ignia’s DP by a small amount when used, some require a minimum amount of DP to be stored before use.  DP gain or loss is permanent. Ignia’s MHP is reduced by an amount equal to the number of DP she has, this cannot reduce her MHP below 1. At the end of an encounter if Ignia used no dark actions she loses DP equal to the Merit gained during that encounter, minimum 1.

 

Actions:

Slots: 7
-Actives:

 

Cure: Restorative energy that mends bones and seals wounds.

Restore 1d4+[Syn] HP to one target.

Level 2: Quick action, may be used with the same move as another Quick action.

 

Fira(Bolt): Launch a single small ball of fire that homes in on your target.

Deal [Key dmg]+[Syn](instead of Str) fire damage to one target, 25% chance for target to catch fire and take [Syn] fire damage each round for two rounds.

Level 2: Quick action, may be used with the same move as another Quick action.

Level 3: +1dX to burn effect.(based on Keyblade dice)

Level 4: Staggers target, interrupting any charging actions.

Level 5: Burn chance increased to 50%.

Level 6: Optional First Strike.

 

Strike Raid: Make a ranged Keyblade attack against two targets, if one(or both) of the targets has made a melee attack within the last round this attack hits again for a second Keyblade attack, cooldown=2.

 

Poison Edge(Dark):  Make a Keyblade attack against one target, they become poisoned and take [Syn]/2+[DP] damage each round for three rounds, gain 1 DP, cooldown=1.

Level 2: Quick action, may be used with the same move as another Quick action.

 

Dark Fire(Dark): Launch a single large and slow-moving ball of black flames at your target.

Deal [Key dmg]+[DP](instead of Str) dark damage to one target, reduce their highest stat by [DP]/2 for one round, gain 1 DP.

 

Corridor of Darkness(Dark): Ignia can summon a great doorway of shadow and black flame known as a “Corridor of Darkness”, this doorway links with any place Ignia has physically been, that she can picture and focus on, and that isn’t actively being warded against intrusions of darkness.  
Ignia must gain 1d6 DP for each creature that passes through, if she chooses not to those creatures must each make an Ess save against having their Hearts corrupted.
level 2: May now be used to link to places Ignia can see, even if she hasn't been there.

 

Synthesize: See Frigus

 

Keyblade Glide: Ignia can use his Keyblade to fly with up to one other passenger, in and out of combat. She cannot attack with her keyblade while flying on it, but while flying both Ignia and her passenger have a 10% dodge chance.

 

Friendly Dark: The user can change an ally's SOUL mode, giving them a camouflaging scent of dark energy.

Grants the buff "Friendly Dark: The target's SOUL is shrouded in darkness, dark and evil primal entities may mistake them for allies!"

 

-Passives:

 

Deck Boost: A technique used to fit more commands into the user’s deck.

Gain two action slots that can only be used for active actions.

 

Combo+: See Frigus.

 

HP Boost: A common skill among Keyblade wielders, used to boost one’s physical durability.

Increase MHP by 8.

Levels 2-9: +3/each.(total of +32)

 

Pursuing Darkness: See Frigus

 

Heart Armor: Any Keyblade wielder worth their salt knows how to summon Heart Armor to protect themselves in combat against the Darkness.

Provides immunity to most environmental effects including brief void exposure.

Level 2: Reduce incoming Dark-type damage by 20%

Level 3: Reduce incoming Physical damage by 7.5%


Borrowed Power(Dark): Drawing from the Darkness has bolstered Ignia’s powers faster than ever before.

Current: +4 Syn, +3 Str, equipping this action at the start of combat causes Ignia to gain 1 DP.

Level 1: +3 Syn, equipping this action at the start of combat causes Ignia to gain 1 DP.

Level 2: +1 Str

Level 3: +1 Str

Level 4: +1 Syn

Level 5: +1 Str

 

Neutral Dark: The user's heart is shrouded in darkness.
Level 1: Equipping this ability increases DP by 1.  Some dark and evil primal entities may mistake them for an ally.
 

 

-Trumps:

 

Payback Crush:

Upon being hit by an enemy with a Stun effect Ignia cancels the Stun and makes a Keyblade Counterattack against her assailant, cooldown of 4.

 

Duplicate: See Frigus

 

Destiny's Reward: See Frigus

 

Equipment:

 

Name: Keyblade

Damage: 0d6+[Str]

Type: Active

Special Qualities:

-Bound,

-Growing Power,

-Keychains,

-Smash II: Keyblade damage dice are now d10 instead of d6.

 

Name: Distrust
Description: The bronze Apprenticeship emblem Ignia started using after she “failed” her first Journeyman test and her previous keychain “Embers of Light” ceased to work, it creates a fairly old, elaborate, and slightly tarnished looking bronze key that is just a little corroded in places.

Special Qualities:

-Keychain: Attached to  a “Keyblade”.

-Ancient Bolster: +2 dice.

-The First Step: DP is considered 3 points higher when using this Keychain, these temp DP do not reduce MHP.

Level 2:

-Two Steps Back: Ignia may choose to ignore the first three DP she would gain in an encounter.

 

Sno-Wing:  Born from a fulfilled promise to a very happy snowman, this keyblade takes the form of a pure white ice sculpture featuring Spears, Fireballs, Bones, and Lightning Bolts jutting from the end of a "blade" made of seven hearts stacked on top of one another.  It pulses with incredibly strong magic.

Special Qualities:

-Keychain: Attached to a "Keyblade"

-Frailty: +0 Damage Dice.

-Love, Hope, Compassion, Dreams: Add Synergy again to magical healing, if it adds Synergy once.

-FIGHT: Add ESS to physical attacks made with this keyblade, Deals Arcane Damage.

-MERCY: The user may abort combat if the enemy's desire to fight has lowered enough, using a wave of determination and magic.

 

Name: Ability Stud

Description: A small lump of metal on a chain that seems to broaden its holder’s abilities.

Effect: Gain two action slots that can only be used for passive actions.

 

Planned Actions:

Spoiler

Burden(Dark):  Guilt weighs heavy on the heart.

Reduce one target’s Init by [Syn]/2+[DP], gain 1 DP.

Level 2: Quick action, may be used with the same move as another Quick action.

 

Punishing Fires:

Deal [Key dmg]+[Syn](instead of Str) fire damage to one target, may be used once per round as a free action against enemies who used healing actions last round.

 

 

Flaws:

 

Over Extend: You have the tendency to strike too hard and too fast, not thinking about where your enemy’s other hand might be.

Stun immunity only kicks in after being stunned for two consecutive turns.

 

Actions:

Slots: 6+2

 

-Actives

Cure: Restorative energy that mends bones and seals wounds.  

Restore 1d4+[Int] HP of one target.

-Level 2(trick): +1 target.

-Level 3(trick): Now remove one ailment from effected target(s).

 

Blizzard(Blast): Send out a cone of ice magic that freezes those affected.  

Deal [Key atk] cold damage to three targets, reduce their Init by [Int]/3, cooldown=2.

-Level 2: +1 target.

 

Barrier: A magical wall of force that impedes incoming attacks.

Reduce the damage dealt to one target by 50% until this Init slot next round, this action cannot be take more than once per round.

 

Keyblade Glide (Trick): Frigus can use his Keyblade to fly with up to one other passenger, in and out of combat. He cannot attack with his keyblade while flying on it, but while flying both Frigus and his passenger have a 10% dodge chance.

 

Gravity(Draw)(Trick): Frigus creates a tiny maelstrom of gravity, sucking in foes.
Choose Two groups of Mooks, for 2 turns, attacks that would hit one instead hit both.

 

Synthesize: the users creates Synthesis materials from normal crafting material through ancient and highly magical techniques.

Convert one unit of normal crafting material into a D-rank(Shard) Synthesis material, this often results in new types of Synthesis materials. Volatile materials may require a roll for an additional effect.

Level 2: The user may extract Synthesis materials from the aspects of fallen enemies.

Level 3: The user may combine three similarly ranked materials into one material of the next rank up, doing so with matching materials always produces the same material type, mismatched combinations may produce entirely new materials and may prompt quality/blitz rolls at GM discretion.

 

Heave Edge(Trick): The user attacks with an aerial slam, breaking wings and engines alike.

Deal 4d6+Str damage to a target. If the target is flying, they are stunned, and a ground enemy takes damage as well from this. The user must spend all their remaining moves this turn to perform this attack, 4 Turn Cooldown.

 

Quick Blitz(Trick)(x3): A simple jumping attack and standard for Keyblade wielders, it forms the basis for many other more complex actions.

Make a Keyblade attack, minus 3 damage, crafting with this trick is easier than normal.

 

Blitz(Trick): A series of simple jumping attacks.

Make two Keyblade attacks at 65% damage, if two hit then make another Keyblade attack at 150% damage, all attacks have a 10% miss chance.

 

A Bold Scheme(Trick): The user may gamble any amount of munny, and choose a number. If the encounter ends before that many turns pass, the user receives their Munny back, along with a small amount extra based on the bet and number chosen.

 

 

 

-Passives

 

Combo+(Trick)(x2): Once per round when you make a basic Keyblade attack against a target you may follow up with a Combo Keyblade attack against the same target as a free action.

 

Air Combo+(Trick)(x2): Once per round when you make a basic Keyblade attack against a target you may follow up with a Combo Keyblade attack against the same target as a free action, so long as you are in the air.

 

Sea Legs(Trick): The user freezes water their feet come in contact with, creating snowflake shaped pads of ice to walk on. They cannot have more than 3 pieces of gear equipped when using this, or they instead become stunned when entering water as they sink and freeze their legs.

 

Rock and Roll (Trick)(x2): This passive action converts all elemental actions used while it is equipped into Stone Elemental Actions, with appropriate reskins and altered effects

 

Pursuing Darkness: Frigus may spend free time to go "looking for trouble" and find either Heartless or a Moogle shop(50% chance if looking), Heartless drop synthesis materials and/or munny if defeated, specific synthesis materials(and rarely other items) may be bought from Moogle shops with munny, once located Moogle shops can provide a small boost to crafting with synthesis materials.

Spoiler

Ranks:
1) Shard 70%

2) Stone 25%

3) Gem 5%

4) Crystal 0%

 

Blazing(Fire, Explosives)

Frost(Ice, Time)

Lightning(Electricity, Machines)

Lucid(Shifting, Stealth)

Power(Strength, Aggression)

Spirit(Conflict, Bravery)

Dark(Darkness, Evil)

Dense(Distant, Unnatural)

Twilight(Eminence, Unnatural)

Mythril(Resistance, Toughness)

Orichalcum(Raw power, Rarity)

Bright(Light, Healing)

Shiny(Multi-elemental, Magical power)

Energy(Fury, Physical power)

Serenity(Balance, Patience)

Remembrance(Memory, Persistence)

Shimmering(Elemental Resistance, Barriers)

Fleeting(Speed, Cowardice)

Pulsing(Toughness, Strength)

Wellspring(Ambush, Change)

Soothing(Calm, Restoring)

Hungry(Greed, Attraction)

Abounding(Experience, Cycles)

Deluxe(Golden, Elaborate)

Dull(Metallic, Tough)

Grim(Spooky, Death)

Heavy(Unnatural, Tough)

Contact(Connection, Unnatural)

Psi(Psionics, Mental Strength)

Alien(Metallic, Unnatural)

 

Freezing Aura: Release waves for freezing magic that seems to slow even time itself.

Every 8 Actions taken by any combination of targets from any side, Frigus gains +1 Dex for the rest of the battle, up to a maximum of +6.

 

HP Boost: A common skill among Keyblade wielders, used to boost one’s physical durability.

Increase MHP by 8

 

-Trumps

 

Duplicate(Trump):

Create a copy of a level 1 trick already in the user's inventory, usable once per encounter.

Level 2: +1 Use.

Level 3: +1 Use.


Destiny's Reward: Once per world Frigus may craft a Keychain item at 100% success rate, at base Keychains have +1 or +2 dice and one special effect with a quality check and material investment determining deviation.

 

Legendary Crafting: Every time Frigus fails a crafting or training check this action gains one charge, three charges may be expended to force a middling success on one crafting or training check. (Defined as roughly a 11 vs 10 roll)

Charges: 2

 

Supersonic Raid(Trick): The user charges so rapidly that everyone in their way is sent flying! Trick Level 1: Free Action, Apply Banish to all attacks made this turn by the user. If no enemies remain in combat, the user may unbanish any number of enemies, and obtain that many extra actions this turn. The extra actions granted by this effect are not granted the Banish Effect from Supersonic Raid. Once Per Combat cooldown.

 

Barrier Breaker(Tier 1 CS, Trump): Frigus shrouds his Keyblade in a lash made of Barrier magic, making his basic Kayblade attack melee and/or ranged, his basic Keyblade attacks ignore Res, and he gains a passive 25% damage reduction, this effect lasts for three rounds turns, must use five Barrier and/or Res bypass related actions to activate.

 

Equipment:

 

Name: Keyblade

Damage: 0d6+[Int]

Type: Active

Special Qualities:

-Bound: Keyblades are very particular about their wielders.  Anyone who tries to wield/pick up/steal a keyblade who hasn't been properly initiated/isn't deemed worthy will find that the keyblade disintegrates in their hand.  A keyblade may be summoned into or out of existence by its owner much like one would sheathe or unsheathe a sword.

-Growing Power: May spend Merit to increase the size of the dices by one tier(d6>d8>d10>d12>d14 etc), and to add threshold bonuses.

-Keychains: The form and power of a keyblade is drawn out by the keychain you attach to the base blade.  Attaching a bauble(“keychain”) to this weapon grants it bonus damage/powers based on that bauble.  No more than one keychain may be attached at any point in time, though they may be changed out for one another.  The keychain does not take an action slot.

-Lockbreaker I: You may use your Keyblade to open mundane locks with relative ease, the GM may prompt an Int check for more difficult locks.

-Sever I: Keyblade damage dice are now d8 instead of d6.

 

FrostFell:  A keychain to be attached to the keyblade to draw out a new form and power.  FrostFell was made with a bitter cold magic, and so the keyblade will take on the form of pale blue, semitransparent ice crystals cobbled together to make up the shaft, handle, and head.  The entire blade is rough and natural looking, save the grip and cutting edge that have been ground smooth.  The charm itself appears to be a shard of ice wrapped in silver wire.

Special Qualities:

-Keychain: Attached to “Keyblade”

-Icy Bolster: Increase damage by two dice, damage becomes cold.

-Cold Blooded: Reduce Init of struck enemies by 1.

 

Time Spiral:  Designed and prototyped by Frigus, this keychain appeared fifteen minutes before he finished designing it, though he didn't notice until he was done and the version he made vanished from his hands. It is a heavy, mobius hourglass, sand constantly falling and circulating through the glass no matter how it is held, surrounded by a gunmetal-grey frame and chain that fails to reflect the light. The keyblade itself picks up steampunk gears and widgets that cause its shape to constantly shift and tick loudly even when held motionless.(edited)

Special Qualities:

-Keychain: Attached to a "Keyblade"
-Bolster Keyblade: +1 dice.

-Threadweave: Once per encounter, maximize all damage dice of a single attack as a free action.

-Heroism Point: Once per plot, guarentee a roll of 20 v 1 on your next non-crafting check as a free action.

-Temporal Lock: By thrusting the keyblade into an enemy or object and locking it tight, Frigus can cause the target to become locked in time, unable to affect or be affected by anything. This does not cause the target to stop being affected by orbital movement. Only one target can be locked at a time. Unwilling targets are entitled to an opposed essence check to resist. Targets can be unlocked in the same manner as they were locked.

Level 2: +1 Dice, Bound.

Level 3: + 1 Dice.

 

Extraterrestrial: A small purple crystal on the end of a dull greyish chain.  Causes the Keyblade to appear as a mass of shifting symbols and glyphs made of a bright purple energy with the handle made of a metal similar to the chain.  The blade occasionally flickers in or out of phase with the material world.

Special Qualities:

- Keychain: Attaches to ‘Keyblade’

- Bolster Keyblade: Increases Keyblade damage by 1 dice.

- Spiritual Ground: Keyblade can attack enemies in a spiritual form at full damage.

- Psionic Crack: When attached to a Keyblade, Frigus is able to use psionic abilities, such as mind reading and light telekinesis, using his Int for checks. However, he also takes 1.5x damage from other psychic based attacks, and will take light damage if he fails a check for a psionic ability.

Level 2:
- Alien Key: The Keyblade is now capable of unlocking locks sealed by alien technology, with the correct Ess/Syn Check.

 

Reserve:

 

(item)Almost complete action: Deep Freeze, may be used as a crafting reagent.

(item)Forlorn Protect Chain: This plain and simple chain shines with an almost mundane light.  It shows the signs of high quality mass production.
Level 1: +1 RES"

(Synthesis)Dull Shard(Metallic, Tough)(x5).

(Synthesis)Deluxe Shard(Golden, Elaborate)(x4).

(Synthesis)Grim Figment(Spooky, Death)(x2).

(Synthesis)Power Shard(Strength, Aggression)(x2).

(Synthesis)Wellspring Shard(Change, Ambush)(x1)

(Synthesis)Abounding Shard(Experience, Cycles)(x1)

(Synthesis)Hungry Shard(Greedy, Attraction)(x2)

(Synthesis)Shimmering Shard(Elemental Resistance, Barriers)(x10)

(Synthesis)Bright Shard(Light, Healing)

(item, Synthesis)Unstable Lightning Core(26 vs 6, 1): This item has no use unless combined with other materials.

 

 

Name: Balloon Letter

Description: A folded piece of paper tied to a balloon, this simple enchanted device allows its user to send a message to anyone no matter where they might be.

Type: Active

Effect: One target gains [Int](of user) [Ess] for two rounds, usable once per combat.

 

Spoiler

Planned stuff:


Blizzard(Slug)(active): Fire a large sharpened spike of ice that pierces enemy defenses as it flies right through them.

Deal [Key atk] cold damage to one target, this damage ignores non-cold defenses, cooldown=2.

 

Deep Freeze(Trump):(Approved) 

Charge for up to four moves, give [Int]/2 targets a number of stacks of the “Frozen Solid” debuff equal to [Weapon dmg]*([Turns charged]+1), this attack is subject to cold damage resistance/immunity. Usable once per combat, requires two action slots.

Frozen Solid: For every two stacks the inflicted has they take 1% extra damage and if the number of stacks they have exceeds their current HP they become statues of ice, unable to take actions and effectively removed from combat.

 

Stop(active): Send a pulse of time freezing magic at your target.

Stun one target.

 

Slow(active): Create a field of time altering magic around your target.

Inflict one target with [Key atk] stacks of the "Desync" debuff.

Desync: For every two stacks the inflicted has they have 1% failure chance on all actions and if the number of stacks they have exceeds their current HP they become statues frozen in time, unable to take actions and effectively removed from combat.

 

Freeze Raid(active): Cloak the Keyblade in ice and throw it at your target, freezing them on contact.

Inflict one target with [Key dmg]+[Int](instead of [Dex]) stacks of the "Frozen Solid" debuff.

 

Barrier:

Level X: +2% reduction.

Augments(only one may be active on each barrier at any time):

Focus: When struck the defender has the cooldown of an action of their choice reduced by 1.

Renewal: When struck the defender gains 1d4 HP.

Reflection: When struck returns 10% of the damage dealt back to the attacker.

Confuse: When struck causes attacker to use their next action on (a)random target(s).

Stop: When stuck 50% chance to stun the attacker.

Elemental Screen: 10% increased damage reduction against [X] damage type.

Blast: When the Barrier ends deal 2d4 damage to up to 3 targets.

 

 

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I'll just try making a sheet real quick.

Spoiler

Name: Harry Walters
Age: 44
Gender: Male
Sex: Male

Race: Human
Appearance: He is 5'8", caucasian, and generally looks older than his age Just wait till we get full bioengineering and tissue regrowth in here though. His face sags just a little, and he has short black hair. He has a small, slightly lopsided mustache. Harry generally wears standard LFC military gear (loose black and grey uniform with a multitude of pockets), and is quite solidly built. Currently however, he's wearing a worn set of jeans and t-shirt from a Goodwill on Earth Bet with a ballistic vest over top. It is unlikely that you'll see him without either latex gloves or black leather gloves on his hands.
Personality/Bio:[Largely Incomplete] Harry Walters was born on Old Earth, in the middle of the 27th century. He lived most of his early life in the region formerly known as Swtizerland. There his father,a physicist, worked at a high energy particle collider, intent upon utilizing string theory for superluminal travel. However, the man disappeared under mysterious circumstances. This was a crippling event for Harry, and it was only through prescient intervention by his mother that the boy was prevented from committing suicide. He recieved counseling, and found his psychological footing again, though to this day he seems somewhat detached and uncaring. Harry attended university as the age of fourteen, and after completing four years, he set out for the colonies. He volunteered as a field surgeon exactly one day after war was declared, and was transferred to the special ops division. He's talented at what he does, and professional, though somewhat awkward in his manner towards his patients.

Merit: 22 banked. 47 used.

HP: (Con*2)+20=42+6=48
Moves: Equal to your Dex, divided by the average Dex of this Encounter.
Stats:

21 total, cap 8

 

Essence: 1

Constitution: 11

Dexterity: 1

Intelligence:  10 (x1.25)->12 (+3 on wounded)

Resistance:  3 (+9)

Strength:  3

Synergy: 1


Perks:

Prodigy: Harry's INT is treated as boosted by 25%.

Advanced Biotechnology: Harry regains 10% MHP per turn.

Applied Knowledge: When Harry tends to someone else's wounds, he regains half the HP he healed for them.

"A Good Deed is its own Reward, but I'll Take What I Can Get." Harry receives extra merit beyond the usual (determined by a GM) for furthering medical science and/or establishing/advancing medical practice in a lasting manner in a world.

 

Flaw:

Combat Surgeon's a dangerous job: For one round after Harry heals an ally, he will be hit by a copy of the first attack made against the ally that he healed. If he used a multiheal, he simply takes a copy of the first three attacks made against the subjects of the multiheal.


Actions: (7 combat slots)

Slap on Bandaid and call it good enough: Heals one target by 1d4+INT

Level 2: This heal now has first strike.

Level 3 (trick, 29 v 1, 6): Heals by 2d4+INT

Disinfect: Remove all statuses from a chosen target. 2 turn cooldown.

Level 2: 1 turn cooldown

Level 3: No cooldown

 

Vital Strike: Harry launches a pinpointed strike with whatever weapon he is currently using, dealing that weapon's damage, but with INT. If Harry's equipped weapon only enhances damage, he deals 2d6+INT damage.

 

(((Future: Reflex Enhancement: Boost a target's DEX by INT. Upgrade slap on a bandaid to two targets. Upgrade disinfect to 1 turn cooldown)))

 

Passive:

 

Survival of the fittest: For 1 round after Harry uses an action on a target, that target gains a 20% boost to a stat of their choice. Does not proc on multiheals.

 

Speedy Prognosis: Harry gets one extra turn per combat round, only allowed to be used for healing actions (no attacking actions, maybe no buffing). Nonupgradeable, and cannot be duplicated.

 

Bone Reinforcement: Harry has +3 MHP, this passive doesn't take up a slot.

Level 2: Now +6.

 

(Upgrade to 30% boost)

Trump:

 

Jump Start: If an ally has been brought to 0 HP within the last two rounds, Harry, using a combination of a large adrenaline injection, a small electric defibrillator, and a bunch of cellular regeneration compounds, may bring that ally back to life at half health. Once per world cooldown, and won't work if the ally has been completely incinerated or something similar.

 

Definitely-Really-Quite-Safe, No-Survivors-Have-Ever-Complained-Augmentation: The user may, once per plot, engage in advanced Experimental Surgery, using Objects and their own abilities to attempt to do something to a living creature, such as granting Stat Bonuses, Enhancements, or Healing.

Level 2: Theoretical implications: Receive one OOC warning from the GM if the user starts to make a grievous error per use of this trump.

Level 3: Harry can now effectively utilize retroviruses as a key part of this surgery.

 

Tricks:

 

Spoiler

Trauma Control (trick, level 1): Harry has experience dealing with panicked or angry mobs. Grants a +1 bonus to checks to gain the attention of, direct, and calm mobs if they have no particular reason to dislike him.

 

Xenobiologist Moment (trick, level 1): The user has an inspiration regarding alien biology. Grant +8 Int to a roll involving the study of unknown biological material. 6 Uses Per Encounter. 5 left.

 

He will gain +3 to his next roll when working with Aragami parts, however, with this new, helpful knowledge.

 

Medbay Boy(trick, level 1): The user gains +2 Int while in the medbay.

 

Retroviral Crafting (trick AP, level 1): The user has the ability to produce up to 10 Samples of Retroviral Serum per world, which must be specified down to the last detail on crafting, including which species it is intended for use in, it's intended effect, and all features of it's reproduction, and any failsafes intentionally included. Samples from organic life are required to craft Retroviral Serums, or the user must perform a high DC Int Check to produce DNA code wholesale.

Level 2 (AP): Just follow the recipe: Once Harry has successfully created a retrovirus, provided he has sufficient materials (determined by GM), he may make the same retrovirus again without a roll. Recipes:

  • TGIW-R 001: (Thank God It Works-Regenerative) A retrovirus crafted based on the properties of the Galdur Tree.
    • 1. Shows up in two colors on test paper, either Green or Red, Red being Inactive, and Green being Active.
    • 2. It will go into hibernation when below a given temperature.
    • 3. It will shut down 3 hours after an activation chemical is given.
    • 4. It will remain inactive until an activation Chemical is Given.
    • Targets afflicted gain Con/5 health regeneration (min 1) per turn. The user's sweat is stained light green.
    • Confirmed safe for humans by XCOM tech. Results from various machines are in Harry's files.
    • Given to XCOM for 3 merit

 

Free Range Biologist (trick, level 1): The user is kinda focused on collecting samples right now, can you hold on? Healing Actions are half as effective while equipped, if equipped for an entire encounter, the user gains 1d6 Biological Samples, of varying quality based on the current world. These samples are safely contained and come with rudimentary understanding of their purpose and usage.

 

Now you see me. . . (trick, level 1): Allows the user to edit themselves out of a target's senses. Requires line of site, and only works on one target at a time. Harry now has the ability to work with Psionics.

 

Psionic Resistance (Passive, Trick, Level 1😞 The user can passively resist the absolute most minor of mental effects without a roll.

 

Hemorrhage (trick, level 1): Harry can now burst a blood vessel in his brain at will.

Training Level 2: Harry can now burst someone else's blood vessel in their brain as long as Harry has physical contact with them, forcing an Int vs Essence check.

 

Autosensory Trance (trick, level 1): Harry has learned to sense his body's actual state, instead of merely what his body is telling him. The user may either make a check to dispel physical illusions and pain-based attacks, or a check to convert a random portion of their damage into a debuff which can be treated as one. Limit 3 per encounter.

 

From a certain point of view (trick, Level 1): Harry gains the ability to see the world from a new point of view, being able to expand his senses to roughly 10 feet radius, being able to practically see around walls and listen to others despite not being around. However, due to his inexperience, this makes him both vulnerable while using this ability, and turns him into a psionic beacon that other psychics can easily spot.

 

Harry can quite obviously see that it might take a while for Somatostatin to really get out, at least until she's let out of whatever time lock she's currently in. However, the notes he writes down, refered to at "God Eater test notes" gives him some idea on how the God Eaters become... Well, God Eaters, more than before, at least, giving him a +2 to checks concerning Aragami and God Eaters, to GM discretion.
 
Psionic Message (trick, Level 1): In his attempts to imitate what Proditor does casually, Harry has figured out how to directly send his thoughts to other people. And that is it. He is still unable to hear other people's thoughts, but can now throw his own thoughts at another person's head. 10 meter distance limit.
Level 2 (trick): Harry can now hear a willing person's responses to his telepathic messages.
Level 3 (merit): Range is now 100 meters
Level 4 (merit): Range is now 200 meters
 
Psionic Levitation (trick, Level 1): Harry can lift objects up by making an Int check against them. However, if the object is bigger/heavier than a regular book, Harry is unable to lift it, and if Harry levitates something for too long, he will take damage based on GM discretion via migraine.

Level 2: Harry can now lift something that is 5 kilograms

Level 3: Range of lifting is increased to 25 feet.

 

Training Roll: 22 vs 11 Quality of training: Natural 20.

Vital Targetting (trick, level 1): Harry can now fire where the opponent would be at their weakest by using his head. When he uses a gun, Harry adds Int/4 to his gun's damage.

 

Retrovirus Creation: Harry gains +2 to all rolls to make retroviruses

 

Basic Psionic Knowledge: Harry gets a 5% increase to his intelligence on all basic Psionic Training (Basic being up to GM discretion).

 

 

 

Equipment:

 

Wolftech Kevlar Polymer Synthesis Heavy Ballistic Infantry Combat Armor: Grants +5 RES, but at a -2 STR penalty.

Level 2 (merit): This armor no longer has a penalty.

Level 3 (Trick): This armor now grants 2 less RES, but grants two Slots which can only be used for specially designed items (Plates, primarily)

  • 1xDeath Wyvern Plate (+3 RES)
  • 1xDeath Wyvern Plate (+3 RES)

 

Carbide Survival Tool: Basically a Bowie knife with a decent number of other small tools stored in the handle. Deals 2d6+STR damage, with an INT*2% chance to crit for double damage.

 

D'Arnet's Modern Military Medical Procedures Digital+Field Kit: Whenever Harry is faced with a problem he is having difficulty with, he consults this eleven thousand page book on his compad, where there are clear and concise instructions for unusual situations, with even speculative ideas about Xenobiology. It even contains an advanced human being analogue program, used for field tutorials and for estimating the effects of chemicals on human physiology. Harry may be brilliant, but even he needs a compilation of all the knowledge he can get, and tools. Grants +3 to INT when treating wounded. Lets the user heal a target by 1d4+INT.

 

2x Glock G-43: Two handguns taken from some gangsters. Deals 1d6 damage with a 5+INT or DEX crit chance, with a -1 penalty at the end.

 

XCOM Grenade: A seemingly normal frag grenade used by XCOM before they acquired better tech. Deals 2d6+Dex damage to an opponent and the two people closest to them on the initiative order. Single time only.

 

Crystal Vialx1: Restores 1d4+4 HP when used. Single use.

 

Quartz Vialx1: Restores 2d6+4 HP when used. Single use.

 

Kratar of Mightx1: Clear all negative statuses/debuffs from a target, and grant +3 to a stat of choice for the remainder of the encounter.

 

Slaugtar Shield: When used, decrease damage by 50% until the user's next turn.

 

ADVENT Plasma Rifle: 3d6 + INT damage, INT % chance to deal double damage.

Reserve:

Spoiler
  • Pertinent Cape Knowledgex2 (crafting reagent): Knowledge about Capes in the worm verse. Might be useful in an attempt to increase INT, make a device for recognizing capes, or for checks that require knowledge of capes.
  • Pertinent Cape Biology Knowledge(crafting reagent): Knowledge about Parahuman powers that may be used in crafting or checks.
  • 4 (2 remaining) Deathwyvern plates: each one the correct size to be inserted into a Balistics vest. Each grants +3 RES, at least when used in a vest on its own. (Not sure what it would do if used to upgrade existing armor)
  • 3x Timefucked metal (crafting reagent): Pieces of steel that rapidly fluctuate between shiny, rusted, and all the states in between. Do not hld with bare hands unless you want some cuts.
  • 1x Gold timefucked metal (crafting reagent): Same as above, but a piece of gold. More likely rapidly changing shape, and less likely to hurt your hand.
  • Reiver Gravestone fragment (crafting reagent): A piece of a Reiver's gravestone (Hexen). Was used to summon Reivers from the ground.
  • Mystic Urn Fragmentx1 (crafting reagent): A fragment of a mystic urn. From Hexen
  • Death Wyvern DNA tissue samplex1 (crafting reagent): Cells scraped from death wyvern scales.
  • 1 Chaos Serpent Horn (crafting reagent): The horns harvested from several Chaos Serpents. They are long and marred with nicks and chips seemingly from combat, and have a very small hollow through the center that would let them inject anything they impaled with acid, much like a snake uses fangs. This also suggests that as with almost every other part of the Serpent the horns are acid resistant.

  • 1 Chaos Serpent DNA sample (crafting reagent): A sample of the blood of a Chaos Serpent, maybe useful in searching out specific snips to make use of in future projects.

  • Assorted Decaying Human Organs (crafting reagent): A set of human organs harvested from an Ettin for later study. They appear to be decomposing more quickly than normal human tissue would.

  • Vajra Spark Fang (crafting reagent): This tooth, broken off of an enraged Vajra, crackles lightly with electricity still flowing through it, though it is still not harmful. Perhaps this may help learn what the hell an Aragami is?

  • Vajra Fur:

  • Ogretail Armor Chips:

  • Piece of a Chi-You's wing:

  • 1x Restore Pill from God Eater

  • Rations Pack: A pack of self heating food that Harry has.
  • Canteen: A canteen filled with water.
  • Medic's Kit: Contains all of the supplies Harry uses for medical treatment
  • Hip Flask: A small flask for holding whiskey that is currently empty.
  • Compad: A tablet computer containing many of Harry's files and extra info on medical subjects.
  • $226: 226 U.S. dollars from the worm verse.
  • 1 Burner Phone: A cheap phone that lets Harry text and call people in worm verse.
  • Unverified PHO Account: An online account on Parahumans Online in the Wormverse, allowing Harry to browse and communicate through the forums.
  • Panacea's Business Line (From Dragon)
  • TGIW-R 001 (Thank God It Worked Regenerative) : A retrovirus crafted based on the properties of the Galdur Tree. Confirmed safe with XCOM machinery. Results from tests are in Harry's files.
    • 1. Shows up in two colors on test paper, either Green or Red, Red being Inactive, and Green being Active.
    • 2. It will go into hibernation when below a given temperature.
    • 3. It will shut down 3 hours after an activation chemical is given.
    • 4. It will remain inactive until an activation Chemical is Given.
    • Targets afflicted gain Con/5 health regeneration (min 1) per turn. The user's sweat is stained light green.
    • Confirmed safe for humans by XCOM tech. Results from various machines are in Harry's files.
    • Given to XCOM for 3 merit
  • 1xBarely any Psionic experiance: Dang.
  • 1/4 Canister of Meld
  • Absolutely massive docket of parahuman medical research and profiles. We will need to search through it for interesting information.

 

Random stuff+Knowledge

Spoiler

12 v 11. Okay. Quality: 19 Random Bitz: 76! Harry recalls making ice cream in a middle school science class, and how to add various flavorings in the process. The end result is a bit salty, but quite delicious.


----------

 

Secondary:

Spoiler

Name: Ena

Age: Created 6 years ago.

Gender: Female

Sex: Female

Race: Humanoid Robot

Appearance:

Ena is an obviously robotic humanoid. Made of somewhat disjointed black matte steel plates fitting a feminine form, she stands around 5’7”. In between her armor plates, metal tubes, wires, tendons, and durable joints are somewhat visible. Her head is human head shaped, and lacking in any form of synthetic hair. Ena has a clear face plate, somewhat resembling the shape of a human face to give a little bit of personality. Her facial expressions are made using a set of variable brightness green lights. These can be used to create fairly human expressions, or more stylized or cartoonish images. At times, Ena leaves the facial expressions off entirely. She wears a brown beret on her head, and is clothed by a ripped yellow t-shirt with a smiley face on it and a pair of loose jeans.

Speaks Russian in addition to English.

 

Personality:

Since Ena’s primary purpose was to be an enforcer; so she wasn't built for small talk, and while she understands how to hold up a conversation due to extensive conversation training, she usually requires a reason to do so. When she wishes to communicate, it will often involve brief evocative facial expressions lit up on her faceplate, meant to serve almost as a substitute for conversation.

 

Ena admired her creator to an almost obsessive degree, and continues to suspect that he might have been an even more highly advanced AI than her to be able to design her independently. This is a fairly minor aspect of her personality, but represents a fundamental failure of her rationality, possibly due to bugs, possibly due to false axioms. On a completely unrelated note, Ena has a great appreciation for clothing and style, often increasing or decreasing her opinions of people depending on what they wear.

 

While Ena was quite enthusiastic about her future role in the IFPP, she found herself disoriented by this sudden change of mission. She had an ingrained purpose, something she was meant to do, something only she could do (or so she thought), and yet on a dime she was given a new mission. It destroyed her sense of unyielding purpose and her notion of the undeniable necessity of her previous mission. If she could be turned to a new task so easily, if the IFPP hadn’t needed her, why had she been created? She does not want to become a jack of all trades that the higher ups will throw at problems if she happens to be available, forcing her to like the mission she is assigned.

 

Bio:

Ena was “born” six years ago, created by Suhkrab Aslan working for the IFPP (Interdimensional Fundamental Physics Police). She was a prototype enforcer, a robot intended to ensure that the different worlds under the jurisdiction of the IFPP weren’t breaking the laws of physics. . . too much. Violations included any drastic manipulation of the spacetime continuum, such as using wormholes to siphon energy directly from other universes, violating causality for any number of reasons, and a number of things, including excessive use of what many more primitive civilizations might call magic ((Admittedly, the scope of the IFPP was incredibly minor, compared to the extent of the multiverse. They only worked over about 100 unusually close worlds)). Ena’s creation was a long and arduous process, and she had her first flickerings of consciousness over an entire year leading up to her formal birth. However, she traditionally regards her birth date as the day when Suhkrab first showed demonstrated her brain’s capabilities to the panel of directors.

 

Following her acceptance by the directors, for the first two years of her life, Ena spent time interacting with people, calibrating algorithms, and downloading vast quantities of physics knowledge as part of her training. Meanwhile, Suhkrab worked to develop limbs and hardware for his creation.

 

Two weeks before the completion deadline for his grant, Suhkrab began to rush to finish his last-minute adjustments. Ena was mostly complete, but he needed to perform bug checks and add a few more functionalities to her. After a long day’s work, Ena shut herself down for the night, and when she awoke the next morning, she found herself talking to a woman calling herself Dr. Ebon.

 

 

Merit: 4

HP: 20+2xCON=38

Moves: 1

 

Stats: (21)

Essence: 0

Constitution: 3+2+2+2=9

Dexterity: 2

Intelligence: 8

Resistance: (11)x1.75+7=26

Strength: 5

Synergy: 0

 

Perks:

 

Reserves of Energy: Grants access to the soulbound item “CFC Core Mounts” This item is the central hub of Ena’s body. It has three slots that can hold power sources, which provide CON and/or additional effects. Begins with 3x +2 to CON cores.

 

A Durable Body: Grants access to the soulbound item “CNT Humanoid Body”

 

Inbuilt Enforcer: Grants access to the perk backed action "Continuum Investigator".

 

[Robotic Reflexes: Gives 1 extra action per round. LATER]

 

Flaw:

 

Mechanical Entity: A combination flaw, rendering the owner susceptible to EMPs, susceptible to remote intrusion or hacking (can be counteracted through tricks or actions later on), unable to be healed by organic healing methods, and causes Ena’s Essence to be reduced by 1/3

 

Actions: 6 slots.

-Actives

 

Fluid Dynamics: Ena increases the viscosity of air in a region, and inflicts the "Turbulence” status on a target, decreasing the DEX of a target by INT for 2 rounds. 3 round cooldown.

Level 2: 2 round cooldown.

 

Close Quarters Defense: While Ena might not be fast, she can hit hard if an enemy gets too close. Against an enemy that has attacked Ena in a melee manner in the last round, Ena may deal weapon damage +2d8 (and +STR if the weapon doesn't use a stat). 2 turn cooldown.

 

Imposition: Using knowledge of how enemies act when they have their best toys taken away from them, Ena can efficiently defeat them. Deal weapon damage on an enemy, adding 1d6 for each status or debuff active on that enemy.

Level 2: Adds 2d3 for each status or debuff

Level 3: 1d8 now.

Level 4: 2d4 now

 

Lock On: Ena calculates the trajectories and positions of a target enemy, giving them the "Target locked" status. If she attacks that enemy next round, the first hit will do double damage. 3 turn cooldown.

 

(Future: More damage against high Essence enemies, deal damage to someone who has removed a status, deal more damage to people defending, mechanical reflexes that force people to doge twice to actually dodge something.)

 

 -Passives

Nerd Rage: Always equipped, doesn't take up a slot. Does. . . something.

 

Leverage: Through advanced computational software, Ena is capable of applying force in an optimized manner. Ena has +3 STR in combat and when it is being considered for checks.

 

High Resolution: Ena's optical sensors are finely tuned, allowing her to perceive things at great distance, and accurately calibrate her motions with ranged weapons to hit distant objects. +2 to INT for perception checks, +2 to ranged damage.

Level 2: +1 more to perception checks and damage

Level 3: +1 more to perception checks and damage

Level 4:+1 more to each

Level 5: +1 more to each

Level 6: +1 more to each

Level 7: +1 more to each (for a total of +8 to each currently)
 

 

-Trumps:

Continuum Investigator (perk backed): Once per world, Ena may spend time to investigate the fundamental laws of the world that she's in. The GM may roll, and determine a law which she will be able to find and replicate in other universes. Thus, a new trump is created, giving the ability to manifest this law in another world. The strength of the trump, and the possibility of removing this law, or doing other more interesting things with it are all subject to the roll. These laws should be small things, generally, except on maybe on large successes, which might give the ability to control gravity within a certain area or perhaps control the strength of the electromagnetic force.

 

The Grapple Rules (Trump, Level 1): In order to use this action, Ena must make physical contact with an enemy. Ena and that enemy make an opposed strength check. If Ena wins the check, one of Ena's arms is rendered occupied and that enemy is banished until Ena chooses to end the grapple. Ena cannot invoke the Grapple Rules without a free hand, and every occupied hand she has gives the enemy target a +10 bonus on their opposed check.

 

Pinball Wizard: Once per encounter may be used to prevent momentum from being conserved for 1 round for a target.

 

Tricks:

 

Marathon Amateur (Trick, level 1): By observing Vitor's excellent running form, Ena has learned to run [con/4] meters per action faster.

Advanced Sensor Array (Merit based): Grants Ena a +2 to hearing checks. Upgrading this trick is easier than normal.

 

Equipment:

 

CPH Core Mounts: A high tech hub for power sources. There is a small backup battery in her thigh, but the most of her power comes from this central location. It has three slots for mini items that can boost CON, or provide other minor effects. Soulbound.

Slot 1: CFC Light Fusion Core: +2 CON

Slot 2: CFC Light Fusion Core: +2 CON

Slot 3: CFC Light Fusion Core: +2 CON

 

CNT Humanoid Body: Both Ena’s body, and her armor. It is made of a high strength titanium steel alloy combined with a carbon fiber nanoweave. Grants +3 RES (starting gear level), and gives +75% bonus to base RES (perk level). Soulbound

Level 2: +2 RES

Level 3: +2 RES

 

Holmium Plasma Torch: Level 1 (starting gear level): A handheld welder, capable of cutting through pretty much anything. Deals 1d6+STR damage. Ignores most RES checks.

 

1 Overwatch-issue DRM:  This high-powered rifle was designed by legendary engineer Torbjorn Lindholm for extreme penetrative power and accuracy.  Deals 2d6 + int damage, has a dex x2% chance to critically hit.  Critical hits ignore armor.  Characters who are not practiced with firearms may dislocate their shoulders when firing.

Level 2: Intelligent Aim (Trick, Level 1): Ena is able to use intelligence in place of dexterity for determining the DMR's crit chance now. Currently makes the crit chance (2*8 INT)=16% (Used one merit to integrate this trick into the weapon?)

 

Spoiler
  • Sensor Array Utility: Level 1 (starting gear level): Prevents perception based detriments from inhibiting vision. Gives the ability to see well in the dark.
  • Biotic Field Projectorx1 (Once per encounter, heal 3 targets 2d8 + int HP)
  • 1 Drop Shield (1 use, defends 3 target allies, blocks all projectiles for 3 rounds, can self-target)
  • 1 grenade (1 use, 3d6 + int damage.)
  • 1 frag grenade:  These explosive spheres deal 4d6 + int damage to whoever you throw them at, and half that to the two characters, friend or foe, closest to the target in the initiative order.  Use with caution.  Single use only.
  • 1 flashbang grenade:  These explosive spheres stun the target for 1 round.  Single use only.
  • 2 Borderlands Grenade: This grenade takes on the property of whatever borderlands grenade module is equipped. If no module is equipped, defaults to 3d4 damage to one target. Single use.
  • 1 bottle of mysterious, purple goo
  • 1 night vision scope (removes darkness penalties if a gun is also equipped)
  • 3x Experimental Incendiary Sniper Rounds- +1d4 Fire damage if designated to be used. One time use.
  • 1 4x scope lens
  • 1 loaderbot claw
  • 2x Oxidizer- Allows the recycling of water vapor and carbon dioxide to create oxygen.
  • 10x Wiring
  • 1x Power Couplings
  • 1x Ship Battery Cells
  • 2x Circuitboards
  • 1x Motor Joints
  • 1x Scrap Steel

 

 

 

Reserve:

Brown Beret, T-shirt, Jeans, Various built in tools, including a pen, various implements that might be found on a swiss army knife, a laser pointer, a magnet, and a few different forms of interface system (including methods to extrapolate to systems Ena has no method of interfacing with).

 

 

 

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The Master

Spoiler

Name: Arminius Mythriltongue
Age: 25
Gender: Male
Sex: Male
Race: Human
Appearance: This gentleman reminds you of a cobra waiting to strike. He has narrow eyes the color of turquoises. His fine, wavy, cherry red hair is worn in a style that reminds you of a crown. He is very tall and has a broad-shouldered build. His skin is cream-colored. He has nearly-nonexistent eyebrows. His wardrobe is utilitarian and professional, with a lot of orange. Around his neck he wears a necklace in the form of a silver sun. When using his soul manipulation powers, his body lights up with a combination of pink runes in some flowery script, a hard and angular writing, a familiar but still unrecognizable alphabet, and amended by notes in plain English that looks almost like something a programmer would do.
Personality:
 
Merit:  13.5
HP:  24
Moves: 1
 
Stats:
 
Essence: 11
 
Constitution: 2
 
Dexterity:  2
 
Intelligence: 3
 
Resistance: 2
 
Strength: 2
 
Synergy: 2
 
Perks:
 Flaw: Only human: The user's stats (Excluding Essence) are considered 1/3 lower, and this effect can be negated temporarily for a random debuff.

Monster Girl Binding Field: Once per world, when a boss is defeated their essence is sapped to create a minion with halved stats. Each boss gives a bonus to player characters in a group with Arminius. Only one bonus can be used at a time and once per plot switch MG mid combat, but whenever any other time.


Goblin Negotiation Tactics: Prices are divided by Arminius's Essence minus the shopkeeper's

Mythriltongue: Grants access to the move "Mythril tongued"
 
Actions: 6
-Actives
Monsterization: Spend an essence to increase an ally's damage by 1/2 Arminius' essence for 3 turns while giving Arminius an essence based on that ally. Also changes the ally's appearance to one that is more monstrous.

      L1: Spend an essence to increase an ally's damage by 1/2 Arminius' essence for 2 turns. Also changes the ally's appearance to one that is more monstrous.
      L2: Spending an essence on an ally will give an essence piece from that ally as if they were affected by Mourner's Ice.
      L3: Buff lasts for one more turn in combat.

 

Mourner's Ice: Arminius forcibly grabs some of the opponent's soul and takes it for himself. This reduces the opponent's Essence or Syn by 2 for the encounter and gives Arminius an essence piece of a type that depends on the person he took it from for each point taken. Arminius also receives a piece after combat for each enemy killed.

      Level 1: Reduces the opponent's Essence by 1 for the encounter and gives Arminius an essence piece of a type that depends on the person he took it from. 

      Souls for the Soul Forge!:  After combat Arminius automatically collects an essence piece from dead enemies.

     Coaxing hand: Two pieces of Essence may be collected at once. 
     Magic Steal: Syn may be drained in place of Essence at will or if the target lacks Essence.

 

The Art of War: Arminius looks over the enemy to get an idea of their strengths and weaknesses. This reveals their health and a little bit about the enemy that is relevant.

 

Perk Backed: Mythril tongued: Arminius tries to get an enemy to be more willing to help the party. Ess V Ess, exact effects are up to the GM.

 

Vessel Fulfilment
Level 1: The user may infuse Essence into an object, breathing life into it. The object will retain the goals and intentions of its donor.


-Passives

Nothing to see here: Arminius just looks like he belongs, and he acts like it as well. +ESS to checks for enemies to notice him when he's not fighting.

 

Kosi-chan's Remidial Cardio Routine 2/2 (Level 1, Passive):  The next 2 times Arminius attempts to train a physical stat in a manner that involves at least 20 minutes of constant physical activity, he gains +1 constitution.

 

Soul forge: Arminius adds his Essence to crafting and quality rolls using Essences as well as taking half the time for such actions.

   L1: Arminius adds his Essence to crafting actions using Essences.
   L2: Quality rolls for Essence crafting are increased as well.
   L3: Arminius' crafts with essence take halved time to complete.


Demolitions Amateur (trick, level 1):  Drawing upon his experience with explosives and the Force's guidance, Arminius gains a +[ESS/2] bonus to checks involving the placement and use of bombs.

 

Lilim's Own: When crafting with Essence Arminius may reroll a single roll.


-Trumps


Equipment:
 Knife: Simple and tough. Deals 1d8+([Dex] or [Str]), can be concealed more easily.
 Terrarian Copper Bow of Chilling: Deals 4d4+[Dex]+3 cold damage and reduces the target's Init by 2 points, Frostfire arrows used with this weapon have a 50% increase in magnitude, cannot be used with Fire arrows.
 Watcher's Totem: may be used to create a small floating eye that is either visible or invisible at the user's choice and relays anything it sees within 20 feet directly to the holder of the totem. Eyes vanish after 12 hours or when dismissed. Usable once per encounter, addition uses may be "bought" with Demon-eye essence.

Gauntlets of the Meteor Head: +1 Res. Support: When equipped has a strange effect on one action chosen by the user. Mourner's Ice: All "weak" essences extracted become Meteor Head essences.

Aglet: increases the wearer's Init by 4 when worn.

Bug Eater Armor: This black slime covered chitin plate regenerates by consuming bugs with it's sticky surface.

    Gear Level 1: +3 RES
    Gear Level 2: +10 MHP
    Gear Level 3: Gains +1 RES when hit by a bug based attack, until the end of battle.

    Gear Level 4: The first bug attack to strike the user in combat grants +2 RES instead of +1.


Reserve:

AK47: Deal 1d12 damage, split among 10-Dex enemy targets, minimum 1.

Spike ball: Spiky and goblins love them. Deals 1d3+[Dex] or [Str] damage to a single target, single use, may throw upto three at once.

Slime Essence(Ice): Sticky, messy, and in this case cold as ice.

Chill Wisp Essence(x4): Elemental cold.

Demon Eye Essence(x10): Sight from beyond, gather enough and you might be able to make a soul.

Cactus Fruit(x2): It'll quench ya, nothin's quenchier, it's the quenchiest.

Vulture essence x1

Antlion essence 
5 "Meteor Head" essences

Vulture feathers x4

Antlion mandibles x3

Spider Donut: Heals 12 HP
Spider Cider 2x: Heals 24 HP

And uh... this one.

Spoiler

Name: Butterfingers. Goes by fingers for short.
Age: 30?
Gender: Female
Sex: Female
Race: Goblin
Appearance: A short almost human looking woman. She’s best described as a stick given a lack of both fat and muscle. She has prominent canines and pointed ears. Her hair is short and red, while her eyes likewise red.
Personality:
 
Merit: 0
HP: 26
Moves:1
 
Stats:
 
Essence:0
 
Constitution:3
 
Dexterity:1
 
Intelligence:-1
 
Resistance:4
 
Strength:1
 
Synergy:0
 
Perks:
Cute, but stupid: Gives +1 res to player character’s in Arminus’ group.
 
 
 
Actions:
-Actives
Protect the master!: Takes damage from one attack in the place of Arminius.

 ‘Ere we go!: Pumps herself up, giving +STR to her strength next turn.
Cover the Vitals(Active, Trick): Fingers does the smart thing and covers her stomach and other vital areas. +2 Res for 1 round. 


-Passives
The master protects! :) :When Arminus’ health is over 50% Finger’s Res is doubled.
 
 
-Trumps
Da little waagh: Free Action. Doubles Finger’s attacks for 2 turns.  Usable once per plot.
 
 
Equipment:
 Bashin’ stick: A surprisingly nasty looking club… if it wasn’t made for a goblin. Deal 1d4+Str damage.
 
 
Reserve:

 

Spoiler

Name: Stellar Piglet

Age: 1 technically. Mentally 18.

Gender: Female

Sex: Female

Race: Gremlin

Appearance: A very short woman that is quite well endowed for her size. She wears work clothes, albeit ones that make her look like a more covered pin up girl.

Personality:

 

Merit: 0

HP: 20

Moves: 4 Dex

 

Stats:

 

Essence:0

 

Constitution:0

 

Dexterity:4

 

Intelligence:4

 

Resistance:0

 

Strength:1

 

Synergy:0

 

Perks:

First Generation Tinker "Personal Transportation": The user gains a Blueprint every time Arminius gains merit. Blueprints are reusable items that can be used to create Tinkertech Items, which are higher quality than normal, and have very predictable results.

 

Starrider: When combat concludes the user may convert any undesirable loot into Shooting Stars, a potent magical energy source that can be used especially well in space-themed items.

 

 

Actions:

-Actives


 

 

-Passives
Vehicular Genius: The user never makes checks when repairing or operating items they have made, unless it is forced by an outside effect.

DK: The user can begin Drifting when operating any vehicle, while active, everyone in the vehicle has 20% Dodge Chance, but a 25% Miss Chance.

Drugs are Good, Mkay?: Whenever the user is afflicted by any mental status effect, their Int increases by 5.

 

-Trumps


 

 

Equipment:

 

 

 

Reserve:

Spoiler

Name: Sindragosa
Age: OLD
Gender: Female
Sex: Female
Race: Wyvern
Appearance: A corpselike wyvern monster girl. Her hair is pure white, her scales are ebony, and her skin is slightly blue.
Personality:
 
Merit: 0
HP: 30
Moves:
 
Stats:
 
Essence: 3
Constitution: 5
Dexterity: 2
Intelligence: 1
Resistance: 3
Strength: 4
Synergy: 5
 
Perks:
 
Flame Born: from the pits of Hell.
Characters in Arminius’s party take 15% less fire damage.
 
 
Actions:
-Actives
Wind Gust: Flap your wings to cause a gust of wind that knocks foes around.
Stun one target for one turn.

Fireball: Spit a flaming ball of napalm at someone.
Deal 1d4+[Syn] damage to one target.
 
 
-Passives

 
 
-Trumps

 
 
Equipment:

Spoiler

Name: Iris

Gender: Female

Merit: 0
HP: 30
Moves:
 
Stats:
 
Essence: 3
Constitution: 5
Dexterity: 2
Intelligence: 3
Resistance: 3
Strength: 4
Synergy: 5
 
Perks:
 
Eternal Watcher: It sees all.
Enemies entering the fight after it starts have a 50% failure chance during the first round in which they can act.
 
 
Actions:
-Actives

Impeding Gaze: Watch them rise.
One target deals 18% less damage with their next two attacks.

Withering Gaze: Watch them fall.
Deal 1d4+[Ess] damage to one target.

 

Spoiler

 

 

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Spoiler

 

Name: Lilly shard

Age: 18

Gender: female

Sex:  female

Race:  human

Appearance: A slim girl of modest height and figure. Her medium length blond hair falls just past her shoulders in the back, with one bang hanging down in front at the edge of her face, nearly reaching her chin. Her eyes are a bright red.  She wears a crop top of what seems to be green cloth, woven with brown vines and roots holding it together, and adorning the hem and seams. The knee length skirt she wears is of similar make.

Personality: friendly, and kind. Her earnest personality lends itself to her ability to communicate with non-humans. Though full of energy, she burns brightly and quickly, often exhausting herself far too soon.

Backstory: Lilly hails from the tribe of the forest of the eternal sun. Though somewhat segregated from the magical and technological advancement of the rest of the world, the tribes own magic is nothing to scoff at. Lilly herself mastered the voice of her heart at an extremely young age. It was not uncommon to find her cuddled up to mother bears alongside their cubs, having exhausted herself from play, protected from their wrath by an earnest heart and understanding.  At the age of 7, after falling from a cliff and sustaining mortal wounds, Lilly underwent her first fusion. When healing spells failed Her mother used the union to redistribute their own health. Though both came away injured, they came away alive. About a year later, at the age of eight Lilly encountered what would one day become her familiar, a crystalline dragon like creature of unknown origins. The only thing anyone knew for sure, is that it was newborn. The dragon latched on to Lilly and she bestowed the name Ador on it. Short for adorable. Ador became her familiar the next year. At the age of 12 just three years later, she finally learned the union spell, and felt what it was like to fly for the first time. Four years later at 16, Lilly and Ador left the tribe, to explore the world and the kingdoms beyond the forest.

 

Merit: 0

HP: 28/28

Moves:

 Action slots: 6 

Stats:

 

Essence: 6

 

Constitution: 4 

 

Dexterity: 2

 

Intelligence: 3 

 

Resistance: 1

 

Strength: 2

 

Synergy: 3

 

Perks:  

Faithfull companion: Lilly possesses a familiar who’s stats are derived from her own pool (see: Familiar)

familiar union: grants access to the ability familiar union, allowing Lilly and her familiar to fuse into one being. Combining their stats and unifying their actions. Some actions may be changed or replaced during this union. It requires an action to combine, and an action to split. (see: union form) 

The words of my heart: Lilly is able to both form psychic connections with people and animals at close range, and imbue her words with her emotions and honest intent.  Grants access to the action, “voice of heart”

Exhaustion(flaw): Lilly possesses an exhaustion limit of five, every action she performs except for voice of heart, and the use of some items, has an exhaustion value that is applied on use. When exhaustion peaks, she is unable to act. Exhaustion drops by one each round.

 

Actions:

-Actives

(perk backed) Familiar union: lilly and Ador fuse pooling their stats, HP, and actions. Along with altering or replacing some of their actions. Or if they are already fused, they split. It takes a turn to preform either action and this move may not be used in quick succession, requiring 4 turns of cooldown. When splitting, hp is divided between them as equally as possible.  [exhaustion 2]
 

Mend: heal a target for 1d4+Syn [exhaustion 1]

Rending explosion: stab a target with a weapon, preforming a STR V RES check. If the attacker wins then use magic to create an explosion of energy inside them. Dealing STR+SYN pure damage.  [exhaustion 1 if fail, 3 if it succeeds]

-Passives


 

 

-Trumps

(perk backed) Voice of heart: lilly attempts communicates with a target entity, and get it to do something, such as flee, turn sides, or make a deal. This works on humans, animals, and monsters alike. Though animals and animalistic creatures are easier to manage, due to their simper desires. The success of this action is based on GM discrission and is usually resolved through roleplay. This action may take multiple turns and Lilly may be subject to penalties while using it. The user's Essence Stat is used to help determine this skill's effectiveness. Once per battle.
  

     voice level 2: When initiating voice of the heart on an attacking, or trouble causing animal or monster, Lilly gives the beast pause, as she bids them to stop.

 

    Voice level 3: when using voice of the heart, Lilly can sense any attempt at deceit, barring certain rare individuals and circumstances. but by the same token she herself cannot believably lie or deceive while using voice.

 

 

 

Equipment:

   Crystal tipped spear: a smooth wooden spear tipped with a shed shimmering crystal. It does not take up an action slot, and deals SYN damage when used. The use of this weapon does not cause exhaustion.

 

 

Reserve:

 

 (Trick) Mana cord: the user creates a cord of magic which interacts with things and forces as if it where matter. The user may use this to attempt various fiatable actions, or to attempts to bind a target for one of their moves next turn [Exhaustion 1]

(Trick) Mana Tripwire: The user lays a magical trap. 
(Level 1)Deal 2 Damage to an enemy each time that enemy takes an action which involves them moving.  This technique does not work on targets who can hover or fly. 3 Turn Cooldown, 1 Turn Duration   [Exhaustion 1]

 

 Vocal voice: The user imbues their words with their honest feelings and intent, so that all creatures may understand them, to the best of their capacity. Allowing the user to negotiate and talk with all living beings with a mind. However, unlike the psychic form of voice of the heart, this form is one way, and the user does not get response back aside from the actions and body language of those they communicate with. The user cannot believably lie or deceive while using this ability. The success of this action is based on GM discression and the users ESS. This action does not have an exhaustion value.

 

-Level two: When initiating this move on an attacking, or trouble causing animal or monster, Lilly gives the beast pause, as she bids them to stop.

 

 Bloom: Lilly rapidly accelerates the growth of a plant with magic, and strengthens it, allowing it to survive in harser climates. Once per encounter [Exhaustion one]

 

Enhanced blossom: The caster increases the strength and effects of an existing plant and its properties. 5 times per encounter. [Exhaustion one]

 

   

(Trick) Lightball: The user fires a ball of magic, which explodes into light and force. (Level 1) Deal 1d6+Syn Damage [Exhaustion 1]

 

 

(Trick) Herbalist: This character has a fairly good idea of what plants do what. (Level 1) The user may make identification checks on plants they encounter. If the user completes an entire encounter with this passive equipped, they gain 1d6 non-useless plants native to the current world, if any exist, the plants come with a rudimentary description of their use if gained in this manner

 

 

(Trick) (Passive) Wild Butchery: this character actually knows how to butcher things well, (Level 1) increases returns for butchering and skinning. The effect of this trick is increased further by the use of proper tools. When butchering in this manner, the user is Bloodsoaked, altering NPC or Enemy reactions until clean.

                                                          Familiar

Name: Ador

Age: 10

Gender: male

Sex:  male

Race:  crystal dragon

Appearance: A small blue dragon made of shiny teal scales and bright blue crystal. The parts that draw the most attention are his crystal wings, with large crystals in the place of feathers, and the large triangular crystal covering/making up the top of his head. His eyes are a glowing blue

Personality: curious and friendly, this little guy takes pride in his shininess, and takes baths whenever the opportunity presents itself. He is always ready to fuse with Lilly at a moment’s notice, and thanks to the Psychic bond he shares with her, he can pretty much always keep up with her plans and what she’s thinking.

 

Merit: 0

HP: 26/26

Moves:

 

Stats:

 

Essence:  2

 

Constitution: 3 

 

Dexterity:  1

 

Intelligence:  2

 

Resistance: 2

 

Strength: 2

 

Synergy: 3

 

Actions:

-Actives

Wave charge: the user wreathes themselves in energy and rams into a target. Dealing 2/3(Str+Syn) damage. The User checks there Essence against target Essence. If the target fails the check, they are stunned for the remainder of the round.

Glitter stream: Ador breaths out a stream of light and fragile crystal shards. dealing SYN damage and inflicting blind on one target for one turn.. blinded foes have a GM determined chance to attack the wrong target, and a 25% chance to miss.

-Passives


 

 

-Trumps

 

 

                                           Union form


Name: Lilly Union, or Union

Age:  18, appearance wise

Gender: ???

Sex:  ???

Race: human/crystal dragon fusion

Appearance: The fusion form of Lilly and Ador. This form mostly takes after Lilly but makes several alterations. Massive crystal wings sprout from there back, and their eyes take on a deep bright blue, the back of their hands and crystal clawed fingers are covered in flat interlocking, but flexible crystals, with a more rigid series of crystal plating running from there wrist to their elbows. A single long crystal claw comes from each foot, pointing behind them. Their ears are elongated and pointy.

Personality: As the fusion form of Lilly and Ador, Lilly Union takes on the traits of both. Friendly and inquisitive, Union loves to fly, and keep there wings as clean as possible.

Merit: 0

HP: 54/54

Moves:

 

Stats: Lilly’s stats+ Dragons stats

 

Actions:

-Actives

(wave charge) Wave dive bomb: The user flies high into the air, becoming untargetable, and cannot act for the remainder of the round. Next round, they come crashing down dealing Strx2 damage and stunning there target [exhaustion 3]
 

(mend) (level 2) Mending breath:  the user heals three targets for SYN healing. [exhaustion 2]


(rending explosion) (level 2) breath of annihilation: the user chooses up to three targets. Dealing (2d6+SYN)/number of targets pure damage  [exhaustion 3]


(Glitter stream) Glitter surge: Lilly and Ador, breath out a large stream of light and fragile crystal shards, which swirl into a cloud around a target, dealing SYN damage and inflicting blind on one target for three turns.. blinded foes have a GM determined chance to attack the wrong target, and a 25% chance to miss. [exhaustion 3]

(perk backed) Familiar union: Lilly and Ador fuse pooling their stats, HP, and actions. Along with altering or replacing some of their actions. Or if they are already fused, they split. It takes a turn to preform either action and this move may not be used in quick succession, requiring 4 turns of cooldown. When splitting, hp is divided between them as equally as possible.   [exhaustion 2]

 


-Passives


 

 

-Trumps
(perk backed) Voice of heart: lilly attempts communicates with a target entity, and get it to do something, such as flee, turn sides, or make a deal. This works on humans, animals, and monsters alike. Though animals and animalistic creatures are easier to manage, due to their simper desires. The success of this action is based on GM discrission and is usually resolved through roleplay. This action may take multiple turns and Lilly may be subject to penalties while using it. The user's Essence Stat is used to help determine this skill's effectiveness. Once per battle.
 

       voice level 2: When initiating voice of the heart on an attacking, or trouble causing animal or monster, Lilly gives the beast pause, as she bids them to stop.

 

     Voice level 3: when using voice of the heart, Lilly can sense any attempt at deceit, barring certain rare individuals and circumstances. but by the same token she herself cannot believably lie or deceive while using voice.

 

Reserve:

 

Vocal voice: The user imbues their words with their honest feelings and intent, so that all creatures may understand them, to the best of their capacity. Allowing the user to negotiate and talk with all living beings with a mind. However, unlike the psychic form of voice of the heart, this form is one way, and the user does not get response back aside from the actions and body language of those they communicate with. The user cannot believably lie or deceive while using this ability. The success of this action is based on GM discression and the users ESS. This action does not have an exhaustion value.

 

-Level two: When initiating this move on an attacking, or trouble causing animal or monster, Lilly gives the beast pause, as she bids them to stop.

 

 

(Bloom) Bloom Barrier: the user creates a massive flower or tree, that provides cover and protection to all who hide in it. [Exhaustion 3]
 this barrier has 20 hp by default. 3 turn cool down


(Enhanced blossom) Blossom field: Induces a field effect based on the effects of the surrounding flowers. once per encounter [Exhaustion 3]

Inventory-
Death wyvern hidex2
Dragon crystal shard

Suitcase full of broken glass

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Mirri Av

Spoiler

Name:  Mirri Av

Age:  29

Gender:  Female

Sex:  Female

Race:  Zabrak

 

Appearance:  Mirri Av is not distinctively short or tall, standing at about 5’6”, with blood-red skin and a crown of blunt horns circling her head.  She does not have hair, and her body is covered in lean, corded muscle from years of hard labor and zealous exercise.  Mirri typically wears a set of forest green mandalorian armor, of a heavier variant that sacrifices flexibility and the traditional jet pack for greater protection, along with a wide variety of weapons.  The traditional Mandalorian crest and the Av Clan crest, two crossed Beskad shortswords, adorn her pauldrons.

 

Personality:  Quietly deadly, arrogant, and prideful, Mirri easily gives the first impression of filling all the best and worst stereotypes associated with Mandalorian supercommandoes and ace pilots alike.  She loves a good challenge, especially if a fight is involved, could happily spend hours or days in a forge pounding away at some metal creation or carefully wiring an upgrade for her beloved starship, and zealously collects lightsabers, kill silhouettes, and other trophies from the most worthy of her opponents, and shows them off if given half the chance.  She can also be surprisingly insightful when the need arises, and will rarely turn down a good cause even if the payment isn’t as high as she’d otherwise ask. 

 

Merit: 0

HP:  22

Moves:  1

Action Slots:  6

Plots completed:  1

 

Stats:

Essence:  5

Constitution:  1

Dexterity:  1

Intelligence:  7

Resistance:  9

Strength:  1

Synergy:  4

 

Perks:

Ace Pilot:  Mirri has access to a powerful vehicle, her beloved Incom T-65 X-Wing starfighter, which she can take into encounters that allow enough space for the small starship to be used effectively.  The X-Wing has hull points equal to Mirri’s intelligence, and loses one whenever it is dealt damage.  If it runs out of hull points, Mirri must eject and continue the fight on foot, while her astromech droid R2-P14 flies the damaged ship to safety.  When Mirri is not using her starfighter, R2-P14 can repair it at a rate of 1 hull point per round.  Should Mirri be forced to bail out, the X-Wing cannot be used again for at least 8 rounds, even if it will regain some hull points before then, as R2-P14 needs the extra time to fix it up again.  The X-Wing has an extra pair of wings, quantum-shifted copies of the originals that flicker in and out of reality as it flies and Mirri manipulates the controls.

 

High Density Armor: As long as Mirri's resistance is her highest stat, her Bes'kar armor will greatly reduce damage from attacks. While on foot, she cannot lose more than 20% of her MHP to any single attack. While flying her X-Wing, she cannot lose more than 1 hull point to any single enemy in a round. Damage dealt above these thresholds is prevented.

 

Former Padawan:  Grants access to the action ‘Lightsaber Duelist’.

 

Grey Jedi (flaw): The path of balance requires constant dedication. Mirri's defensive and supportive actions are tagged with [Light Side] and her aggressive and damaging actions are tagged with [Dark Side]. Mirri cannot use a [Light Side] or [Dark Side] action if the last action she took shared a flaw-granted tag with them.

 

Weighed Down (flaw):  Enemies ignore miss chances when targeting Mirri, as her armor weighs her down too much to attempt a swift dodge.

 

Actions:

-Actives:

Blaster Volley (level 3, Dark Side):  Mirri fires a spread of bolts from her blaster rifle or her X-Wing’s laser cannons, launching 4 attacks that deal 1d3 + synergy damage each.  The bolts may be aimed at the same or different targets.

 

Lightsaber Duelist (level 2, perk-backed, Light Side):  Mirri draws her lightsaber, which can be swung at an enemy to deal 3d6 + essence pure damage and forces anyone damaged by it to only use actions on Mirri this round.  Mirri cannot use her lightsaber while in her X-Wing, and must spend a round to sheathe and store the weapon before entering her X-Wing if it is drawn.  Drawing the lightsaber is a free action.

 

Force Telekinesis (level 2, Light Side):  Mirri can move objects with her mind by tapping into the Force, a mystical energy field that surrounds all living things.  At this level, [essence x15] kilograms of matter may be moved.  Resisting targets are entitled to an [essence + synergy] check opposed by Mirri’s [essence + synergy] to break free of the telekinetic grip, and on a failure cannot make melee attacks or resist being thrown about this round.

 

Force Lightning (level 3, Dark Side):  Mirri fires a bolt of energy at target enemy.  While the energy looks like lightning, it actually hits their soul directly, dealing 3 points of damage to a stat of her choice.  Stat damage reduces that stat permanently.  Unaffected by Set to Stun.

 

Quickswapping (level 3, Light Side):  As a free action, Mirri can swap an equipped action out for an action that isn't equipped.  3 round cooldown.  When Mirri enters or leaves her X-Wing, she may use this action twice ignoring its cooldown and her flaw.

 

Let the Hate Flow Through You (Level 3, trick, Dark Side, free action):  Mirri can copy any attack enemies use, the copy aimed at her.  The original attack is unimpeded.  All effects of the copied attack hit both Mirri and the original target.  As long as Mirri's lightsaber is drawn, the first two projectile-based attacks copied this way each round are deflected back at their user by blocking them with her lightsaber.

  

-Passives:

Dual-Heritage Engineer (level 7):  Force guidance and Mandalorian smithing techniques grant a 70% boost to mechanical engineering-related checks, and a 70% boost to checks related to creating or modifying armors and avionics hardware.  These two boosts stack with each other.

 

Set to Stun (trick, level 2):  Mirri changes the settings on her weapons so that enemies reduced to 0 HP with them are knocked out instead of killed.  Does not affect attacks made in her X-Wing.  Attacks affected are always Light Side actions, even if they otherwise wouldn't be.

 

Force Leap (trick, level 1):  By using the Force, Mirri can leap [synergy] feet farther and higher than normal without hurting herself.

 

Paperwork Genius (trick, level 1):  Low level paperwork-based checks are passed automatically.

 

Demolitions Amateur (trick, level 1): Drawing upon her experience with explosives and the Force's guidance, Mirri gains a +3 bonus to checks involving the placement and use of bombs.

 

Quantum Wings (trick, level 3):  While in her X-Wing, Mirri gains +3 dexterity whenever she begins a turn.  1 round cooldown.  Maximum +9.  The bonus resets to 0 if Mirri should leave her X-Wing and then get back in.

 

Sapping Strikes (trick, level 2):  Mirri has 10% lifesteal, minimum 1 HP regained per instance of damage. 

 

Soresu Style (passive, level 1):  The first action to hit Mirri but fail to penetrate her resistence each round is deflected back at the attacker with her lightsaber.  This action can only be triggered if Mirri's lightsaber is drawn.

 

-Trumps:

Proton Torpedo (6/6, level 3, Dark Side):  Mirri Av’s X-Wing carries 6 proton torpedoes, powerful explosive weapons that deal [intelligence x5] damage to a single target and cannot miss.  X-Wings have small torpedo magazines, so Mirri only gets six proton torpedoes per plot.  Mirri cannot fire proton torpedoes if she is not inside her X-Wing.

 

I Have a Bad Feeling About This (level 1, trick):  Whenever Mirri is about to enter a dangerous situation, she has a bad feeling about this.  Circumstances can cause false positives or negatives to occasionally happen.

 

Force-Guided Creation (level 1, Light Side):  Guided by the Force, Mirri ensures that her next crafting attempt is a perfect success with at least acceptable quality.  However, she can only aim this craft in the most general of terms, as the Force grants what is needed, not what is wanted.  Only usable once per plot.  Random bitz may apply.

 

Perfection Aeronautics (trick, level 3, Light Side):  Once per plot, the user may add +[10 + 4*plots completed] to all their stats for 1 round as part of some kind of piloting maneuver or action.

 

Sever Force (Level 1, Trick, Light Side): Using the force, Mirri cuts off someone's supernatural powers. Against one target at a time, Mirri can force an Essence vs Essence check, and if she succeeds, the target cannot utilize any supernatural powers (to GM discretion). At the start of every turn, another Essence save is performed for the target, and until they win their check or Mirri moves on to another target, their powers will remain locked.

 

Equipment:

Riot Shield:  This heavy defensive tool is made of beskar, or Mandalorian Iron, which is exceptionally resilient.  While it is equipped, Mirri receives a +3 resistance bonus as long as she is on foot.

 

Reserve:

Commlink:  Mirri can use this item as a phone by tapping into existing communications networks, or to call R2-P14 to fly her X-Wing to her for a pickup.  Calling in her X-Wing is a full round action that can only be done in spaces the X-Wing can fit into.

 

1 Naval Toolbox

 

1 Astromech droid

 

1/3 of an intelligence point (gained from collaborating with Armsmaster)

 
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Vitor Santos Shultz

Spoiler

Name:  Vitor Santos Shultz

Age:  26

Gender: Male

Sex:  Male

Race:  Human Cyborg

 

Appearance:  Vitor is a young Brazilian man with a lean, runner’s physique.  He is in good but not exceptional condition, and has a bullet scar on his stomach.  He has dark skin and hair, with amber eyes, and prefers clothes in shades of blue and white, to match his prosthetic right forearm, which is a white-plated machine stolen from Vishkar Corp.  Using this stolen Vishkar tech, he manifests all sorts of constructs and equipment to help him in battle and everyday life, most commonly simple, geometric solids or a long, barbed spear.

 

Personality:  Vitor is characterized by, at first impression, a seemingly endless supply of patience, and the ability to soak up knowledge like a sponge.  A student of historical architecture, he came of age in the time after the first Omnic Crisis, and having heard the stories of veterans of the conflict, joined Lucio’s rebellion in search of fame, glory, and a chance to change the world for the better.  Vitor is a bit of a glory hound, and loves history and the study of magecraft almost as much as he loves a good, justified fight.  However, he would be horrified by the thought of picking a fight with someone who doesn’t deserve it.

 

Merit: 8

HP: 30

Action Slots:  7

 

Stats: 

Essence:  1

Constitution:  5

Dexterity:  6

Intelligence:  6

Resistance:  1

Strength:  4

Synergy:  4

 

Perks:

Magitek Projection:  Vitor is an architech, capable of using Vishkar hard-light technology to create solid objects from seemingly nothing.  However, he is also a magus, whose magical crest allows the use of psychometry, the ability to read an object’s history by touch.  As such, once per plot he can read an item once used by a renowned historical figure to obtain a special equipment called a Phantasmal Blueprint.  Vitor can only equip one Phantasmal Blueprint at a time.  Each blueprint provides Vitor with a weapon or other type of equipment, which doesn’t take up an extra slot.  Blueprints can be upgraded as though they were actions.  Vitor begins the game with a single Phantasmal Blueprint in his possession.  Vitor cannot create more than one item from a Phantasmal Blueprint at a time, but he can allow others to use an item generated in this way.

 

Emulated Phantasm:  As long as Vitor has a Phantasmal Blueprint equipped, he gains access to a special trump associated with the Phantasmal Blueprint’s equipment.  This special trump is upgraded when the supporting blueprint is, and doesn’t need an action slot.  Vitor cannot use Emulated Phantasms if doing so would cause him to suffer mana burn.  Even if another person uses an item created from a Phantasmal Blueprint, they cannot use its Emulated Phantasm, as Vitor’s special magecraft is needed to awaken the item’s full power.

 

Light Construction:  By synthesizing building materials from hard light, and reinforcing provided materials with magecraft, Vitor reduces the time requirements of all crafting and construction projects he participates in by 50%.

 

Mana Burn (flaw):  Vitor is not from a powerful or ancient family of magi, and his magical crest was thought of as useful but weak before he combined it with Vishkar technology.  Thus, if he tries to use more than one magical action in a round, he’ll suffer mana burn for 20% of his MHP as his overtaxed magical circuits protest his choices.  If Vitor uses an Emulated Phantasm, any use of magecraft for the next three rounds will always inflict mana burn.  Actions that are magecraft will be tagged as such in their description.

 

Actions:

-Actives:

Psychometric Insight (level 4, magecraft):  Vitor reads the history of an object he touches, learning 2 interesting/useful facts about its past, and 2 pieces of trivia about it.  Every use gives a different fact, but once the most useful and interesting facts are extracted, less useful ones, such as the year it spent sitting in a storehouse or buried underground, might come to light.  It cannot create interesting/useful facts where none exist.

 

Sentry Turret (level 4):  Vitor uses a design learned from his mentor, the rogue architech Symmetra, to create a sentry turret and place it on target ally.  Light Construction allows two sentry turrets to be placed on one or two target allies instead.  The next time an enemy would attack that ally, the turret sacrifices itself to deal 2d6+ [int] damage to that enemy, and prevents them from taking further actions this round.  Vitor can have up to six turrets at a time, allowing him to set up deadly traps if given prior warning of an incoming fight.

 

Field Medicine (level 4):  Vitor has knowledge of basic first aid as part of his combat training.  He can use this training to heal target ally for 2d6 + int HP and remove a status ailment they are suffering from if any.

 

Phantasmal Swap (level 2, free action):  Vitor, as a free action, swaps which Phantasmal Blueprint he has equipped, and manifests the associated equipment.  If that equipment or blueprint would ordinarily take time to activate, it becomes active instantly instead.  Usable once per round.

 

Photon Pistol (Level 4):  Vitor fires a ball of energy from his photon pistol at target enemy.  Deals 4d6 + intelligence damage.  The damage dice are doubled if he spent an action to charge it up before firing.  -4 damage for 1 encounter due to poorly performed maintenance.

 

Instant Construction (Level 4, magecraft):  Vitor can construct simple structures without moving parts from hard light.  Two cubic meters of material can be produced per round (doubled by the perk Light Construction).  Hard-light constructs created in this way have 20 HP and 5 resistance.

 

Light (level 1, trick):  Vitor creates a flashlight from hard-light to make it easier to navigate dark places.

 

-Passives:

 

Ultimate Meter (level 2, 20/20):  Vitor collects 1 Ultimate Charge whenever he builds, repairs, heals, or damages something during an encounter with this passive equipped, to a maximum of 20.  Charges are retained between encounters.  When using an Emulated Phantasm, Vitor can choose to spend all of his ultimate charges to increase one of the numerical aspects of the Emulated Phantasm, such as damage or healing dealt, by the charges spent.  Vitor cannot spend charges in this way unless the Ultimate Meter is full.

 

 

-Trumps:

Emulated Phantasm – The Barbed Spear of Piercing Death (level 5, perk-backed, magecraft):  Vitor pours mana into Gae Bolg, and thrusts it into an unfortunate enemy.  However, by the time he even begins to strike, it is too late, for Gae Bolg reverses casuality, so that instead of the spear piercing the heart because it was thrust with great skill and force, Gae Bolg must have been thrust with great skill and force because it pierced the target’s heart.  Vitor makes a single attack with Gae Bolg, which ignores the target’s resistance, dodge chance, and other defensive effects entirely.  Then, the victim must make an essence check against the damage they took, and on a failure will invariably die.  Enemies who do not possess or need their heart can safely ignore this death effect, but regeneration will not save the victim.  Additionally, Gae Bolg ignores the first effect that would prevent it from dealing damage to the victim when using this action.  Essentially, this Emulated Phantasm tests the target’s ability to defy fate against Gae Bolg’s powerful curse.  Damage dealt by this Emulated Phantasm cannot be healed while Vitor is alive.  If an enemy with blood vessels successfully resists Gae Bolg's death effect, the spear vindictively flosses their blood vessels with cursed barbed wire, reducing their constitution by 1d6.  Tied to Gae Bolg.

 

Emulated Phantasm -- Avengers Assemble (level 5, perk-backed, magecraft):  Vitor channels the will and history of the inheritor of Pharoah Imhotep's legacy, Director Nick Fury, to inspire his comrades.  Grants all allies a buff to their resistance and damage dealt for 2 rounds equal to the Shield of Imhotep's resistance bonus.  If the Shield of Imhotep's resistance is not at its maximum, it is treated as having 1 more of its conditional bonuses active than it currently does when determining the bonus provided.  However, Mana Burn from using this Emulated Phantasm lasts 1 round longer than usual. Tied to shield of Imhotep.

 

Emulated Phantasm - Essence Drain (level 5, perk-backed, magecraft): By touching an open wound on a helpless and/or recently deceased sapient with blood, Vitor can exsanguinate them in a single round, absorbing their blood and life force. Once per 3 plots, this effect can be used to heal him of a wound.  Twice per plot, Vitor can steal an action from someone he exsanguinates.  The stolen action cannot be perk-backed, and is stolen at level 1.  Tied to DIO's Stone Mask.

 

Emulated Phantasm - Precursor Scrying (Level 5, perk-backed, magecraft):  Once per plot, Vitor may invoke the full power of the Astro Viewer to see the past and once to see the future of an area or target of his choice.  The revealed scenes are recorded for later viewing without invoking the emulated phantasm, and the Astro Viewer's filters and lenses can be applied to the scene while being viewed live or through a recording.  A USB port has been installed to allow the recordings to be transferred to other devices.  Tied to the Astro Viewer.

 

Emulated Phantasm - Heavens Falling (Level 5, perk-backed, magecraft):  Once per plot, the Star Wrath can call down a storm of falling meteors capable of piercing any amount of material to explode in the area of effect, dealing 10d6 + synergy + intelligence fire and light damage to everyone, friend or foe, within a targeted span of 9 consicutive initiative values.

 

Emulated Phantasm - Picard and Dathon at Tanagra (Trump, level 5, perk-backed, magecraft):  The bizarre aura given off by the piece of gear Vitor received from his attempt to emulate Gilgamesh's power is not only one of technological superiority, but also one of cooperation and friendship, even at the cost of his own power. Once per Battle. Vitor can allow an ally to use a Once per Battle Trump again.  The targeted ally is cleansed of all status ailments and restored to full HP.  However, doing this prevents Vitor from using any further Once per Battle Trumps during the combat in question himself. Tied to the Tamarian Captain's Log.

 

-Equipment:

Phantasmal Blueprint – Gae Bolg (level 5, perk-backed):  By performing Magitek Projection upon a fragment of ancient bone recovered from a tomb in the United Kingdom, Vitor gained the blueprint of the legendary enchanted spear Gae Bolg, once wielded by the immortal warrior Scathach and demigod Cu Chulainn.  Gae Bolg is a magnificent spear that deals 6d6+[strength] damage when used as a weapon, and grants a +[dex] resistance bonus against projectiles while equipped. 

 

Phantasmal Blueprint – Shield of Imhotep (level 5, perk-backed): By performing Magitek Projection upon an artifact shield once wielded by a famous egyptian hero, Vitor gained a blueprint of the legendary shield. Grants a Passive 6+[syn] Resistance buff. When activated, the user gains +3 RES per each of these criteria being met. (Fighting against invaders from a faraway place, defending newfound allies, defending friends who are not fighting alongside the user, protecting the current world from destruction.) Requires 2 turns to fully activate.

 

Phantasmal Blueprint - DIO's Stone Mask (level 5, perk-backed): This mask was used by the vampire DIO to transcend humanity. While worn, this projected artifact makes Vitor's body act more like a vampire's. Exposure to sunlight drops him to 0 HP instantly, and being completely exposed to sunlight results in a wound.  A direct line of sight to the sun is needed to trigger these detrimental effects. Additionally, DIO's hubris negates others' healing and buff effects used on the wearer. However, while worn he can't gain wounds in other ways (he's still rendered helpless at 0 HP).  At the beginning of each of Vitor's turns, if he lost more than 50% of his MHP during the past round, he automatically heals himself 2d6 + synergy HP.  This effect has a 5 round cooldown.

 

Phantasmal Blueprint - Astro Viewer (Level 5 perk-backed):  This telescope renders Vitor immune to being blinded or confused while equipped through ancient Precursor technology.  It  has lenses and filters for every part of the light spectrum, and comprehensive zoom lenses.  A recording feature allows it to store video of what it sees.

 

Phantasmal Blueprint - Star Wrath (Level 5, perk-backed):  Many heroes have wielded this sword in the defense of the world of Terraria.  Deals 4d6 + strength fire and light damage to a single target.  While in use, grants 99% fire resistance.

 

Tediore Healing Shield:

Description: A small metal device, with a small round light. It emits a blue skin-tight weightless personal shield.  While at full HP, the wearer is immune to status effects.

 

Phantasmal Blueprint - Tamarian Captain's Log (level 5, perk-backed):  A book full of strange graphs and glyphs, something about this twists the mentality of the person focusing on it, causing them to think like a strange alien race instead of in the ways they normally operate in. It is symbolically tied to technological power, which has manifested as the ability to jam a technological device -- but at the cost of speaking only in allegory. Vitor can remotely seize control of a single technological device as long as this is equipped, inside or outside of battle. However, as long as it is equipped and/or being used, Vitor can also only speak in situational allegory and reference instead of in sentences, and automatically fails any action that requires otherwise.


 

Reserve:

1 cell phone with Overwatch codes programmed in.

1 fragment of the original Gae Bolg

1 Vintage Reinhardt action figure, customized to match his current appearance, complete with spring-loaded hammering action.

1 utility knife, well used.

1 laptop, packed full of near-future technology, and loaded with architectural design software.  Well loved.

1 Stone Mask, apparently used by a guy named Kars to create vampires.

 

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Sister Rachel

Spoiler

Name:  Sister Celestian Rachel

Age:  57

Gender: Female

Sex:  Female

Race:  Human

 

Appearance:  A rather weathered human woman, Sister Rachel has retained much of the beauty and grace she had in her youth despite decades on the front lines thanks to a recent rejuvenat treatment.  The only sign of her advancing age is her silver-white hair, and that she has perhaps a few too many wrinkles and regrets for the thirty-something she appears to be.  The battle-sister has numerous scars and weapons, with a story for each one, and bears a fleur-de-lis tattoo above a crimson lily on her left cheek.  Her armor is painted a dull silver, with red and white cloth placed to evoke the appearance of a flowing gown and cape.  The rest of the armor’s more decorative parts have been carefully maintained; silver fleur-de-lis, aquilae, and skulls, along with the golden ‘I’ and skull of the Imperium.  Sister Rachel’s look is completed with a plethora of weapons and wargear, far more than nearly any other sister would carry into battle.  The bladed, sweeping, thankfully-retractable wings of a Seraphim jump pack make her already-chunky pauldrons seem even larger.  The alarming needles, tubes, and dials of a Hospitaller Medicae unit stud her forearms and belt, making space only for her inferno pistols and the strap of her Incinerator flamer.

 

Personality:  Sister Rachel has often been described as an angel of the battlefield, descending on wings of flame to deliver the God-Emperor’s mercy to anyone stupid enough to get in her way.  Rachel would describe herself as someone who firmly believes that the God-Emperor has a plan for everyone and that all she’s ever done is what any responsible sister would.  That said responsibilities and duties have taken her far beyond what she’d expected goes without saying.  While Rachel acts humble, she does enjoy the praise and acclaim; as she would say, ‘doing good feels good’.  And it’s that philosophy that has carried her through a lifetime of war.  However, she’s still a Sister of Battle, and will not hesitate to respond to violence, dangerous stupidity, or chaos-worship with overwhelming force.

 

Backstory:  Sister Rachel grew up in the Schola Progenium, where she neither excelled nor fell short compared to her compatriots (which would make her exceptional in nearly anyone else’s books).  Nonetheless, she was considered worthy of passing, and if the drill abbots never quite managed to stamp out her sense of compassion, well, that just made her better-suited to the Order Hospitaller of the Red Lily.  Upon completing her training and becoming a full sister, Rachel joined the Order of the Red Lily supporting the veteran Fifth Saglian Regiment of the Imperial Guard, six squads of Sisters of the Argent Shroud, and elements of the Raven Guards’ third company.

 

Sent to the front lines in the outer reaches of the Imperium, the battle group soon found itself in a constant grinding war against tyranids, orks, tyranids, dark eldar, tyranids, regular eldar, tyranids, necrons, genestealers, heretics, tyranids, a chaos warband, genestealers, a daemonic incursion, and more tyranids.  Attrition slowly depleted their numbers as Astartes groups rotated in and out, with Sister Rachel being promoted higher and higher as her sisters fell around her.  Eventually, as the last canoness of the Order of the Red Lily fell to the genestealers, Sister Rachel was inducted into the Order of the Argent Shroud as a field medic, and eventually a Seraphim.  She continued to accrue wargear recovered from the dead as Astartes, Sisters, and Guardsmen fell around her, using it herself when no one arrived to reclaim it.

 

No one’s good fortune lasts forever, and Sister Rachel and the Fifth Saglian eventually were overwhelmed by Tyranids of Hive Fleet Leviathan.  Thanks to her vastly superior wargear, Sister Celestian Rachel found herself the last one standing, facing off against a hive tyrant with little hope of success.  However, it seems that the God-Emperor still has purpose for his loyal servant…

 

Merit: 0

HP: 28

Action Slots:  8

 

Stats: 

Essence:  5

Constitution:  4

Dexterity:  0

Intelligence:  6

Resistance:  4

Strength:  4

Synergy:  0

 

Perks:

Friend of the Machine-Spirits:  Sister Rachel has become an expert at calming and gaining the allegiance of machine-spirits over the course of learning to use her scavenged wargear.  She also has over fifty years of experience with often arcane and inscrutable Imperium technology.  Whenever she makes a check to learn to use or train in the use of a mechanical item, she rolls the check twice and takes the better result.  This includes items that have been converted into actions through merit or training invested.

 

Eternal Warrior:  Once the cycle of life and death is broken it does not easily return to its course.  Wounds do not kill Sister Rachel.  Once per plot she may recover from a wound as a free action.  If she is downed, she still stays down unless revived until the current encounter ends.

 

Deny the Witch:  Sister Rachel’s contempt for psykers and faith in the God-Emperor make her highly resistant to magic.  Whenever she is targeted by harmful supernatural effects, she rolls her check to resist it twice and takes the better result.  Even if a supernatural effect wouldn't normally allow a check to resist it, Sister Rachel can still Deny the Witch.

 

Latent Psyker (2/20):  Only in death does duty end, and sometimes not even then.  Whenever Sister Rachel resists her flaw Whispers of the Warp Or works around her flaw One Eye Open Or serves the actual intentions of the God-Emperor in an impactful fashion, she gains 1 Virtue.  She may trade in 20 Virtue and this perk to remove her flaw Whispers of the Warp and gain a stand, [CRUEL ANGEL'S THESIS].

 

One Eye Open (flaw):  While Sister Rachel knows intellectually that xenos, heretics, mutants, and psykers from other worlds are not a serious threat to the Imperium of Man or even necessarily doing anything wrong, old habits die hard.  She must preferentially target allies that qualify for the fewest of these with healing and buffs, only moving on to less desirable targets when the ones she’s more comfortable with have adequate treatment even if they don’t need it as much.

 

Whispers of the Warp (Flaw):  The fragments of Tzeentch, Nurgle, Khorne, and Slaanesh residing in Sister Rachel's personal warp field constantly scheme to bring about her downfall; they've got literally nothing else to do.  At any time, a GM may have one or more of the chaos god fragments offer temptations unto her, distract her, or otherwise attempt to mess with her.

 

Actions:

-Actives:

Emergency Revival (level 1):  Sister Rachel deploys her medicae rig to revive a downed ally.  That downed ally returns to the encounter with 1 HP.  This action does not remove wounds, and thus will not work on somebody who has surpassed their wound threshold.  Counts as a healing action.

 

Feel No Pain (level 2):  Sister Rachel uses combat drugs and acupuncture in conjunction with her medicae rig to temporarily shut down target ally’s ability to feel pain.  Grants a two stacks of the status condition ‘Guts’ to the target.  Whenever somebody with ‘Guts’ would be downed, they are instead reduced to 1 HP and lose a stack of ‘Guts’.  Counts as a healing action.  Can self-target.

 

Incinerator Flamer (level 1):  Sister Rachel deploys her blessed, Astartes-issue flamethrower to deal devastating damage to anything it’s pointed in the general direction of.  Deals 2d10 + [strength] holy and fire damage divided evenly among two enemies, ignoring cover.  If firing on one enemy only, halve the damage.  This powerful and rare weapon was recovered from the bodies of a squad of Grey Knights she fought alongside.

 

Chirurgeon’s Treatment (level 2, trick):  Sister Rachel has extensive experience in treating all manner of poisons, curses, and other horrifying ailments with her medicae rig and prayers to the God-Emperor.  Cures up to two debuffs or status ailments of her choice afflicting target ally.  If no debuffs or status ailments are present, the next one to afflict the target is nullified instead.  This effect doesn't stack with itself.

 

Dual Seraphim-Pattern Inferno Pistols (level 3)  Sister Rachel deploys her sidearms, a pair of powerful melta pistols, to burn through enemy armor.  Deals 1d8 + [intelligence] fire damage, strikes the chosen target twice, and each hit forces the victim to make a resistance save against the damage dealt +2 (Or +4 for ADVENT targets).  Should they fail, they must choose to either sacrifice an equipped, resistance-boosting item permanantly or suffer a –[essence] debuff to their resistance until combat ends.  This debuff stacks with itself.  This action counts as both a melee attack and a ranged attack.

 

Battle Hymn of the Imperium (level 1, trick): Belting out a hymn in the middle of combat might not be subtle or quiet, but its morale value is undeniable. Once activated, this trick remains in effect until Sister Rachel chooses to end it. It can be ended as a free action. When Sister Rachel uses this action, all friendly humans in earshot recieve 1d6 + essence temporary HP until she stops singing. However, all enemies in earshot now have a very loud indication of Sister Rachel's location. Usable once per encounter.

 

Nemesis Force Sword (Equipment, Level 1): A strike with this relic greatsword deals 1d6 + strength damage.  As the sword originally belonged to a Space Marine of the Grey Knights, Sister Rachel needs both hands to use it.

 

-Passives:

Triage (level 3, trick):  Sister Rachel’s extensive medical training grants her an extra action each round, which must be spent on a healing action.  1 round cool down.

 

Twitch’s Survival Guide for Idiots (level 1):  Sister Rachel gains a 10% bonus to intelligence on checks related to military procedure, and an additional 10% if the check relates to explosives, securing a perimeter, desperate repurposing of available assets, creative interpretation of orders, or setting things on fire.  This handy pamphlet was a gift from a rather paranoid member of the retinue of Inquisitor Greg Sargant, who Sister Rachel served with rooting out a genestealer cult.

 

Seraphim-Pattern Jump Pack (level 1, trick):  Sister Rachel can use her jump pack to fly, with all that entails.  This model is designed specifically for the Sisters of Battle, with bladed, wing-like stabilizers to make them appear as the God-Emperor’s avenging angels descending from the heavens.

 

Sister Hospitaller (level 1, trick):  Sister Rachel treats her allies' wounds during down time, restoring 5 HP per hour to every ally she is travelling with, or every ally in a hospital room she is running/working in.

 

Fortress of the Mind (Level 3, Passive):  Sister Rachel gets +5 to checks that Deny the Witch applies to.

 

 

-Trumps:

 

Reserve:  

 

Spider Donut: Heals 12 HP

Spider Cider: Heals 24 HP

1 Voxcaster

1 Nemesis Force Sword

1 Incinerator Flamer

2 Seraphim-Pattern Inferno Pistols

1 Hospitaller-Issue Medicae

1 Set of Sororitas-Pattern Artificer Armor

1 Copy of Twitch's Survival Guide for Idiots

1 Relic Seraphim-Pattern Jump Pack

1 Rosarius

1 Copy of the Infantryman's Uplifting Primer

 

41
 
37
 
 
2
 
 

 

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Spoiler

Name: RX Calvera

Age: 10.5 Billion Years

Gender: Appears Female

Sex: Appears Female

Race: Dying Star

Appearance:

RX Calvera, nicknamed "Bandit" by novice astronomers is a dying star. Or, in any given universe where she still lives. In the Multiverse, she takes a human form. That of a young (20s) fair blonde maiden that stands at a good 5'8", her long golden hair braided down to her hip. Adorned in the attire of old, like that of Aphrodite, or Helen of Troy. However, whenever she reaches a certain point in combat, her body erupts into flames. Not that she catches fire, but she herself turns into a humanoid form of a molten star. Bright, red, and fiery like her true form. Through a recent shopping trip, she now wears combat boots, black jeans, a white t-shirt, and a leather jacket.

Personality: 

Not used to the intellect of intelligent life, her emotions can be absent. She's still getting used to her human form, and her newfound emotions. She states things more based on factual evidence and what she observes. She's not quick to judgement, but can recognize a threat.

 

Merit: 0

HP: 30

Moves: 2

 

Stats:

 

Essence: 6

 

Constitution: 5

 

Dexterity: 0

 

Intelligence: 5

 

Resistance: 3

 

Strength: 0

 

Synergy: 12 (13 = +1 in combat from passives)

 

Perks:

Starwoman- Calvera is a star, trapped behind the metaphorical window of a human body, lending her the ability to change forms for stronger attacks, as well as granting a couple minor bonuses.
-Allows new effects and calculations for Calvera's actions as she transforms to higher forms.
-Allows Calvera to levitate her body.
-Upon dying, Calvera triggers her Supernova Trump, even when it isn't equipped.


Rapid Expansion- Every time Calvera would gain SYN outside of merit, she gains one more.


Actions (6 action slots):

-Actives

Solar Flare- Sends out a massive wave of heat, hitting enemies in the area.

-(Level 1) 1d6 + SYN Damage. Enemies make a SYN vs CON contested check to take [SYN/4]d3 fire damage for 3 turns. Target Limit: 2. Cooldown: 3 turns.

-(Level 2) 2d6 + SYN Damage. Enemies make a SYN vs CON contested check to take [SYN/4]d3 fire damage for 3 turns. Target Limit: 2. Cooldown: 3 turns.

-(Level 3) 3d6 + SYN Damage. Enemies make a SYN vs CON contested check to take [SYN/4]d3 fire damage for 3 turns. Target Limit: 2. Cooldown: 3 turns.

[Solar Form Effect]- Raise damage die by 1 extra. If a target fails their CON check, they take an additional 1d8 radiation damage.


Sun Boil- A bolt of fire flies out to hit a target.

-(Level 1) Deals 2d6 + SYN damage.

-(Level 2) Deals 3d6 + SYN damage.

-(Level 3) Deals 4d6 + SYN damage.

[Solar Form Effect]- Raise damage die by 1 extra. If target fails a SYN vs CON contested check, they take an additional 1d8 radiation damage.


Gravity Well- Calvera creates a pocket of strong gravity, drawing together enemies, allowing them all to be hit by single-target attacks as if they were AoEs.

-(Level 1) Target Limit: 2; Duration: 1 turn (end of Calvera's next turn); Cooldown: 3 turns.

-(Level 2) Target Limit: 3; Duration: 1 turn; Cooldown: 3 turns.

-(Level 3) Target Limit: 3; Duration: 2 turns; Cooldown: 3 turns.

[Solar Form Effect]- Raise Target Limit by 2. Deals 1d8 radiation damage to each target.


Irradiate- Calvera releases radiants into her body, causing those to hit her to take radiation damage.

-(Level 1) For 3 turns, any melee attackers to hit Calvera take 1d6 radiation damage. Cooldown: 3 turns
 
[Solar Form Effect]- Enemies take one extra damage die.


Fusion- Calvera uses her natural abilities of heat to assure a successful crafting roll on converting elements.

-(Level 1) Can fuse together elements up to iron. Once per encounter.
 

Blinding Light (Trick)- RX Calvera's body lights up bright, blinding a target.

-(Level 1) 50% chance to stun the target. Out of combat, it can be used as a strong source of light.

 
Fire Manipulation (Trick) - RX Calvera can extinguish, redirect, or kindle flames. 

-(Level 1) Move 1d6 Fire Damage or an effect to another target with a successful Syn Check.
 

Fire Fist (Trick)- The user covers their weapon or fist in blue flames.

-(Level 1) 1d2+Syn fire damage added to a melee weapon while equipped, or 1d6+Syn damage without a weapon. Make an Int Check to determine if this deals damage to the weapon used.

 
Greenflame of Undeath (Trick)- Calvera manages to mimic a lesser form of the fire of undeath, while it lacks some of the magical properties of actual fire of undeath it still relentlessly burns and destroys. Deal 1d8 fire damage, this damage reduces MHP.

 

This is So Gross (Level 1, Trick) - Calvera blows her nose, consuming one "Hanky" or equivalent item from her inventory. This produces an item called a Star Bogey, which can be used as ammunition for the Star Cannon. Star Cannon attacks using a Star Bogey have only half the usual damage dice. Star Bogeys go bad if stored between encounters.

 
-Passives

Solar Form (Perk Backed)- When RX Calvera goes below 50% HP, she enters her empowered form. 

-(Level 1) Gives Calvera a bonus action for 3 turns.

-(Level 2) Grants Fire Immunity for 3 turns.

-(Level 3) Triggers the Solar Form effects for her actions.

-(Level 4) Adds Radiation damage to each Solar Form effect.

 
Size Matters (Trick)- RX Calvera gets a bonus to her SYN in combat.

-(Level 1) +10% SYN

 
Randomness (Trick)- RX Calvera unintentionally sends out a jet of fire sometimes.

-(Level 1) Each turn she has a 10% chance to deal 1d6 fire damage to a random enemy.
 

Emit Heat (Trick)- Calvera radiates a small amount of heat around herself and those nearby, allowing her to easily resist the effects of exposure to cold weather.

 
-Trumps

Supernova- If RX Calvera were to die, she may fend off death until her next action, where she casts Supernova.

-(Level 1) Deals [SYN*8] damage to all enemies. Against bosses, it deals [SYN*16] damage. This can also be activated as long as she is in Solar Form but it instantly kills her.

 
Neutron- RX Calvera brightens, and turns white, shrinking to the size of a grain of sand. Afterwards, she expands as she fires out a giant beam of x-ray radiation.

-(Level 1) For 1 turn, she is untargetable. At the end of that 1 turn, she deals [SYN*3] damage to a given target. Must be in Solar Form. Once per encounter.

 

Equipment:

Arcs of Death (Weapon):

Description: It appears to be a tome shrouded in lightning that pulses over its surface, when willed into power the hands of the tome’s bearer also pulse with lightning in a similar fashion.

What it do:

-Shock: Throw out a column of lightning that arcs into one target dealing 1d6+([Syn]/2) electric damage each turn for three turns
 --Level 2: Now ignores Res.
 --Level 3: +1d6 per instance of DoT.

 

Star Cannon (Weapon): Made from Meteorite metal and highly illegal gun mods, it's practically a rocket launcher. Deals 4d8+[Dex or Int] Fire/Holy damage to one target and half as much to another target.  Consumes one "Fallen Star" or a suitable analog each use.

 

Reserve:

(Item) Refined Power Usage: Practice with the power of fire results in knowledge that can be used to improve existing skills, or perhaps, even gain a new one. Can also be used to add +3 to a stat for a Power Related Roll, once.

 

Red heart(x1): restores 2d6 HP to the user as a free action, usable once only.

RX Calvera

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I am here as well.

Spoiler

Name: Proditor


Age: 3,114 years old


Gender: Male


Race: Ethereal


Sex: Unknown


Appearance: Proditor appears roughly the same as any Ethereal of his time, with the only changes being in his robe’s color, which is a primary bright blue with black accents instead of the bright red and gold most Ethereals wear. When not floating around, Proditor stands at 9 feet tall.

 

Personality: Proditor is generally classified as a calm, collected individual who rarely gets annoyed by anything. While he speaks in a simple, vague tone, he is nevertheless willing to help others if he can, even if it means teaching them how to control the psionic powers that other races use to combat their own.

 

Theme: Lust Sin II

 


Merit:
HP: 22
Moves: 1
 
Stats:


Essence: 10
 
Constitution: 1
 
Dexterity: 1
 
Intelligence: 18
 
Resistance: 1
 
Strength: 0
 
Synergy: 8
 
Perks:


Ethereal Mind: The minds of the Ethereals are powerful and complex, capable of using their great intellect to shape the world around them. Proditor gains +1 Int whenever he gains Int without spending Merit

 

Extreme Will: Ethereals are steadfast creatures… For the most part. Proditor stands among them as one of the strongest minds of their race. All mental affecting ailments are forced into a check Proditor’s Essence vs their Essence, and must succeed against him, to actually effect him.

 

Mind Control: Ethereals, due to their power of psionic energy, are capable of dominating the minds of lesser creatures, and use them for their own. Unlocks the ability "Psionic Control".

 

Pyrophobic (Flaw): Proditor has a special fear of fire, seeing it as a tool that can destroy anything it sets it’s sights on, no matter what technology is used against it. When hit with a fire attack, Proditor has a 75% chance to be stunned on his next turn.
 
 
Actions:
-Actives

Psionic Control: Ethereals can take over the minds of weaker opponents, using them for their own use. Targets one enemy and forces a check that uses Proditor’s Intelligence vs the target’s Essence. If Proditor wins, the enemy falls under his control for 4 turns, but has to sacrifice his actions to control the target. If he fails, nothing happens. 6 turn cooldown.

Psionic Control Level 2: Mind Controlled unit now acts separately to Proditor.
Psionic Control Level 3: Duration increased to 5 turns.

 

Psi Lance: A bolt of pure psionic energy that Proditor fires from his mind at a single target, dealing 1d6+Syn damage.

Psi Lance Level 2: Damage increased to 2d6+SYN
Psi Lance Level 3: Damage increased to 3d6+SYN

 

Mind Fray: Proditor infects the mind of an opponent, forcing a check against Proditor’s Intelligence vs the target’s Essence. If Proditor wins, the enemy takes [INT]/2 points of damage, and their Essence lowers by 1 point for every 4 Intelligence Proditor has.
 
 
-Passives

Growing Knowledge: Proditor has learned a great many things from previous wars, making him a quick learner on the battlefield. After every round, Proditor gains +2 Int, up to a maximum of +6.
 
 
-Trumps


 Rift: Proditor unleashes his full Psionic might, creating a large rift in the air that promptly explodes. Up to four enemies can be targeted by this ability, and when they do, they must make a check against Proditors INT*1.5 vs their Essence. If they do not succeed, They gain a 50% miss chance for 1 turn due to nausea. Enemies targeted by this take 3d8+INT damage each, Bypassing many physical defences. Once per encounter.

 

Ethereal Body: Ethereals, while their biology is very different from regular humans, have the ability to 'transcend' their physical form, becoming practically spiritual. For 1 turn after this trump is used, Proditor becomes completely untargetable. Once per plot.
Level 2: Duration increased to 2 turns


Equipment:
Psionic Amplifier: Proditor has installed a small device into his helm, amplifying his already immense Psionic powers. Enhances Psionic Lance’s damage by 20% of his Syn.


Reserve:
Ethereal Robes and Helm

 

(Item) Psychic Impression: "Personal Transportation": A faint Psychic Signature, taken with ease from the Parahuman Tinker known as Squealer.  Maybe this could be used to draw a smattering of knowledge from the otherworldly font that other Tinkers draw from?

 

(Item) Mote of Focussed Will: This item is roughly equivilant to 1/3 a point of Ess, and may be exchanged as such, or used in creating other things

 

Tricks

(Trick) Nausiate: The user psychically vibrates the bones in a person's ears, creating a loud pircing scream in their head, and causing nausia.  Target must make two saves, one to save against stun, and one to save against Vomiting and Deafness, both made against their Con.

 

(Trick)Psychic Barrier: The user triggers a RES check against incoming projectiles, until the user takes damage

 

(Trick)Mind Rob: Proditor can now treat mental objects as though they were actual ones, taking them as loot, and using them in crafting or for other purposes.

 

 (Trick) Parahuman Trump: Proditor can gain access to an action by tapping nearby parahumans, this action starts at level 1, and can be used so long as Proditor is near that Parahuman.

When a Power is tapped, roll 1d2, on a 1, Proditor remains normal, on a 2, he assumes traits from the parahuman in question.

Prodditor can assimilate this action into his permenant list, but the associated mental traits of that parahuman are also ingrained.

 

(Trick): Inference Engine: The power Proditor acquired from Tattletale. Must be near her in order to use this power.

(Level 1) The user can gain up to 3 hints about random elements of a situation.  This is refreshed each encounter.

 

(Trick) Phantom Soul: Proditor latches onto the mind of a willing individual, his own body phasing into nonexistence as he becomes a passenger for the individual's mind. 
(Level 1) Proditor is unable to use actions while this trick is active.

(Level 2) Proditor is able to use actions while this trick is active, but his stats are considered 0 for attacks.

 

(Trick) Thoughtborrow: The user is able to copy a limited version of an ally's Trick, using telekinesis to fill in for missing powers, and the target's own thoughts for skill.  3 Uses per encounter.
 

(trick)Psionic Unlock:  This trick lets Proditor unlock others' psionic potential by teaching them to edit themselves out of any single target person's senses.  Requires line of sight.  Only works on one person at a time.  Requires >6 intelligence of the user and target.

 

(Trick): Rapier-Knowledge: A result of Proditor reading a book on Earth, giving him a +2 to learn rapier related actions.

 

(Trick) Hell Viewing Technique: Prodditor Confronts a target with their worst fear via Psionic hallucination. The target must succeed at an ESS Save against Proditor's ESS+Int, or be rendered helpless. If they succeed the check, they receive a powerful buff for the duration of the encounter, and are immune to future uses of this technique.

 

 

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Palleta

 

Spoiler

 

Name: Palleta, The Wind Sorceress

Age: Unknown

Gender: Female

Sex: Unknown

Race: Mental Entity

Appearance:

Wearing a round wooden disk on their back, and an even stranger Cap, a ruby inlayed in the sock-headpiece, this robed figure has no human features hidden beneath the rippling folds of their purple outfit, Commonly found floating, when they need to walk, conical feet jut out from the bottoms of their clothing.  In addition, a Purple Wind is usually found swirling near them.

 

Personality:

Commonly swung between Haughty Cackling and Pure Rage, this entity fears being restrained, and is quick to buckle or backpedal before anyone that threatens them with enough strength to give it legitimacy.  A strange position for someone with as much power as this being wields.

 

--

 

Merit: 0

HP: 22

Moves: 

 

Stats:

 

Essence: 1

 

Constitution: 1

 

Dexterity: 8

 

Intelligence: 3

 

Resistance: 1

 

Strength: 1

 

Synergy: 8

 

Perks:

 

True Arena: Grants the user the "[Palleta SOUL]" Trump Action.

 

One Small Wish: Grants Access to the Wishing Cap.

 

Magic Paintbrush: Grants Access to the Magical Paintbrush.

 

Merely a Dream: The user cannot act in encounters unless the encounter or action can be made to take place in a non-physical reality, such as a Mindscape, or Painted Dimension.

 

Actions:

-Actives


Whipping Wind: With a gesture, a whirlwind of razor sharp wind appears.

Level 1: Deal 2d6+Syn Wind Damage

Level 2: When a target is hit by this, they must pass a Resistance Check against the user's Syn stat, or be blown around.

Level 3: If this skill misses, it is automatically used again next turn as a free Move.

 

-Passives


Painted Troupe: The user is surrounded by short lived experiments in the arts,

Level 1: Deal DEX/2 damage to targets that do not spend their turn fighting or dodging the various splatters, spikes, and minions.  This can only activate once every 2 turns.

 

-Trumps


(PERK BACKED) [Palleta SOUL]: The user's Soul rips it's way from their body, which is already dissolving from damage.

Level 1: When the user dies, their Soul returns with full health, and their stats multiplied by 10 for the remainder of this combat, after which, they die irrecoverably, due to soul destruction.

 

Equipment:

 

(PERK BACKED) (BOUND) (GEAR) Magical Paintbrush: A bamboo rod, topped with a rainbow colored brush, any movement of it at all leaves behind a shimmering trail of paint.

Level 1: The user may use Dex for all Crafting, in addition, items made in this way do not require materials other than a canvas.

Level 2: The user may use Dex in place of Syn for any reason.

 

(PERK BACKED) (BOUND) (GEAR) Wishing Cap: A Purple Cap, with a Red Gemstone placed within it, it had the power to grant it's wearer one wish.

Level 1: The user may add their Syn to any skill check, if they are using spellcasting to perform it, this includes skill checks which use Syn, effectively doubling it.

 

Reserve:

 

(GEAR) (CONSUMABLE) Painting of a Clown: Eugh, cover it up or something, jeeze...

Level 1: One use Item, summons a creepy clown with 10 health, 0 in all stats, and the ability to tackle an enemy for 2d6 damage.

 

(TRICK) Rainbow Liner: The user has learned that the paint trail left by their Magical Paintbrush can be used to block foes, and speed up allies moving on it's slippery path.
Level 1: Buff an ally with "Rainbow Liner", They gain (Dex/4) Dex, if they are hit, this Buff is lost, and they take (Dex/4) Less damage from the attack.

Lasts 1 Turn, 1 turn cooldown.

 

(GEAR) Splendid Seafoam: A painting of a deep blue ocean, glittering diamonds float in the water.

Level 1: Contains a small pocket dimension made up primarily of Water, a glittering diamond-like material, and several instances of painted wildlife and sealife.

 

 

Somatotrope

 

Spoiler

Name: (Cape Name) Somatotrope, (Real Name) Julie Anders

Age: 16

Gender: Female

Sex: Female

Race: Parahuman

Appearance: 

 

They have Green Eyes and Brown hair.

 

Wearing a Suit made of some thick metallic material, it looks almost as though the user is coated in armor made from tinfoil, They also wear a belt covered in black pouches, and have a small rapier attached to their back, the rapier seems to have had a Gun Stock welded to it.

 

Personality:

 

Young, brash and with heroic leanings, Somatotrope believes themselves to be more than capable of handling any situation, embodying the parahuman mental state of thinking like a hammer at all times.

 

Merit: 20

HP:

Moves:

 

Stats:

 

Essence: 6

 

Constitution: 1

 

Dexterity: 2

 

Intelligence: 3

 

Resistance: 0

 

Strength: 1

 

Synergy: 8

 

Perks:

 

(Level 3) Third Generation Extrapolation Engine: The user has a Corona Polientia and a Corona Gemma, or, in laymans terms, she is a parahuman.  The user has the ability to Grow an object, making it transform into an expanded version of itself, Machine guns get longer magazines and barrels, Trucks get longer, and with more wheels, Walls grow in thickness, width, and height, Rods, Poles, and Needles grow in length.  The more complicated the target, the more unpredictable the results, The larger the target, the longer it takes to affect.  Objects will slowly return to normal unless re-infused with their power, causing any changes made to revert within either one encounter, or one plot.  It takes 1, 2, or 3 turns to affect a target, depending on it's size and complexity.  Rolls related to using this ability use the Syn Stat.

 

This ability cannot be used DIRECTLY on a living thing, but can be used indirectly.

 

Conflict Drive: Being a Parahuman, either because of altered brain chemestry, or simple upbringing, the user is more driven to engage in conflicts, and are drawn to them.  The user fails a wide range of checks that would prevent conflict if it hasn't happened lately, or if they have not used their powers enough.

 

Actions:

-Actives


Rapid Expansion Railgun: The user rapidly expands a weapon, dealing it's damage at range.  If a weapon only enhances damage, this ability deals 2d6+Syn damage, alongside the bonus.

 

Stormfront: The user throws a handfull of debris in the air, before extrapolating them, deal 1d2 damage an amount of times equal to the user's Syn, divided among all targets.  Cannot be used in areas lacking debris.

 

Extrapolate: The user causes a non-living target to grow and expand.  The larger or more complex it is, the longer this process takes.  Requires 1, 2, or 3 turns to grow an object by one expansion.

 

-Passives


Growing Armor: The user loses any Resistance or Armor Debuffs after 1 turn.

 

-Trumps


Second Trigger: If the user is trapped in a Traumatic situation where the usage of their abilities is no longer able to allow them to escape it, Extrapolation Engine may be permanently upgraded once, when this is activated, this skill is removed, at no refund.

 

Equipment:

 

(GEAR) Tinfoil Armor: The user has a suit of armor made from highly extrapolated tinfoil, making it incredibly dense and durable.

Level 1: The user gains 3 RES while this is equipped.

 

(GEAR) Rapier Gun: This Ornate Rapier has a gun stock welded to it's pommel, and it's point has been sharpened considerably.

Level 1: This weapon may make a basic melee attack for 1d6+Str Damage, but when paired with an enhancing effect, it instead deals 2d6+Syn.

 

 

(GEAR) Darksteel Scale Mail: This enchanted set of armor is heavy but well-articulated and relatively non-restrictive.

(Level 1): Wearing it limits you to no more than 2 actions per round, but grants an impressive 15% reduction to all physical damage taken, before other modifiers apply.

 

Reserve:

 

(Trick) Bend: The user extrapolates a homogenous substance, creating a supply of it themselves.
Level 1: Replace this skill with a level 1 Copy of an enemy Skill which uses a homogenous energy or matter, such as raw elements or simplistic substances.  3 Turn Cooldown after the skill ceaces function.

 

Whenever Soma uses this action to copy another action (not whenever the copied action is fired), roll 1d6.

If the result is even, Soma's personality becomes far more inclined toward chivalrous, lawful good-style actions.

If the result is odd, Soma's personality becomes far more inclined towards actions in line with the energy copied's properties (ie fire makes you short-tempered and aggressive, light makes it hard to focus on things for long, etc).
 

Soma can hold a copied action for as long as she wants (continuing to suffer the mental side effects until she chooses to release the energy).
Soma can turn the copied action into a permanent part of her arsenal, but this makes the associated mental changes permanent."

 

Darksteel Recipe: Soma has discovered the secrets of the incredibly durable, mystical metal Darksteel. It seems that extrapolating magic-infused minerals in such a way that they approach their Schwartzschild Radius creates a cascading effect that transmutes the material into Darksteel. However, knowing how to do something is not the same as being good or consistent at it...

 

Darksteel Forge: Somatotrope can now upgrade other materials simply by using her extrapolation and holy fire on them, turning them into Darksteel materials that give them holy fire properties, and gains a +2 to checks when doing these crafts. Weapons gain the option to be set alight, adding [Essence/4] to their damage for two turns, while armor gains a 10% resistance to fire based attacks. This is just the simplest upgrades she can do, but other materials will likely gain different effects through GM discretion.

 

--

 

Mahou Shojo Presentation (level 1, trick): Creates 2d10 rainbow sparkles around the user to accentuate their movements. Free action.

 

Holy Flames: Soma manifests golden holy flames, sending them swirling around both friend and foe.  Only one, however, is harmed.

(Level 1) Deals 2d6 + [Essence] damage to target enemy.  Cannot harm allies, even if copied, deflected, mind controlled, etc.Cannot harm the environment unless he wills it.


--

 

Darkrock Fire Grenade: A small, black rock with small veins of bright orange energy flowing at certain parts of the surface. Can be thrown at an enemy to deal 1d6+Essence damage by exploding in holy fire. After being used once, the Darkrock Fire Grenade is spent and destroyed.

 

Scout Skipper

  Hide contents

Name: Scout Skipper

Age: Unknown

Gender: Male

Sex: Male

Race: Entity

Appearance:

 

Wearing thick burlap robes to cover themselves fully, Their face is shrouded in darkness.

 

Personality:

 

Shy, and with a strong aversion to pain, they don't like to talk, something only outweighed by their curiosity and desire for human contact, human or otherwise.

 

Merit: 0

HP:

Moves:

 

Stats:

 

Essence: 3

 

Constitution: 5

 

Dexterity: 8

 

Intelligence: 1

 

Resistance: 0

 

Strength: 1

 

Synergy: 1

 

Perks:

 

Level 1 Perk: Death Warp: The user revives upon death, at the cost of being dragged back to where they started.

 

On death, the user respawns either on the ships, or at the beginning area of the current plot, chosen by the current GM.

 

 

Level 2 Perk: Reverse Bottle Adventure: Outside of combat, the user can replace their weapon with a container, and distort their possessions.

 

The user may transform crafting materials and items into random other crafting materials/items from the current world.  Only a Quality and Random Blitz Roll are made.

 

Results of this are consistent, so long as the recipe is the same (Container, Contents of Container, Current World)

 

Level 2 Effect: The value of the item obtained is equal to the value of the item replaced, altering it's quality and power.

 

 

Level 1 Flaw: Softlock: If the user makes poor decisions near important objects, they are helpless against the consequences.

 

The GM may make a check at any time when the user uses their abilities on Highly Important enemies, items, locations, or objects.  If the user fails the check, they are stunned until death, or the situation is fixed.

 

Examples of potential softlocks include:

-Stuck on or inside something

-Paralyzed from not knowing how to react to, or do something

-Stuck waiting for something to finish that is already done (Like a Monologue, or a Door opening.)

 

Actions:

-Actives

 

Murderdance: The user jitters around by walking into a wall. This makes them take obscene numbers of steps at a high speed.

Level 1: By walking into a northern-facing wall, the user may aggravate all enemies nearby, drawing them towards Scout Skipper.

Level 2: If the user walks into the corner of two walls facing to the North and East, the effects of this ability are quadrupled.


Level 1: Flip Stomp: The user leaps into the air, and, flipping over, stomps down onto a foe below with their fists.

Merit Level 1: Deals 1d6+Dex Damage, adds 1d6 Damage for each time this is used without using any other action.  Not doing anything counts as an action.

 

Level 1: Clip: The user attempts to force themselves through a barrier that has some sort of flaw in it.

Merit Level 1: The user makes a Dex Check against a door, wall, or other barrier.  If the barrier has some sort of flaw in it, such as a crack, or thin spot, the user may pass through it.

 

-Passives


Level 2: Chair-running:

Merit Level 1: The user may gain 1 Dex per turn in combat while sitting in a chair.  Out of combat, they instead merely build up speed.

Merit Level 2: Out of combat, the user may do this by sitting on anything.

 

Level 1: Wrongwarp: The user can find themselves in strange places when they die in other strange places.

Trick Level 1: If the user dies while passing through a significant passageway, transition, or teleporter, they have a chance to respawn in a doorway or transition into a random location somewhere in the same world.

Level 2: The user may trigger this ability when using Clip.

 

-Trumps


Level 1: Damage Boost: The user runs headfirst into an attack, using the opportunity to strike a foe multiple times.

Level 1: Free Action, Once per plot, The user intercepts an enemy's attack this turn.  They may then perform an additional attack this turn, and are immune to damage next turn.

 

Equipment:

 

Level 1: Mosin Nagant: A simple Russian Rifle, stout and reliable.

Gear Level 1: Deals 1d6+Dex Damage

 

Level 1 Stacked Infinite Shooting: The user does something mysterious to jam a gun's trigger, forcing it to fire whenever they try to attack someone.

Trick Level 1: The user may make an extra attack with an equipped gun when they perform an attack.  The chosen gun is no longer affected by Stats or Buffs while this is equipped.

 

Reserve:

 

Blue Occultist

Spoiler

Name: Blue Occultist

Age: 1

Gender: Male

Sex: Construct

Race: Wire Warrior

Appearance:

 

A mundane blue twist tie, formed into the shape of a person, this tiny individual is barely larger than a fingernail.  A blue fin juts from the back of their head.  The edges of the twist tie that make up their body are rusted, an ugly brown contrast to the vibrant plastic blue.

 

Personality:

 

Addled with the corruption of rust, Blue Occultist lives up to their name, having an unhealthy obsession with what they refer to as "True Water".  Other than that, they seek to introduce others to the substance, in what is a surprisingly benign example of a beach enthusiast to non-wire warriors.

 

Merit: 0

HP: 20

Moves: (2 Dex)

Slots: 6

 

Stats:

 

Essence: 2

 

Constitution: 0

 

Dexterity: 2

 

Intelligence: 1

 

Resistance: 8

 

Strength: 0

 

Synergy: 9

 

Perks:

 

Body of Wire: The user may exchange gear for Merit, integrating items into their body.

 

--

 

Mage's Duel: The user's Synergy is added to their RES for Combat RES checks, unless the attack triggers Fragile Lament.

 

--


Magical Soul World: The user may grant nonmagical or useless objects a magical effect, due to all objects having magical potential in their own world.  Once this has been done, all like objects will share the same effect in the future.

 

--

 

Fragile Lament: Instead of a singular downside, the user gains small Maluses each time specific things affect them, assigned at the end of an encounter.  Maluses may be removed for 2 Merit each, and Maluses with multiple levels may have a level removed for 1 Merit.  A random roll determines how severe a Malus is, and if it comes with any Neutral or Positive effects, based on circumstances.  Maluses may also instead remove Stat Points or Action Levels instead of granting a downside.

A Malus has a limit of 3 Levels.

 

The following things will Always incite a Malus, though more may exist.
 

Non-magical Water, Fire, Magnetism, Paint, Chemicals, or Stains.

 

Damage which bypasses the user's magical stamina and attacks their lightweight and small body directly in a lasting manner, such as cutting and crushing that fail to simply bat the user away.

 

Pure Damage.

 

--

 

Actions:

-Actives

 

(Active) Occult Hydrokinesis: The user is able to control roughly 200 Pounds of Water using their Psychic Aura, This includes objects aligned with water through magical means, and things which are very nearly water.

-

(Level 1): The user may make a Syn Check against any Water based Entity, if successful, the user gains control of it for an indeterminate period. Limit 1 Object

-

(Trick Level 2): The user may now control moisture in a substance (such as Air or Soil), if it exists, this will always result in half the normal amount of water.

-

(Trick Level 3): The user may now control the water inherently found in gasses, forming it wholesale from oxygen and trace molocules, this only results in 1/10 the normal amount of controlled water.

-

(Trick Level 4): The user may now control water at an extreme range, or with extreme force. Deal 1d6+Syn damage to targets outside of Encounter range, or deal 3d6+Syn Damage to a target within the encounter, an object must be under control to do this.

 

Orbit: The user can orbit incoming damage, sliding around it with ease
(Level 1): The user may Begin Orbiting, this buff disappears when the user is not attacked for one full turn, While Orbiting, the user makes a RES Check against incoming attacks, sliding around them if successful.
(Level 2): While Orbiting, the user is capable of flight, using attacks to slingshot themselves about, and Aura for Course Correction and hovering.  3 Turn Cooldown once Orbiting Ends.

 

Aura Hydrokinesis: The user is able to exert roughly 200 pound of force on objects which are blue.

(Level 1): The user may make a Syn Check against any Blue Object, if successful, the user gains control of it for an indeterminate period.  Limit 1 Object

 

(Active) Doubleteer's Wrath: the user teleports to the exact place they already are, phasing out of reality for a split second in the process. (Level 1) The user Defends against attacks that did not happen after their turn initially, increasing their RES by 4 at that moment. This move has first strike

 

(Active) Spot Charge: The user stops time for a split second, charging a massive attack in that time. (Level 1) The user adds +10 damage to an attack of theirs as a free action. 5 turn Cooldown.

(Level 2) +6 Additional damage when used.

 

-Passives


(Passive) Slide Clash: The user clashes with an enemy weapon, sliding along it and mitigating it's force. (Level 1) While Equipped, Enemy attacks lose damage if the user attacks them during the same turn, based on a (RES v Attacking Stat) Check. If the user succeeds, half the enemy's damage is lost.

 

-Trumps


(Level 1) (Trump) Shining Silver: The user has a shiny silver twist tie integrated into their body, which they can tap for incredible power through this God Wire.

(Level 1) Once per plot, Multiply Stats by x5 for more than 2 turns. (Turns beyond this are subject to circumstances) When this is used, the user may gain up to three tricks by tapping into the Silver Wire's special power of skill growth.

 

-Equipment:

 

Shock and Awe: (Level 6, Bound, Gear): A Pair of tiny swords, made up of a Crystal blade wrapped in holy white wire, and a slender steel needle crackling with lightning.
(Level 1) Deals 1d6+Synergy Electric Damage to a target, or 1d6+Synergy Magic Damage to a target.
(Level 2) The user can strike with both weapons, Deal 2d6 + (Synergy x 2) Electric + Magic Damage to a target. 1 Turn cooldown.
(Level 3) Dual Strike Damage increased to 3d6 + (Synergy x 2).
(Level 4) Basic Attack Damage increased to 2d6+Synergy Electric or Magic Damage.
(Level 5) (Gear Level) This item can output raw magical energy, but cannot be used as a weapon while doing so.
(Level 6) (Gear Level) This item can output raw electrical energy, but cannot be used as a weapon while doing so.

 

Sky Blue Bead: This cyan bead has the same color as a sunny day.  Infused with magic, it takes on the same light and fluffy weight that a cloud might have.

(Gear Level 1) Increase DEX by 2 for 3 Turns, by lightening the target, This effect cannot stack.

 

Smiley Shield: A smiley face button, with a blue bead threaded through it's pin.  A psychic grip makes it float around the user.

(Gear Level 1) +3 RES as the object flies around the user, blocking small attacks.

(Gear Level 2) +6 RES against Magical Attacks, when a Magical Attack is blocked as a result of this, Small objects are blown off of the attacker, such as coins, zipper tabs, and buttons.

Rubber Band Bracelet: This bracelet seems to be made of rubber bands, woven together.  Through Magic, it has become an infectious Symbiote, which attaches itself to a creature and acts as a large extra limb.

(Gear Level 1) This item can be replaced with another as a free action, or used to attempt to steal a small item from an enemy.

 

-Maluses:

 

(Level 3) Waterlogged: The user's body is rusted from being in water for so long.

Level 1: The user is stunned when afflicted with a water attack, due to encroaching madness.

Level 2: The user has -1 RES, due to rust.

Level 3: The user has -1 Dex, due to rust.

 

Whipped Dream (level 3, Malus): Blue smells delicious to all manner of critters. He could also make a Slurpuff evolve. He isn't sure what a Slurpuff is, but he knows he could make one evolve now.

 

Reserve:

MRE Wrapper: Provides Resistance to Weather Effects.

 

Law the Ottsel

 

Spoiler

Name: Law Juperous

Age: Unimportant

Gender: Male

Sex: Male

Race: Ottsel

Appearance: 

 

Coming up roughly to a normal person's waist at 2'10, this short mustelid-like fellow wears a flowing brown robe of a similar shade to their short tan body.  A long tail juts from their back, and is nearly as long as they are, while a pair of long ears jut from their head, which are nearly as long as their tail is.  they are often seen wearing a very heavy bronze backpack or belt, but never both.

 

Personality:

 

A Dictionary might have a picture of them under the word "Anxiety", while their name might be found in a Thesaurus as a synonym for "Coward", this small fellow has the courage of a creature their size, and while they refute the insult "Scared Rat", they have only their opinion to back that up.  Their intelligence often seems to surprise themselves, while other times they fail to notice it outright.

 

Merit: 4

HP:

Moves:

 

Stats:

 

Essence: 1

 

Constitution: 2

 

Dexterity: 1

 

Intelligence: 10

 

Resistance: 1

 

Strength: 1

 

Synergy: 8

 

Perks:

 

(Perk) Ancient Wisdom: The user may craft in combat at no penalty.

(Perk) Beloved Son: At the end of each plot, subplot, or hunt, Law gets a care package of Precursor materials from the Precursors. (He also starts with a small stock of materials)
2d4 Power Cells
2d10 Precursor Orbs
1d4 Eco Canisters of Each type, (Red, Blue, Yellow, Green, Black, and White.)
1 Precursor Artifact, providing a useful utility.

(Perk) Proposed Hero: Law has been gifted a Precursor Multitool, Enabling the item to be used by him and him alone.

 

(Flaw) Blinded by the Dark: Whenever Law is damaged by a Dark Elemental Effect, he is blinded for 2 turns from a combination of corruption and fear.  50% miss chance, 50% chance to hit the wrong target, if aiming on his own. There is a 1 turn grace period after the blind ends, in which this cannot be procced again.

 

Actions:

-Actives

 

 

 

-Passives

 

Parallel Processing: The user's ability to multitask has been enhanced by a blend of nanotechnology, organic supercomputers, and genetic modification.
Level 1: Taking 20 on an Intelligence Check takes half as long.
Level 2: Taking 20 on an Intelligence Check takes a quarter as long.
Level 3: Taking 20 on an Intelligence Check takes an eighth as long.
Level 4: Taking 20 on an Intelligence Check takes 1/10 as long.
Level 5: Taking 20 on an Intelligence Check takes 1/25 as long.
Level 6: Taking 20 on an Intelligence Check takes 1/50 as long.
Level 7: Taking 20 on an Intelligence Check takes 1/100 as long.

 

-Trumps


 

 

Equipment:

 

(Level 3) Precursor Multitool: A Heavy Egg shaped ball of metal, engraved with Precursor Script reading something along the lines of "Do-All", it can transform into almost any solid object, and imitate many solid objects if they do not have moving parts, or if the parts are provided.  It never changes in weight, a solid 10 Kilograms.
(Gear Level 1): Can transform into anything within reason using a Craft Roll, it cannot have moving parts, but may include objects in it's form while reshaping.

(Merit Level 2): It is indestructible, but will revert to egg form if it's absolute upper limits are reached.  Bound.

(Perk Level 3): The user may craft with this item, no matter the circumstances, and never receives penalties to crafting with it.

 

(Level 3) Precursor 'Traveler's Tails' Garb: A Light form fitting robe that is hydrophobic, and everything else phobic, It's extreme comfort and durability make status effects flow off of it like water.

(Gear Level 1): +3 RES While worn.
(Merit Level 2): +2 to resist Elemental Effects, Cannot be stained or torn.  Bound.
(Gear Level 3): +2 RES While worn. -3 Init

(Gear Level 4): -3 Init effect removed.
 

(Level 2) Peacemaker: An utterly Massive gun that fires crackling orbs of electricity and Dark Eco.  It's so big, the user can't even fire it alone.

(Gear Level 1): Deal 2d6+Dex Damage.
(Merit Level 2): This weapon now deals 4d6+Syn(+Ally's Attacking Stat), but it takes two people to fire, and is considered to have been fired by both people for effects.  Bound.


(Level 2) Scanstave: A bronze staff with floating rings that hang above it.  When waved over an object, the rings fill with glowing blue runes.

(Merit Level 1): The user focuses on a target in their vicinity and tries to gain a relevant piece of information regarding it, such as its function, properties, etc. this action does not require a check roll for success, only a quality roll to determine the amount and quality of the information obtained.  Limited 5 uses per encounter.  Bound
(Merit Level 2): This item can now interface with any machinery or magic, giving a list of options that can be fiddled with. Options available are limited by a Quality Roll, can only be used by spending a charge.

 

(5 uses Remain)

 

Reserve:

 

(0x) Green Eco: A canister filled with a green plasma that heals organic matter.

 

(0x) Red Eco: A canister filled with a red plasma that increases power and heat.

 

(1x) Blue Eco: A canister filled with a blue plasma that increases speed and energy

 

(0x) Yellow Eco: A canister filled with a yellow plasma that invokes ranged projectiles

 

(0x) White Eco: A canister filled with a white plasma that is purificative and holy.

 

(0x) Dark Eco: A canister filled with a dark plasma that corruptive and dark


(0x) Power Cells

(0x) Precursor Orbs

 

Blue Eco Vent: A simple pad that vents blue eco to launch users upward. Launches an average humanoid 15-20ft, has 18/20 charges remaining.

A Precursor Purifier, which can remove impurities from liquids by extracting all substances it hasn't been programmed to recognize.

 

Steven Carmite

 

Spoiler

Name: Steven Carmite


Age: 51


Gender: Male


Sex: Male


Race: Human


Appearance: Draped in a long blue leather coat, with a thick, woolen hood, this grizzled veteran bears both scars and thick, greying brown hair proudly.  Their pockets are stuffed to burst with jagged, plain relics, and a folder is perpetually in their hands, next to a quill in their other.


Personality: A Veteran of the Scientific and Magical Wars of Academia, they were once a pioneer of their world's natural, basal magic, studying it in the deep jungles of their homeland.  In recent times, however, they have grown jaded as more and more injections have come into being, and they fear the next generation will not have an appreciation for the natural magic and technology of their own world, drawn in by more and more otherworldly forces that appear from time to time.

 

Merit: 0

 

HP: 22

(Equal to (Con*2)+20)

 

Moves:

 

Stats:

 

Essence: 1

 

Constitution: 1

 

Dexterity: 1

           

Intelligence: 8

           

Resistance: 1

           

Strength: 1

           

Synergy: 8

 

 

Perks:

 

Perk: Grid Magic Level 2: The user can summon up magical grids, which are the basis of their magic.  This allows them to take apart, put together, and alter physical objects.

Whenever the user performs a Synergy Roll, or Defeats an Entity, they have a chance of gaining Experiences, orbs of green, natural magic which can be used to enchant items, and cast magical spells using specific tools.  The higher the Synergy Roll, or the Stronger the Entity, the more likely the chance of an Experience Orb being created.
 

If the user Rolls an Overshoot, they can replicate this, under controlled circumstances.
 

Actions:

 

Level 2 (Active): Magical Grid: The user creates a 1x1 Grid in front of them, which contains an area measuring exactly one meter cubed.

 

Merit Level 1: Objects which fit into this Grid become subject to the user's magical power, enhancing their control over it, and allowing extremely limited transmutation of the object.

+3 Synergy to the user when acting on objects inside the grid.

 

Merit Level 2: The Grid is now a 2x2 Grid, up to four Objects can be placed inside the grid, and combined or assembled into a new form, based on their arrangement, each object must be inside the 2x2 Grid, and all of them must be less than one meter cubed.

+1 Synergy to the user when acting on objects inside the grid.

Level 1 (Item Passive): Crafting Table: A Block of wood, containing a magical, 3x3 Grid suspended over it's surface.  Several wooden tools are hung from it's sides.

Merit Level 1: +5 Synergy.  This item cannot be used during combat, nor during periods of activity.  Bound

Level 1 (Active): Tree Puncher: The user wreathes their hand in a magical grid of energy, turning their blunt strikes into damaging slashing blows.

Merit Level 1: Deal 1d6+Synergy Damage to a target, slashing them along 1 Meter by 1 Meter lines.

 

Level 1 (Active): Powers of Two: The user is naturally adept at mathematics, especially mathematics which involve Powers of Two. 

 

Merit Level 1: Boost a target's main stat by 1/2 the user's Intelligence for 1 turn.

 

Equipment:

 

Reserve:

 

64 Cubic Meters of Dirt: A small, cubic relic.  When swung at a solid surface, a block of dirt is planted there, exactly one meter by one meter, which depletes the amount of soil contained in the relic.  When dropped on the ground, it hovers above the surface by a magical aura.

 

Iron Shears: A tool covered in faintly glowing gridlines, it can be used to harvest textiles and topiary.

Enchanted Folder of Cutting: A folder filled with rune covered paper, it glows with magic which enhances it's sharpness.  Swinging the folder can cause a small gouge to appear in a surface, even if the folder didn't physically touch it.

 

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Introducing.....Ambassador Jun! The team's best (read: Only) Diplomancer! Who can definitely hold her own in a stand up fight.

 

Name: Ambassador Jun
Age: Unknown
Gender: Unknown
Sex: Unknown
Race: Humanoid
Appearance: A surprisingly tall humanoid that is never seen outside of their discrete looking set of white power armor that cover the entirety of their body. The helmet of the power armor is dominated by the presence of a discrete visor that has an odd quirk in the form of a series of often red dots on it that seems to track and follow everyone within view. The power armor comes with the ability to generate a field of chaos and inexplicability that surrounds the wearer's body, in an attempt to make them too inexplicable for a mind to process and causing said mind to automatically ignore the wearer in an attempt to retain some measure of sanity. Rather fortunately the armor's 'cloaking field' is often shut off to try and preserve the sanity of other people. He often wears a dark purple hooded cloak over his armor to hide it even more.


Personality: Calm, diplomatic, and ever curious, Jun tries their best to maintain the menacing yet ultimately reasonable and likeable image that their race has done their best to maintain over the many years they have existed in the Milky Way.

 

Merit: 14

 (61 points earned)
HP: 26
Moves: 11
 
Stats: (21/21)
 

Essence: 6 (Base 4, +2 from training)

Constitution: 3 (Base 2, +1 from training)

Dexterity: 11 (Base 8, +1 from Merit and +2 from training)

Intelligence: 12 (Base 4, +4 from merit, +3 from training)

Resistance: 3+5 (Base 2, +1 from training)

Strength: 3 (Base 2, +1 from training)

Synergy: 2 (Base 1, +1 from training)


Perks:
Weirdness Censor: The Ambassador has a Dex*2 chance of dodging an attack by simply causing the attacker to suddenly be overwhelmed by the ambassador's darting movements and increasingly incomprehensible appearance that they just mentally file the Ambassador as somebody else's problem.
Beyond the Veil: Grants the perk backed action "Void of Incomprehensibility".

 

Actions:
-Actives

(Perk Backed) Void of Incomprehensibility: The Ambassador can choose to over charge his personal field of chaos to the point where absolutely anything can be used to distract others enough to trigger mass change blindness and cause him to effectively disappear and become unable to become the target of any single target actions. The Ambassador must make an opposed Dex v Int check to stay in stealth if he has attacked the other participant in the opposed check, or if they had managed to successfully land a blow on Jun anyway. And he takes a malus to the roll that is equal to the other participant in the opposed check's Intelligence for every single success. He can choose to immediately end the stealth effect at will, and this ability can only be used once per encounter.
Level 2: Jun now gains a +3 to the first opposed check to remain hidden

Level 3: This action is now treated as being a First Strike action

Level 4: This action is now usable twice per encounter, but the second time it is used Jun must succeed on an opposed DexvInt check against the enemy closest in the initiative order to the move Jun uses to reactivate this action. Jun rolls twice for his roll and uses the lowest result.

 

I NEED HEALING: The Ambassador is mysteriously able to appear behind a healer and blare out a surprisingly polite request for immediate healing, causing them to gain an immediate out of turn move that they can only use to use a single target healing ability on the Ambassador.

Level 2 (Merit): This action no longer takes up a slot to use, and it can be equipped without taking up a slot.

 

C.H.O.K.E. System: An unsurprisingly complex series of modifications allows the Ambassador to somehow store the power generated by his rapid movements and use it to power an excessively hard to use gravity manipulation device stored in his gauntlet. In essence this allows him to lift objects and people that weigh a total of [Intx10] Kilograms from a distance, or he can attempt to lift a single target up and hold them in place painfully with an Int v Essence roll to try and stun them. One round cooldown.

Level 2: This action is now usable once per round.

Level 3: The enemy's roll is now made with a -2 modifier to the roll.

Level 4 (Trick): Jun gains +3 on checks relating to carry/moving a single incapacitated person.

Level 5 (Trick): Stunning effect now applicable to huge targets.
 

A.G.I.L.E. system: The Ambassador's power armor comes equipped with the ability to climb up walls and "fly" in short bursts when inside a planet with Earthlike gravity, he can choose to temporarily overcharge this system and multiply his Dexterity or Strength stat by 1.2 for two rounds. Three round cooldown.

Level 2: Two round cooldown

Level 3: The multiplier is now 1.4

Level 4: The multiplier is now 1.6

Level 5: The multiplier is now 1.8
 

Voice of Reason: When this action is used Jun rolls twice and use the highest result when rolling for anything that could count as diplomacy (and negotiation which is also covered by Diplomacy). Three uses per encounter, all uses are regained when Jun enters an encounter.
Level 2: This action now has an additional use per encounter
Level 3: This action now applies to all rolls made to try and Intimidate someone that does not count as being part of a different active or passive action.
 

(Trick) Psionic Insight: Jun can use her new psionic powers to try and discreetly plumb the depths of someone's mind to try and find something she could use to help her make her point seem much more reasonable by rolling an opposed Int v Essence check with a success giving her a bit of information on varying usefulness depending on how successful her roll was. This action can be used once per encounter, and Jun regains all uses of this action after she has entered an encounter.

Level 2: Mindlink: The user may attempt to gain important information about a target without spending a charge.  However, that target has the opportunity to gain equally valuable information from the user.


Spin to win: Jun takes out her melee weapon of choice and charges into the fray before she spins in place to attack several opponents at once, dealing her equipped weapon's damage against two targets by making an attack against each of them. One round cooldown

 

Listen Up: Jun gains the ability to mentally communicate with a single person using focused psionic energy.  That person is thrown directly upward with a pressure equal to four times earth's gravity until the communication session ends, if they fail to resist it.

 

Walky-Thinkie: The user can now announce their location to everyone nearby, before communicating with someone mentally, either receiving vague answers from someone or sending over full thoughts, but not both at the same time.

 

Beat Down: The user steals the Heart of a vulnerable target, binding it with magic so twisted that it taints the soul irreversibly.  A fate worse than death for the victim, as it fills them with a dark compulsion to seek out the thief, and a painful, all consuming need to dance. 

The user becomes a Necrodancer the first time this is used on an innocent person, gaining a one time +10 to Synergy and Essence, and a flaw.

 

Blowout: The user maligns a psionic pulse, stunning them and another person. The user and another target lose consciousness as blood vessels in their head rupture and neurons misfire.

 

One with Garbage:  The user lays on the ground and meditates on being a piece of trash.

Level 1: Purge mental status effects.  The user is stunned next turn.

 

-Passives

(Passive) Ace Ambassador
The user may choose to, while attempting diplomacy, replace random rolls with Visual Novel style Multiple Choice Dialogue Options based on Jun and the Target, with some options being locked due to either information or a quality Jun lacks, or due to a failed roll against a stat.

 

WWLD (What Wouldn't Leo Do): While in a plot with Leo, Jun gains +6 to Diplomacy Checks when salvaging a situation muddied by their influence.
 

(Trick) Extra Attack: Once every three rounds when you make a basic weapon attack against a target you may follow up with an additional basic weapon attack against the same target as a free action.

 

Hunt the Hunter Hunting the Hunted: Whenever the user is doing one of the following, they gain +3 to doing so:
Obscuring the user's location from someone who is trying to avoid the user
Learning the location of someone who is trying to find the user
Hiding from someone while approaching someone who isn't trying to detect the user
and Detecting someone approaching who isn't trying to hide from the user

No other circumstances trigger this bonus.

 

Theorywork: Jun calls upon over five decades of hands on experience and training in the diplomatic arts to better read people and figure out what their next action will be. As a passive diplomatic action, roll a hidden intelligence vs  Essence or Intelligence check against the person you are interacting with to see how accurate your prediction of what their next action is will be.
Level 2: Jun can now use her psionic powers to subtly enhance her diplomatic abilities, for every successful roll made with this action, add a stacking +1 bonus to diplomacy rolls up to a maximum of +3.

(Trick) Level 3: When dancing a waltz with someone, this ability's cap is increased to a maximum of +6
 

(Trick) Literally the worst thing to say: While Equipped, The user automatically fails any diplomacy check, making the target highly opposed to the user politically, inciting conflict if possible.
Trick Level 2: The user can instead choose to automatically crit fail any diplomacy check along with always inciting conflict.

 

Diplomatic Experience: Jun can call on her decades of work experience and her studies on human and alien psychology and sociology to make reasonably accurate guesses about why the person she is speaking to reacted to her words the way they did. This effectively allows her to gain often vague and not necessarily reliable information about the motivations behind a certain action that is made in response to something she said.

Basic Diplomacy: Jun gets a passive +10% bonus to any opposed Diplomacy checks she makes.
Level 2: Politadancy: If the user can observe a target dancing, make an Int v Dex check, if the enemy fails, The user may now read their body language.

 

Sea Tea: Made from glowing marshwater.
Consumable Level 1: Heals 10 HP, boosts Initiative by 10 for one combat.

 

Dumpster Diver: The user has discovered that people throw away perfectly good things into their garbage cans. The user may apply a permanent +1 Bonus to diplomacy against a specific person for every garbage can they manage to dig through belonging to the individual. This bonus is turned into a penalty if they are caught doing so at any point.

Reserve:

 

Demon Mantel Defense System: A durable suit of power armor heavily modified by Jun and corrupted by demonic energies of Korax.

 

The user gains 5 Res and takes 5% less damage from Divine sources.

This item has one slot for specially designed modules.

 

(Slotted into the Demon Mantel Defense System)

 

 

Meteorite Shield Core: a softly glowing powercore made of Meteorite metal and Silver, projects a powerful shield. Must be socketed into armor with module slots. Activates upon being struck by a projectile, reduces the damage taken from projectiles by 50% for one round then goes on cooldown for one round. +1 Res.

 

 

 

MS-MUN3 Plasma Blade: A basket hilted plasma sword with the ability to quickly retract and extend it's bright red plasma blade in the blink of an eye. The fact that the plasma streaming out of the hilt actually follows the hilt when you swing it and remains in the shape and form of a blade is a small miracle of science. The fact that it only deals 2d6+Dex damage with the damage being treated as fire damage is...disappointing to say the least. The Ambassador can change the color of the blade by simply fiddling around with the settings, but he really doesn't see the point in doing it that often...it is mostly meant for ceremonial purposes after all.

 

 

 

Merit Level 2: This weapon is now Bound and it now deals 3d6+Dex damage

 

 

Merit Level 3: This weapon now deals 4d6+Dex damage

 

 

Merit Level 4: This weapon now ignores damage immunities

 

 

Merit Level 5: This weapon now deals 4d6+(Dex*1.2) damage.

 

 

 

Burning Necrodancy: Now attuned to the Necrodancic arts the user gains a 50% chance to resist any effect that forces them to dance, if they so choose. Certain other hidden effects are also active. This passive is always equipped and doesn't require a slot.

 

 

 

Ambush Hunter: By exploiting a target's complete and utter inability to react to his presence quickly enough the Ambassador can deal an additional 1d4 damage when he attacks a target that was already attacked this round or if the Ambassador currently has Void of Incomprehensibility up, in which case it also grants him first strike.

 

Level 2: This ability now adds 2d4 damage

 

Level 3: This ability now adds 3d4  damage

 

 

Level 4: This ability now adds 4d4 damage.

 

 

Needle of Agony:

 

Deals 4d6+[Dex] dark damage to a single target.  The target suffers 1/4 the damage dealt in stacks of “Agony”.  If the number of Agony stacks they posses exceeds their current HP they become incapacitated/die.  Agony stacks are cleared from active targets at the end of each round.

Level 2(craft): Once per combat as a free action the user may fire a bolt of dark energy that deals 2d6 points of dark damage and inflicts half as many Agony stacks.

Level 3(craft): The user can as an action create a dark cloud of mist that is roughly 6x6x6 and inflicts 2d6 Agony stacks to any enemies that passes through it, cooldown = 5.

 

A finely made rapier with a blade made out of tainted alloy, and a death wyvern bone and wood bone handle and crossguard that can be used to spray or fire a ray of fell mana at an unfortunate foe.

 

 

Three Standard healing potions 

 

Restore 25 HP, used as a free action, imbiber gains the debuff "Potion sickness: cannot use healing items" for one round.

 

Life-Force Potion:

 

At the beginning of combat the user may take a swig of the potion(consuming one charge) to gain 20 MHP for the duration of the combat, one of three charges remain.

Lucky Horseshoe:

Negates any fall damage on the holder, doesn't help their buddies or protect against falling debris though. 

 

Disappointingly non magical Glass sphere that doesn't glow or float by itself apparently 

 


Planned Perk:
Primordial Beat: The character is able to access another person's mind and convey the intentions and meaning behind their words directly to their mind without having to share a language barrier, and vice versa. Allowing them to always be able to roll a diplomacy check no matter what the situation is.

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Satomi Kaiu (western name order used here, eastern in her sheet), kind of intended to be the Mar or Periw of this game.

Spoiler

 

Name: Kaiu Satomi

Age: 17

Gender: Female

Sex: Female

Race: Human

Appearance: Though barely below-average by the standards of where she comes from, Satomi is positively tiny by more multiversal standards, at 4'9" in height. Her figure does, at least, make it rather clear that she isn't a young child, as though Satomi is fairly slim her proportions are that of a nearly-adult woman. She appears what would be "Asian" were she from Earth. Satomi has orange, straight hair that falls to just past her shoulders, and brown eyes that often glint with curiosity (and which, incidentally, are not very good). Satomi wears a dark blue kimono (with a fairly high neckline) with a pattern of grey lines on the sleeves and on the back in gold color, the design of a circle with a crab in it. She wears a grey sash to secure the kimono. Thin, samurai armor plates across her shoulder and chest provide her protection in battle or exploration. She always wears her two swords (one long and one short) tucked into her sash, wearing them even in casual settings.

Personality: The Kaiu family of the Crab Clan in Satomi's home country of Rokugan is renowned for its engineers, but even for a Kaiu Satomi shows a prodigious talent for engineering... something that comes with a nearly insatiable curiosity as to the inner workings of even the rather medieval technology that she could get her hands on. Her fascination for technology is both a blessing and a curse: it naturally boosts her knowledge, but can also cloud her judgement. As for the rest of her personality, Satomi can be a very intense young woman: she is naturally inclined to throw herself heavily into her endeavors, and she feels (and displays) emotions keenly, something she can have difficulty controlling. Satomi also has a remarkable capacity to hold grudges and hatred, one prominent example being a positively burning hatred of the Scorpion Clan of her home country for the death of her mother in a duel.

 

Merit: 1

HP: 26

Moves:

 

Stats:

 

Essence: 5

Constitution: 3

Dexterity: 7

Intelligence: 12

Resistance: 2

Strength: 3

Synergy: 0

 

Changelog: +1 INT from scavenging.

8 Merit from Lung battle

20 Merit from Boat Graveyard

4 Merit spent on improving INT by 2

4 Merit spent on improving Gempukku to level 5

2 Merit gained from God Eater hunt

2 Merit spent on improving CON by 1

3 Merit gained from Terraria zombie battle

2 Merit spent to increase DEX by 1

4 Merit gained from Eye battle

+1 ESS from training

Trained Slaughtaur Shield (5 INT threshold)

5 Merit gained from Terraria village work

30 Merit spent on purchasing the Path of Stone perk

2 Merit gained from Terraria village work

+1 DEX from training

1 Merit gained from the first Dead Cells battle.

2 Merit spent to increase CON by 1.

+1 ESS from angerycookie

 

Perks:

Kaiu Method: Kaiu engineering, construction, and smithing have been tested and improved by hundreds of years of unceasing combat against marauding hordes of monsters, and as a member of the Kaiu family many of these traditions have been taught to Satomi. During crafting, Satomi's INT is boosted by 50% for crafting purposes.
Engineering Expert: The duty of the Kaiu family is to maintain and improve the Great Kaiu Wall (a miracle of engineering) separating Rokugan from a tainted, shadowy land full of the aforementioned monsters trying to kill the entire country. Their teachings minimize failure, for failure comes at great cost. When rolling crafting checks specifically involving building or improving a base, Satomi rolls twice and takes the better result.

Heart of Vengeance: Satomi's life has been in part defined by a massive grudge, and in general Satomi can be highly motivated to do well where she normally wouldn't against those she has been given special reason to hate. When in a situation opposing someone Satomi has been given especial reason to hate personally, her essence is multiplied by either 1.5 or 2, depending on the severity of her hatred.

Path of Stone: Satomi has plied her craft among the multiverse, and now that she has, many of the lessons she received at the Kaiu Engineering Academy have truly come into their own... and, of course, her own unique complex method of engineering has too. As a result, the quality of the engineering, both construction and siege, she does is top notch.  Fortifications Satomi makes have an additional [INT*5] HP. Siege weapons Satomi makes do additional damage equal to her INT.

 

Flaw: Bad Eyesight: Frankly, Satomi's sight is just terrible, as the girl is extremely nearsighted, a decided hindrance in battle, and didn't come from a world with significant ability to deal with this. Satomi has a 20% chance to miss any attack.

 

Actions:

 

-Actives

Iaijutsu Strike: Satomi performs a strike from the Rokugani art of Iaijutsu, drawing and striking with her sword in one lightning-fast movement. This does the damage of the weapon she is using, but First Strike.

Structural Repair: Satomi starts to repair the damage done to a structure, a skill she has developed over the course of her duties. (INT+CON)d4 damage repaired to a structure such as a base, building, siege weapon, or fortification.

Fend Off: The Kaiu aren't meant to be the ones doing the gruntwork of holding the wall, but sometimes they have to defend it anyway. Satomi harasses her opponent and generally makes attacking difficult for them, lowering their primary attack stat by her DEX for a round. 2 turn cooldown.

Structural Disassembly (Trick): (INT+CON)d2 damage done to an inanimate structure. Can not be used in a hostile situation. Has a chance of either providing useful scrap or damaging the user for 1d2 damage or more, whose element depends on the target.

-Passives

Gempukku (Level 5): For Satomi's ritual of graduation into becoming a true Samurai (her Gempukku), as a Kaiu she had to create a siege weapon used on the Great Kaiu Wall. This has rather informed her skillset. Satomi gets a 50% bonus to checks when creating a defensive fortification or a siege weapon.

Level 2-5: Upgraded in 10% increments, to 50% total

-Trumps

Destructive Inspiration: Satomi is suddenly struck with a burst of inspiration as to how to use a siege or base weapon to devastating effect. For the rest of the encounter, when Satomi uses this weapon she has a 33% chance of getting a critical hit with it, a critical hit which deals 3x the damage rather than simply 2x the damage, and has an additional effect at the GM's discretion. Can only be used once per World.

 

Equipment: Daisho: A set of two swords (a katana and a shorter wakizashi) carried by absolutely any Samurai at all times, the Daisho is a mark of the Samurai's noble class and honor. 2d6+STR damage, when upgrading the weapon Satomi can choose a different effect for each sword (Katana and Wakizashi) for each level, but must choose only one of these swords to wield in combat at the beginning of each encounter. The Katana deals 2d6+STR damage, whereas the Wakizashi gives a bonus of +3 to structural actions.

Level 2: The Katana now deals 2d6+STR damage rather than 2d4+STR damage, whereas the Wakizashi now gives a bonus of +3 to structural actions.

 

Shitty-Looking Crossbow: Honestly, this thing looks completely awful. It's a crossbow made from a plank of wood that has been painstakingly carved, split, and segmented together into a crossbow, with aluminum hacked from a golf club for the metal pieces, and plastic-bag plastic wrapped tightly into a string that will need to be replaced. It works, though. 1d6+DEX damage, but must be repaired at the end of every combat.

 

Time Sandwich Samurai Armor (Level 2): These rectangular plates of samurai armor (on Satomi's thighs, shoulders, and chest) have been modified, with usage of the metal resulting from the bay explosion making the armor extremely difficult to pierce without sustained effort -- damage only sticks on one of the phases of the timeshifting metal.

Level 1: +3 RES when equipped.

Level 2: +4 further RES when equipped.

Level 3: +2 more RES when equipped.

 

Agony-Resistance Outfit: A set of stockings, sleeves, gloves, hood, and an inner robe made of two layers of fabric, a wire mesh, and purification powder. The stockings go to the thigh, are a bit tight, and the silk pattern around where the wire mesh ends at the top create an almost lace-like appearance. They also have straps running down the sides. The sleeves (with the same kind of straps) and gloves are fairly mundane, though the gloves have a fancy pattern on the palm and fingers intended to retain grip. As for the nagajuban, as it is under the kimono, it isn't usually visible, but Satomi's idea of placing belts above and below her chest and just above her hips has the unintended effect of tightening the inner robe enough to even emphasize her figure with a kimono on.

Level 1: Grants the wearer 2 Res and immunity to some environmental effects, doesn't require an action slot if worn with another set of armor.

 

Perfection Crossbow: A mechanical, spring-powered repeating crossbow that is capable of renocking itself after every shot without having to pull a lever -- at the expense of being ridiculously hard to initially load. It is also incredibly lightweight, but that makes it fragile and exacerbates the reloading issues. This item does not take up a slot, skills which target gear for destruction automatically succeed against this item.

Level 1: Deal 2d6+Dex Damage. The user may instead deal 6d6+Dex Damage, but must spend 3 turns reloading afterwards

 

Slaughtaur Shield: A large, shiny, oval shield with spikes along its outer edge and a large skull in the center.

Level 2: The first time the user takes damage in the round they reactively raise the shield, reducing any further incoming damage by 50% until their next action or the end of the round.  Only activates automatically once per round.  Training again with this item with at least 10 Int may unlock another effect.

 

Terrarian Silver BowA bow largely constructed of wood but with silver ribbing in its work, it may not be of Kaiu make, but it sure is an effective bow. Despite its material choice. Somehow. To Satomi's consternation.

3d6+[Dex] damage.

 

Flaming Arrows (x2): Arrows slathered with an impressively flammable slime substance, they can really light a fire under your damage potential, at least if you know how to apply them well.

Increase bow damage by [Int], damage becomes fire, consumable.

 

Sphere-launcher Ballista Emplacement: A fairly simple and “small” piece of equipment(as far as siege weaponry goes) that can be packed up and moved from location to location for field operations or as transient support. It requires two moves(from the same or different characters) to setup or take down the emplacement, one move is required to load the weapon after setup and each shot, one move is required to fire the weapon, a character who intends to fire the weapon at a quickly moving or distant(50+ yards away) human sized or smaller target must also first spend a move aiming the weapon. This weapon deals 20+[Operator’s Int]+[Ammunition] damage to a single target. Different ammunition may add or alter effects beyond damage. Fills two action slots in the loadout.

 

(8x) Stone Fragmentation ammoA deceptively simple set of spheres, these pieces of ammunition for Satomi's ballista are simply slightly jagged spheres of stone that have been hammered and struck with relatively light force so that though they remain intact, an impact such as hitting something after being launched will send them violently flying into sharp, momentum-filled stone shards. She carries them in a sack. Adds 8d4 damage and forces the damage to be divided between four targets when used in an appropriate siege weapon.

 

Siege Crossbow Bolts (Gel)(x5): A long hollow rod filled with a payload of gel. There is a fuse built in so that rather than igniting during the expected travel time of the bolt, it lights on fire after hitting the target and disgorges its payload. Adds 2d6 damage to a weapon it's used with. If damage was dealt then the next round the target takes 4d6 fire damage that ignores Res. These bolts give the weapon a 10% miss chance.

 

Powered Grapple: A complicated series of gears, belts, switches, a spring, rope, and a Magic Element Engine, all put together with the intent of making a device to shoot out a grappling hook on a rope and draw it back in, all contained within a metal, jointed chassis that fits over the top side of Satomi’s arm. Once crude both in function and appearance, Satomi has put time into it so it looks sleek and functions smoothly... well, mostly smoothly.

Once a turn, the user can draw themselves to a larger or equal target, or draw a smaller target to them. 10% chance to jam and need to be fixed as an action.

 

Gummi Craft 101: A heavy tome referencing the fundamental practices and techniques needed to build stable, functional Gummi parts for interdimensional vessels. Written by Royal Engineers Chip and Dale. May be studied for a chance to obtain Gummi blueprints.

 

Blueprint: Fire-G: A simple ship-to-ship weapon that exploits the Fire spell to deal direct damage. Requires 1 Volatile Gummi, 2 Firm Gummi, and 1 [Fire Gem].

 

Reserve:

 

 

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time fucker

 

Name: Kusuke Kigane
Age: 18?
Gender: M
Sex: M
Race: Human
Appearance: Has a set of slate gray eyes framed by medium-long, shaggy hair that seems to be either dark purple or black depending on the light. Strong, but still youthful features that make him look slightly younger than he actually is. Which, given the nature of his Drive, is actually getting harder to determine as time goes on. Never seen without his dark gray zippered hoodie (which has a somewhat excessive number of zippered pockets and is fastened around his neck with a fine chain. Wears a white undershirt with a fancy abstract design across the chest. Often seen with his hands in the pockets of his black jeans, which are secured with a set of three belts, one of which is draped somewhat loosely around his waist and secured to the others with another chain that links it to his belt loop and the other two belts. His shoes seem to use thin metal and cloth in place of rubber, but are otherwise relatively mundane. Has knives scattered all over his body, hidden in pockets both obvious and otherwise. 
Personality: Friendly and a little naive. Tends to overlook mundane solutions to problems at times. Deeply altruistic. Addicted to caffeine. Has a strong serious streak. A better cook than you might think, though that might just be him abusing his drive to reset and get fresh ingredients. Utterly inept with repairing things or troubleshooting tech. 
 
Merit: 11
HP: 24
Moves: TBD
 
Stats: 

  • Essence: 6
  • Constitution: 2
  • Dexterity: 8
  • Intelligence: 8
  • Resistance: 3
  • Strength: 3
  • Synergy: 4

 
Perks

 

Doubleshift: Kusuke adds his INT to his DEX for the purposes of calculating the number of moves he receives in a turn.

 

Take Two: Kusuke automatically rerolls any failed checks once. Uses per round limited to (number of worlds cleared +1.)

 

Take It Back: Kusuke has the ability to accelerate or rewind an object along its personal timeline if he can reach it. This can include moving it, or simply aging/de-aging it in place. Success (when not governed by an Action) is determined by Essence, Synergy for the raw magnitude of the shift, and Intelligence for finding the proper timelines to move it along. Doing this too often in a short amount of time, or doing a shift with a very high magnitude, can prompt checks for exhaustion, which can cause negative status or damage to Kusuke. Sentient and sapient targets may also attempt to resist, using their Essence.

 

Flaw - Automatophobia: Kusuke loses 1 Essence every time he is attacked or otherwise negatively affected by a mechanical enemy until the encounter ends. 


Actions: 

 

Active

Recall: Sets Kusuke's status back to what it was at the start of last turn. Only usable once per turn.

-Level 2: Can target people and objects other than Kusuke.

 

Ride Forward: Kusuke can sacrifice any number of turns this round (including the one he uses this action on) to move twice the number of allied moves (including his own) to the top of the initiative order. 

 

Skip: Kusuke uses his powers to knock the target a few moments forward or temporarily into an alternate timeline, removing them from combat for one round. Powerful targets may be resistant (ending the effect partway through a round) or immune. 

 

Temporal Toss: Kusuke strikes at a target directly with his power,  sending them flying uncontrollably forward or backward along their own timelines. On a successful SYN check, this can inflict damage or debuffs determined by the GM due to confusion, loss of training (if moved backward), or aging (if moved forward.) 
 

 

Vigilante Code (Gear): A Magic Formula given to vigilantes by the NOL. It's essentially a set of magical handcuffs with a unique signature. Allows the user to attempt to restrain a target using a DEX check against a stat of the GM's choice during combat, which is doubled if the target is already incapacitated. Restrained targets cannot use actions that require usage of their hands until they can make a check passing the original, non-doubled DEX check. 

 

(Trick) Blink: The user spends one turn to nullify a wide range of physical status effects such as bind and slow by teleporting out of them or using it to enhance mobility. Out of Encounters, this technique allows for a teleport of up to Int+Syn Feet.

-Trick Level: Blink can now move Kusuke twice as far.

Refresh: Send a person a short distance forward in time. This reduces all of their cooldowns by one turn. 

 

Doubleshift Another: Use a bit of time travel to allow a person to be in two places at once, granting them an additional action this turn.

 

Temporal Slice (Trick, level 1): Kusuke attempts to cut or damage an object by rewinding or accelerating a small part of it. Can be used to clear debris, with precision and overall success determined by an INT check, or as a way to attack an enemy (opposed by Essence.)

-Level 2: This can now destroy light debris with no check. 

 

Borrowed Time III: Kusuke stores a turn for later use, up to a maximum of 4 turns.

 

Martial Arts: Allows Kusuke to deal 1d6+DEX damage without using a weapon, and adds DEX/2 to damage dealt with small weaponry such as knives. 

 

Backlash: The user has a 5% chance to automatically use Tempofrag on an enemy when struck by a projectile, the attack is considered to have been used by the enemy, on the enemy.

 

Timeslicer: A nearly indestructible knife made for Kusuke by Satomi, this knife was made painstakingly with timefucked metal -- Satomi hammered each phase into a knife shape, and managed to make a razor-sharp, saw-toothed edge for each phase, these teeth flowing smoothly in their positioning between phases and thusly making a knife that will chew up armor and is very difficult to stop
Deals 2d8+[Dex ] damage, ignores all Res and active(or lower) level defensive effects.
+50% base damage on a crit.
50% less likely to be stolen, destroyed, or unequipped by outside effects.

 

Lightweight Time Sandwich Armor: A simple chestplate, as lightweight and small as Satomi could get a plate that consists of two pieces of metal and a piece of time-metal between them. It's got some weight to it, but it really isn't that bad and the plate is small enough and curved enough to not be much of a hindrance to Kusuke's movement either. It is also very durable, and less roughly made than Satomi's armor -- she's hammered the edges together on this one, so on first sight it just looks like a single metal breastplate.
+3 Res while equipped, 50% less likely to be stolen, destroyed, or unequipped by outside effects.

 

Magic Engine Construction: Allows Kusuke to create magic element engines that function like comparable electric engines but run off nearby ambience from generic metal scrap with only a roll for quality.

-Craft level: Kusuke can now craft Temporal Engines from Magic Element Engines with another quality roll.

 

Heroic Training Quest 0/10:  "You're a skinny little drip, aren't you?  Reminds me of my last student when he first came to me.  He thought I'd hand him everything too.  Go out and defeat ten wild beasts without killing them.  You only learn by doing, you dunce!  And you'd better not try to weasel out of this by picking wimpy beasts, y'hear?"

 

Trump

 

(Trick) Tempofrag: Deal 2d20+Syn damage split up among as many targets as the user wishes, which must include themselves.   Once Per Encounter Cooldown.

-Merit Level: Decreases the damage Kusuke takes from this by 50%. 
 
Reserve:

 

Arbitrarily Large Amount of Sharp Knives (Gear): Deals 1d6+Dex Damage, These knives are sharp enough to defy Low Level RES checks.  Equipment Targeting Attacks must pass a check in order to affect this Gear

 

Credit Card: A card with a few thousand yen loaded onto it. Makes international transactions.

 

Extra Hoodie: For if a true disaster strikes. This one is red and has a stylized design featuring Hakumen on the back. 

shockingly, another weeb character

 

Name: Lucine Nadine Einzbern Yggdmillenia
Age: 6 (technically, 12 mentally/physically. To clarify: was basically vat-grown to the equivalent of age 6 and then allowed to grow normally.)
Gender: Female
Sex: Female
Race: Homunculus
Appearance: A girl with long, teal hair - no, she's not Hatsune Miku - usually tied back in a simple ponytail, and eyes of a dull red color. She's just about average height for her age, maybe an inch or so over average. Her clothing outside of her magical girl form tends to be rather subdued and occasionally trending toward the boyish; Lucine isn't normally much for skirts or dresses, though she doesn't exactly hate them. Contrary to this, though, her magical girl form appears somewhat similarly to her other counterparts, with the primary difference being color scheme; her outfit is a somewhat more subdued shade of the same tone that makes up her hair, and has entirely connected sleeves; the two wing-like attachments on her back are also forked at the ends.  

Personality: Not shy, but rather conflict-averse. She is just fine being left to her own pursuits and enjoys studying more than you might expect the average twelve-year-old girl to. Lucine enjoys helping people with their various issues, but is somewhat easily frustrated when doing so. If she has to fight, she typically relies on the trance function of her Kaleidostick, running mostly on autopilot and retreating into the back of her mind.

Backstory:

 

A homunculus created by studying Illyasviel von Einzbern's development and blending Einzbern and Musik techniques under the Yggdmillenia name. Her "father" was an exile from the Einzbern family, Gunter, who joined with the Yggdmillenia largely out of desperation; the great family of alchemy has never been particularly tolerant of failures, though what his failure was is something that only he and the elders of the Einzberns know. Unlike many homonculi, she was only "grown" to the physical age of six and then allowed to develop at a normal pace, though her magical abilities were closely monitored as she did so. The end goal was to create another homunculus suitable as a vessel for the Holy Grail, were the Yggdmillenia ever able to obtain it - and in no small part a jab at the Einzberns for kicking Gunter out.

 

Unsurprisingly, her high quality magical circuits made her a fairly adept mage in her own way; while she was never particularly adept at casting spells, she showed an inclination toward the crafting of Mystic Codes from a young age. This led to another idea, namely the creation of an imitation Kaleidostick; while it doesn't have the same sort of raw power as the originals created by Zelretch, it does allow the wielder to manipulate their own magical energy, turning the normally fight-averse Lucine into a formidable threat in magical combat. It also contains a fair amount of data on combat techniques - though this is preinstalled rather than drawing on parallel dimensions as the original does - allowing the user to enter a sort of combat trance as needed. Just as the testing on both Lucine and the device was completed, however, she was whisked away. . .


Merit: 11
HP: 24

Mana: 40%
Moves: TBD

Stats: 

 

 

  • Essence: 5
  • Constitution: 2
  • Dexterity: 3
  • Intelligence: 6
  • Resistance: 2
  • Strength: 1
  • Synergy: 11


Perks:

Conceptual Coder: Lucine has the somewhat unique talent of being able to inscribe Class Cards with a summoning ritual (with sufficient magical power), both on the traditional medium and into other items, to grant them properties based on the Heroic Spirit forming the card. Summoning a Heroic Spirit into a card relies on her Synergy, and can pull from the history of the world she is currently in if she has learned any meaningful amount of it; she may also attempt an Essence roll to influence the card summoned. The ritual itself must also take place over a confluence of leylines, or it runs the risk of significantly draining Lucine's energy. Creating components or Mystic Codes using a Card relies on her Intelligence. Some Class Cards can be leveled; others have a fixed scaling.

Include: Limit Expand: Lucine's imitation Kaleidostick retains the ability to include a Class Card, modifying its properties based on the card included and applying this modifier to all of her actions. Grants a special Action Slot that can only be used for this purpose. The precise changes are detailed in the Card's description. 

Install: Phantasm Summon: Though Lucine's Kaleidostick doesn't have the power needed to do a full Install, it can grant its wielder some of a Heroic Spirit's properties; due to the loss in power, it prioritizes defensive ones first. Grants a special Action Slot that can only be used to equip a Class Card. The precise ability granted is detailed in the Card's description.

 

Flaw: Magical Life: Lucine, despite appearing mostly like a human and largely being set up like one, is still a person created using magic rather than being born naturally. While she has large reserves of power, she burns through them quickly. Each combat takes a baseline of 15% of her storage capacity, and summoning a Class Card takes 60%. There are numerous methods of restoring one's mana, but she does not begin knowing them.

 



Actions:

Include: Nero Claudius: Aestus Domus Aurea: Each one of Lucine's attacks has a 10% chance to Dazzle, which causes the victim to lose its next action and deals SYN damage to any nearby enemies. 
Install: HeraklesGod Hand: Negates all actions targeting Lucine's that are Level 2 or lower. After being attacked, she gains +2SYN/3 resistance when attacked with the same damage type for the remainder of the battle. 
-Actives
 

Big Blast I: A long-ranged magical assault consisting of a number of blasts of raw magic. Not a particularly refined technique, but it gets the job done. Deals SYN damage 3 times, to up to 3 different targets. 1 turn cooldown. 

 

Restful Repose (level 1, trick):  By sleeping near a potent source of magical energy for at least 8 hours, Lucine can recover 50% of her mana capacity.  This can only be done once per day.

-Trick Level: Can now remove one debuff, including one semipermanent one at the GM's discretion.

 

Unassuming Presence: The user has a nonthreatening, innocent appearance. Enemies must make an opposed Essence check against the user or the user gains +1 RES against them, they will be 10% less likely to target the user, and will give the user small free items, such as candy or bullets (depending on context.)


-Passives

 Elphet Style II: Every three attacks, the user may make an additional attack.

 

Mystic Coding IV:  Grants +10 INT while crafting Mystic Codes.

 

Low Quality Flow Acceleration: The user loses less magic to inefficient equipment.

-Gear Level 1: Automatically gain +1 Syn in combat when using a transformation or buff, which ends with the transformation or buff

-Trumps


Equipment:

Kaleidostick Magical Opal (Level 3): Provides numerous things to Lucine, including a fair amount of unnecessary headache at times and the ability to utilize her powers as a magical girl. It's been modified heavily from the original designs by both Lucine and her father, resembling a pair of oversized pistols when in use in combat. The guns lock together into a slightly less threatening-looking winged box when not in combat mode, a box that can fly about under its own power. 

-Damage: (Worlds Cleared+1)d8+SYN (Currently 2d8)

-Soulbound: This item is immune to most item destruction or theft effects, but can be given away, granting most of Lucine's combat powers to the bearer instead. 

 

Ammunition of the Waterfront Saint: Bullets that lend attacks the kick of a certain brawling saint. All attacks that hit while this is equipped cause a -2 SYN debuff on the victim lasting 1 turn. Only equippable if the user is already using a firearm.

 

Vulture Bike: A light and extremely fast vehicle that occupies 2 action slots when equipped, and provides no protection to the rider on its own.  However, it does give the rider +2 dexterity and access to the following action:

Spider Mines (3/3):  3 times per encounter, the rider can lay a spider mine in front of target ally.  When an ally protected by a mine is attacked from close range, the mine charges the attacker and explodes, dealing 2d6 damage.

 

Necromantic Shotgun: A shotgun modified and enhanced by Freya and Lucine, turning it into a Mystic Code. It has a nasty bite.

-Base: Deals 1d8+DEX damage. +5 to opposed checks that involve shooting or striking someone with the gun.
-Craft Level: This gun now deals Synergy-based damage. 
-Craft Level: Craft level: as an action the user may make a melee attack with this weapon for 1d6+[Syn]+5(due to it's other attribute) Necrotic damage, successfully hitting a biological enemy with this attack increases the damage of the next normal attack made with this weapon by 2d8, cooldown of 2.  
-Craft Level: This weapon is only usable by Freya or Lucine, if both are present in the same combat this secondary attack of this weapon deals an extra 1d6 Necrotic damage and the damage buff caused by striking biological targets also increases damage dice by one step.

 

Berserker Class Card - Herakles: A Class Card containing the essence of the Heroic Spirit Herakles, as summoned under the Berserker class. When Included, it places a debuff on all enemies Lucine targets (regardless of whether her attack is successful) that halves the effect of all defensive and regenerative abilities. When Installed, Lucine cannot be damaged by non-Trump attacks that are level 1. 

-Level 2: When attacked, gain SYN/3 resistance when attacked again by the same damage type.

-Level 3: As Level 2, but add an additional SYN/3 resistance for a total of 2SYN/3

-Level 4: Now defends against attacks of level 2 or lower.

 

Toxic Cap Bullets: On hit, if the target is not already afflicted, inflict the “Toxic Spores” debuff, which Deals 1d12 damage per turn for one turn, However, whenever an enemy afflicted with this debuff makes a melee attack, that attack will constitute poison for the purposes of weaknesses. Requires the user to be wielding a firearm to equip.

Level 2: “Toxic Spores” now reduces the afflicted target’s Res by 5 for its duration.

 

Saber Class Card - Nero Claudius: A Class Card containing the essence of the Heroic Spirit Nero Claudius. When Included, it adds a chance to Dazzle on all of her attacks, stunning the primary target and dealing SYN damage to those nearby. When Installed, it gives her a 33% chance to regenerate 10% of her health, a 33% chance to take 25% less damage, and a 33% chance to do nothing at all at the start of each round.

 

Rider Class Card: Jim Raynor, Marshal of Mar Sara

Include- Riding B+: Lucine gains the ability to ride anything short of a phantasmal beast as if she had years of practice, and to ride motorcycles and other powered bikes with extremely superhuman levels of skill. She gains [essence]% evasion while riding a motorcycle or other powered bike.

Install- Overload (Stimpack) C : Lucine can pay 25% of her MHP to gain an extra action this turn, which must be spent on moving or attacking. This can only be done once per turn, and only during her turns.

 

Archer Class Card - Red Sonja: A card containing the tale of Red Sonja, under the Archer class. When Included, it prevents any effects from hampering Lucine's attacks, and allows her to load anything she can lift into Opal as a projectile; Opal gains a large top-loader and a laser sight. When Installed, it renders Lucine immune to most environmental effects.

 

USED IN CRAFTS:

Foreigner Class Card:  Kosi-Chan: This class card carries an image of a rather adorable young girl with long grey hair.  She's reading an unlabeled book, and has a series of small, grey pyramids with an opalescent sheen orbiting her head like a crown.

Install:  Annihilator - Whenever Lucine deals damage while this class card is installed, the victim must sacrifice 1 stat point of their choice.

Include:  Glimpse the Unthinkable - Lucine can activate this ability to learn the answer to any question, but then suffer a random info-hazard proportional to the value of the answer.

 

Lancer Class Card - Scathach the Gatekeeper:  This class card contains the lancer aspect of the legendary celtic warrior-queen Scathach, the guardian of the Isle of Skye, first wielder of Gae Bolg, and Cu Chulainn's mentor.  When included, a reflection of Scathach's noble phantasm clones projectiles fired, so that whenever Lucine fires a bullet she fires one more bullet than she otherwise would.  When included, Scathach's legendary teaching skills are manifested, granting a bonus to quality rolls equal to Lucine's intelligence when she tries to learn or upgrade a trick, or helps someone else learn or upgrade a trick.

 

 

Reserve:

smelly boi

 

 


Name: Akakios
Age: 52?
Gender: Male
Sex: Male
Race: Chaos Space Marine
Appearance: A hulking suit of power armor, easily breaching eight feet in height, conceals the entirety of the man within. The armor's colors, once a strong red, have faded due to corrosion, filth, and poor maintenance, forming a rather disgusting-looking color that looks like old, putrid blood. One pauldron is painted black. The man within is best left without description, and nigh-impossible to see; his helmet hearkens back to an earlier age, one of brothers fighting brothers and the death of a god. If one looks closely, his left arm is, in actuality, a cybernetic replacement, and his backpack can sprout a few extra robotic arms. . . though only one or two of these seems to actually work correctly at the moment.
 
Personality: Akakios is surprisngly friendly and amicable for a servant of a Chaos God, being quite willing to engage others in conversation. He is also quite calm under most circumstances; whether this is a natural personality bent, a result of having no real reason to be afraid of or truly concerned about anything, or some combination thereof is unclear. He does tend to hold grudges, but does not actively pursue them. Incredibly patient. Known to offer Nurgle's gifts to people, but unlike others will not share them unless asked; either way, everyone dies in the end, it's not like he's waiting anxiously for you to accept Nurgle.
 
Background: The following is an intercepted transmission between two unknown Traitor Marines, after cracking an outdated encryption. It was deemed of no tactical importance, and is slated to be purged due to containing extremely heretical content.
 
"-urgle would care, but no one else. Story of my entire life, really.
 
See, you grow up on a Hive World and you eventually land yourself in prison, because you pissed off the wrong guy, but got lucky and didn't get a bolt pistol to the head. I don't honestly remember what I was in for, but back then at least I wouldn't have called myself a criminal. Was a little young to be tossed in prison anyway, but that's the way of things. Either way, I got lucky again - ever heard of the Red Tithe? A Space Marine chapter picked me up out of prison: the Carcharodons, Space Sharks as people call 'em. They've got this right to the "refuse" of the Imperium, get to comb through them and grab the ones they want as servants. Well, they picked this piece of trash up, and decided he was worthy of getting some nifty new organs in him.
 
The Sharks, though. . . You may as well be a bolter, for all they care. Don't think about anything but the mission. Don't get angry, don't get attached to anything, don't feel anything. They give you a damn number and that's who you are. You'd think becoming a Space Marine would give you the ability to be your own person, but nope.
 
And don't even get me started on those inquisitors. Obviously, the shark bits are heresy, and not just a weird quirk. Though, I guess they were right about the Chaos influence on this guy, hah. Sue me for wanting to sign on with the gods who let you just be who you were. It's kind of funny, honestly, in the Imperium. I'm a villain, but they worship someone who is essentially a corpse that can still think. Sound familiar? Hah.
 
I don't hate them for it, though. Can't blame them for what they've been told their entire lives.
 
Anyway, I did get to do a stint with the Mechanicus after they were done sticking extra bits into me. I was always good with machines. It was nice to work on them, and a part of me misses it, but they were their own kind of crazy too. Not very endearing, to keep it short. Then I got to go back to the Sharks and they continued to press all the person out of me, them and the Inquisitors up my ass for being who I was, and what they'd made me into.
 
So yeah, that's why I 'fell' to Nurgle. Sure, the smell's awful, but I'm pretty sure Nurglites are the only people in the galaxy that are genuinely nice. What, you thought I was here from the beginning? Nah, the Sharks have all sorts of old -"
 
 
Merit: 0
 
HP: 36
 
Moves:
 
Stats:
 
Essence: 0
Constitution: 8
Dexterity: 0
Intelligence: 2
Resistance: 8
Strength: 3
Synergy: 0
 
Perks:
 
Feel No Pain: Akakios regains 10% of his maximum health every turn.
 
That Which Is Dead...: Should Akakios take lethal damage when above 1 HP, his HP instead falls to one.
 
Disgustingly Resilient: Akakios cannot take more than 15% of his maximum health in damage from any single attack.
 
By Fire be Purged! (Flaw): Akakios's other perks are deactivated on turns he takes fire damage.
 
Actions:
 
Techmarine (Rusty): A large body of mechanical knowledge, albeit wrapped in mysticism, is possessed by this particular Marine. . . Unfortuately, Plague Marines don't typically take fantastic care of their gear. Akakios gains a +20% bonus to checks related to military technology, but increased failure penalties and a generally much higher chance for unusual effects.
 
Just That Gross II: Akakios tends to attract fire by being a combination of large and fairly gross looking, and he can take a turn to emphasize this, forcing two enemies to attack him at least once this turn.
 
RIP AND TEAR (Trump): Though normally associated with Khornate marines, they are not the only ones to make use of the battle rage; this seems to be a result of Akakios's particular lineage. Once per world, Akakios may attack with every melee weapon he has equipped, with an additional 1d4+STR punch.
 
Robot Arms (Passive): Akakios has spare robotic limbs with which to hold things. This grants him two extra equipment slots for use with weapons and tools only. (They don't have the dexterity to really operate most of them, but they keep them within easy reach.)
 
 
Equipment:
 
Mark V Power Armor: An aged relic from the Horus Heresy, preserved and patched for milennia. Fortunately for everyone nearby, this equipment contains Nurgle's "gifts" to Akakios, keeping that particular vile stew locked away and granting +3 RES. This armor could probably be removed with sufficient effort, but this would be difficult and painful for the wearer and likely deadly for the remover.
 
Lightning Claw: A hand-mounted weapon consisting of a set of three electrified blades, used to deliver brutal melee attacks. Deals 1d3+STR damage twice.
 
MKVb Godwyn-Pattern Bolter: Deals 3d6+STR damage, with a 1 round cooldown.
 

 

 

FOR THE SWARRRRMMM

 

 


Name: Jormungand
Age: Roughly sixteen years as a gestalt consciousness. 
Gender: Not applicable
Sex: Both
Race: Sliver Hive

Appearance: Whatever bodies it is currently using. Slivers in general tend to have a long, snakelike body, with an armored crest on their relatively flat heads. Their tails are divided into two whiplike parts, and they have a single arm-like appendage terminating in a claw. This form may vary depending on the abilities the sliver offers to the hive. 

Personality: A curious entity, having become self-aware only recently. Jormungand seeks to better itself through imitation and understanding of the world around it; while it retains a predatory instinct, it prefers to restrain such basal impulses in favor of careful interactions with others. Quite friendly and polite (in its own way), though often somewhat incomprehensible to non-gestalt entities.

Perks:

From Many, One: This character is a hive mind composed of multiple individuals. They do not have any base stats; instead, they are composed of a number of bodies, and the overarching personality is preserved as long as at least one survives. They may buy more minions at a base cost of 4 merit. 

Strength in Numbers: Every minion this character owns grants the action it holds to the rest of the swarm, and each one automatically gains a slot with which to hold this action. A minion may only have one action of its own in addition to a basic attack of 1d4+stat that all minions share. These actions may be passive or active. 

 

Distinctiveness Added: As we blur the line between self and swarm, so do we blur the lines between swarm and all. This character may attempt to create a new minion by emulating anything of their choice, with traits based on the thing mimicked, three times per plot.

 

Single Target (Flaw): As beings that share one mind, any action that mentally targets a minion this character controls is considered to target all of them at once, regardless of whether it would be normally possible to do so.
 

Slots: 5

 

Sinew Sliver

HP: 12

  • Essence: 0
  • Constitution: 1
  • Dexterity: 3
  • Intelligence: 0
  • Resistance: 0
  • Strength: 0
  • Synergy: 0

A lean sliver with taut muscles. Its head and tails are narrow, meant for quick and powerful darting motions.

-Supple Sinew: This minion grants +1 DEX and STR to all Slivers in the encounter.

-Rip: Deals 1d4+DEX damage.

 

Blade Sliver

HP: 14

  • Essence: 0
  • Constitution: 2
  • Dexterity: 0
  • Intelligence: 0
  • Resistance: 1
  • Strength: 2
  • Synergy: 0

A somewhat bulkier sliver with shorter tails. It seems to have some sort of thin, metallic carapace. Notably, it has two appendages - both terminating in wickedly sharp blades. 

-Claw Blades: This minion increases the basic attack damage of all Slivers in an encounter to 1d8+stat.

-Slash: Deals 1d8+STR damage.

 

Thoughtful Sliver

HP: 12

  • Essence: 0
  • Constitution: 1
  • Dexterity: 0
  • Intelligence: 4
  • Resistance: 0
  • Strength: 0
  • Synergy: 0

An unusual form of sliver, with seemingly more fat and less muscle than other specimens. It has a large head, and seems to have something resembling a human hand in lieu of the clawed appendage possessed by most. 

-Distributed Thought: This minion increases the intelligence of all Slivers in an encounter by 1, and allows them to add their INT scores together while making checks outside of battle. 

-Punch: Deals 1d4+STR damage.

 

Surgical Sliver

HP: 12

  • Essence: 0
  • Constitution: 1
  • Dexterity: 0
  • Intelligence: 3
  • Resistance: 0
  • Strength: 0
  • Synergy: 0

A somewhat smaller than average sliver, with a set of two three-pronged - but still sharp - appendages. It seems to be nearsighted, but has sharp vision in that range.

-Swarm Surgery: All Slivers may use their action to heal a target by their INT.

-Slice: Deals 1d4+DEX damage.

 

Ghostly Sliver

HP: 12

  • Essence: 0
  • Constitution: 1
  • Dexterity: 0
  • Intelligence: 0
  • Resistance: 0
  • Strength: 0
  • Synergy: 2

A slender, almost ethereal-looking sliver, with white scales that are somewhat reflective. 

-Ghostly Escape: All Slivers may use their action to become intangible, rolling SYN vs enemy DEX to dodge and gaining the ability to pass through thin objects.

-Stab: Deals 1d4+DEX damage.

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. . . ?

 

Spoiler

Name:  . . .Gwyn.

Age: . . .

Gender/Sex: . . .

Race: Human.

 

Appearance: Base Class: A statuesque figure, clad in shining white armor with golden accents and brown underclothes in the gap right at their hips. The chestplate angles into a point in the center of their stomach, while the guards at their knees, shoulders, and elbows protrude outwards in squarish, flowery shapes. Gwyn wears a helmet with a top that sweeps forward like the beak of an eagle to the bridge of the nose; the eyeslits are recessed in on either side. 

Gwyn is an easy ten feet tall while wearing their armor and never, ever, never ever takes their helmet off. 

 

Trooper Class: Gwyn's armor becomes less bulky and more sleek, fit for horseback riding; the helmet especially has become less angular and more round. They now sit astride a white horse with a golden mane.

 

Defender Class: Gwyn becomes even more heavily armored, including a giant metal collar that makes their now-squared helmet look part of their body. Everything is hard and angular.

 

Personality: Quite reserved towards strangers, but not strictly unemotional.

 

---Stat points are recorded as follows: Base [Trooper/Defender/third class/etc] (+Stat bonuses from items, apply to all classes)---

 

Merit: 0

HP: 28 [26 / 32]

Moves: Equal to your Dex, divided by the average dex of this encounter, calculated at the beginning of combat. Minimum 1.

 

Stats: 

 

Essence: 4 [3 / 5]

 

Constitution: 4 [3 / 6] 

 

Dexterity: 3 [6 / 0] 

           

Intelligence: 0 [3 / 0] 

           

Resistance: 4 [3 / 6] 

           

Strength: 6 [3 / 4] 

           

Synergy: 0 [0 / 0] 

 

 

Perks:

 

Class Change: In Gwyn's home world, warriors must be able to adjust themselves on the fly to fit any new combat situation. Grants Gwyn the Class Change action, as well as their initial Trooper and Defender classes. Also has strange effects on Gwyn's other actions; some are unavailable in certain classes, while others become stronger or weaker depending on which one is active.

 

Adaptive: Gwyn is both mentally and physically able to adapt to anything that is thrown at them. Halves the duration of all negative status effects, rounded up.

 

 

Actions:

 

Strike/Dash/Thrust: The simplest of all actions - an attack upon the enemy. (2d4+Strength) damage. // Gwyn attacks, boosted by the momentum of their mount. (2d6+Dex) damage. // Gwyn attacks, but their bulky armor makes it somewhat difficult. (1d6+Strength) damage.

 

Charge/Joust: A running attack that pierces through the enemy's armor. (1d6+Strength) damage; negates Strength points of the enemy's Res for 2 turns. 1 turn cooldown. // Gwyn dashes forward on their mount and straight through the enemy. (2d4+Dex damage), negates Dex+Strength points of the enemy's Res for 2 turns. 2 turn cooldown. // Unusable; Gwyn can't move fast enough. [Neither version stacks, but the duration can be reset.]

 

Guard/Bulwark: Gwyn assumes a defensive stance and reduces incoming damage. Effectively doubles Res for the rest of this turn. One turn cooldown. // Unusable; Gwyn finds it's quite difficult to brace yourself on a horse. // Gwyn's massive armor absorbs nearly everything thrown at them. Final damage against Gwyn is halved for one turn. Two turn cooldown. 

 

Class Change: Gwyn spends one Move to shift their class. All stats instantly change to reflect the new ones, but damage taken or dealt is not retroactively increased or decreased. Their current HP percentage remains the same (if full, it remains full in the next class), but can and will lower if the new class has a lower maximum HP. Actions that affect enemies remain in effect and their cooldowns do not reduce, but actions like Guard that affect only Gwyn become that of their new class. This can either reduce the effect/cooldown or increase it. Gwyn's Move total is also changed to that of this new class, which can mean their turn immediately ends.

 

Trump: Omniclass // Reginleif // Renntartsche

Omniclass: Gwyn activates one Action from every class they possess at the same time. These simultaneous Actions can target any combination of enemies on the field, including all being directed at the same one. The Actions all run off of Gwyn's Base Class stats. For the purposes of any positive or negative effects involving Moves or Actions, Omniclass functions as a series of Actions taken in turn, lasting as many Moves as Actions Gwyn activates. After using Omniclass, Gwyn's turn ends. Once per two Encounters only.

 

Reginleif: Gwyn draws back their mount before leveling their lance and attacking, completely ignoring most of the armor the enemy may be wearing. Deals (2d8+Str+Res) damage, and negates the enemy's Res up to half the damage dealt for 3 turns. The enemy's Res can be effectively a negative number for the purposes of any effects that may restore it, but functionally, the minimum is 0. Once per two Encounters only.

 

Renntartsche (Passive): Gwyn leaps to the defense of an ally and takes a fatal hit for them. Should any ally be hit by an Action that would reduce them to 0 HP, Gwyn forces the enemy to target them instead. All damage and effects are calculated as if Gwyn was the original target. This works on Actions which hit multiple times or can have multiple targets; Gwyn will force every hit that could kill an ally to hit themselves, but only lethal hits. If Gwyn themselves is reduced to 0 HP because of a redirected attack, they are instead left with 1 HP. Once per two Encounters only. 

 

Equipment: 

 

Gwyn's Lance: Gwyn's trusty lance, made of a white, gilded metal. Increases damage dealt by 3, after rolls.

 

Stock of Vulneraries: Several Vulneraries - small pouches of medicinal salve. Restores 30% of maximum HP. 5/5 left. Can be given to, or used on, an ally at the cost of 1 Vulnerary.

 

Reserve:

 

Gwyn's Coinpurse: A small leather bag full of solid gold coins. Currently holds 150.

 

 

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Extremely WIP Sheet for a secondary or if my character just dies due to reasons.

 

Name: Police Officer Nikolas Engel (Also known as Constable Engel, or Sergeant Engel)
Age: 28
Gender: Male
Sex: Male
Race: Human
Appearance: A man of medium height who seems to have a serious look on his face most of the time. The man's alert dark brown eyes seem to scan the area around him for anything suspicious looking. The growth of his short blonde hair seems to be affected somewhat by a case of male pattern baldness, although he doesn't seem like he minds this at all. He is very rarely seen outside of his white and black police officer's uniform, although he sometimes wears a black vest over it that simply displays a small logo for a police station in a town you have never heard of with the words "CSSG Police" written in friendly white letters right next to it. Nikolas is known to put on a pair of aviator sunglasses before climbing into the driver's seat of a black and white pursuit car that is inexplicably modeled after a 2007 Nissan Astra Diesel. The barely audible whining sound made by the vehicle's electric engines are usually drowned out underneath the sound of sirens coming out the car's standard issue light bar. This is a vehicle that does not understand the meaning of the word 'subtle', but rather fortunately it understands the meaning of the word "Fast". Nikolas has never gotten around to fixing the lights inside of his car, as he has gotten used to the idea of being illuminated by an eery bright red light by this point.

Personality:  
HP: 28
Moves: 8
 
Stats:
 
Essence: 3
 
Constitution: 4
 
Dexterity: 8
 
Intelligence: 3
 
Resistance: 1+4+3
 
Strength: 2
 
Synergy: 0
 
Perks:
Rapid Reflexes: Nikolas has a knack for ducking into conveniently located pieces of cover when fired upon, deflecting melee attacks with his nightstick, and jumping out of the way of explosions. This is further enhanced by the experience he has gathered from serving in the Centurion Security Group. This perk grants him a passive Dexterity/2 bonus to his Resistance stat.

Cuff around the ears: Nikolas has learned the proper way of causing someone to stop doing what you don't like whether or not they wanted to stop in the first place. This grants him access to the perk backed action Disarm.

Actions:
-Actives:
Picture Perfect: Nikolas charges towards a single target in an attempt to try and pull off a devastating if incredibly telegraphed series of attacks that the target can spend a move to block. The stat used by the target for most of their actions and their RES is reduced by Nikolas's Dexterity/3 for two rounds if they are unable to spend a move to block his attacks before Nikolas's next move occurs, or if they choose not to spend a move. Four round cooldown


(Perk Backed) Disarm: Nikolas makes an opposed Dex vs The Stat used for the action that will be disarmed (Or the stat used most often in action formulas) to try and remove the enemy's ability to use a single action for one round, although they can regain their ability to use the action if they spent their next move to get it back. 2 round cooldown
 
Rapid Fire: Nikolas is able to fend off multiple attackers with the clever use of the surrounding environment and his trusty nightstick. This causes him to be able to deal 1d3+Dexterity damage to two targets at once, or to simply land a flurry of blows on a single attacker.

 Disrupt: Nikolas reduces a single target's Resistance or Main Attacking Stat by Nikolas's Dexterity for one round. This action can be used once per round.
-Passives

 

-Trumps
 
Equipment:
Standard Issue: Nikolas is rather unfortunately stuck with nothing but an empty holster and a nightstick for a weapon, and this only allows him to deal 2d6+Dex damage that can be treated as being non lethal damage.

Surprisingly durable vest: The black vest that Nikolas wears everywhere with him grants a surprising amount of protection against knives and bullets for something so thin and flimsy. +3 RES.
 
Reserve:

Edited by Cronos5010
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The Universe's Greatest Necromancer, Freya Wentz!

Spoiler

Name: Freya Wentz
Age: 17
Gender: Female
Sex: Female
Race: Human


Appearance: Freya is a rather short person, in almost all aspects physically. Standing at a mere 5’2” with no notable curves to speak of, she generally gives the appearance of a child. Her hair is a short, dark purple color that rather smoothed out, though she has bangs that travel is the side of her face and leave a bit of her forehead exposed. Her eyes, lastly, are a bright red in color 

 

Her outfit is predominately black in almost all aspects. She wears a large, witch-like hat, which is rather well kept, and has a bright white skull badge pinned on it, to signify her school of magic. Her outfit is mostly just a single, plain, sleeveless black dress that ends about an inch above her knees, and covers the area around her neck, with darker piece of fabric wrapped around her stomach to keep it in place, doubling as a holder for small potions and a bag. Freya also has two large sleeves that are disconnected from her dress, being black in color as well and bloom outwards once they reach the hands, and are connected to the dress by single bits of fabric that goes over her shoulder. Her wrists are also bandaged up. Lastly, Freya wears two, rather plain black boots that go up to her knees, with inch long heels, which are meant to give herself a bit more height.

 

Personality: Freya, at first glance, tends to go against the common conception of Necromancers. Energetic and kind, Freya is the type of person who puts others before herself, and is constantly willing to lend a hand. In addition, she tends to act in ways that will, in her views, ensure the comfort and happiness of as many people as she can.

 

In reality, Freya is a far more cynical and traumatized than she lets on, due to her upbringing. Her willingness to put others before her comes from her lack of confidence in herself, and is generally the first person to criticize her own capabilities.

 

Theme: Bastion - Brusher Patrol


Merit: 4
HP: 20
Moves: TBD
 


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


Perks:
 
Necromancy:
“What? Raising the dead is just something Necromancers do. You thought that I couldn't just... Do it?"
Freya, despite her appearance, or perhaps befitting of it, is a very skill Necromancer, and as such knows how to reanimate the dead to do her bidding. Unlocks the action… “Necromancy”.
 
Death’s Lock
“Honestly? Death is a bit of a minor bump in the road for me now. Granted it's hard, but I can do it.”
Through planning ahead (or just preparing a spell ahead of time), Freya can survive death once, coming back to life after the turn is over with half her health. However, after being used, Freya must reset the spell, which takes an hour of work to complete.

 

True Resurrection

"Please... Don't go..."

The true power of a Necromancer's magic is being able to bring the dead back to life, not just reanimate them. Unlocks the action "Resurrection"

 

Not Kosher (Flaw)

"I'm generally not well liked in the holy community. Something about being a 'servant of darkness' and 'a crazy psycho bitch' or whatnot. Bunch of weirdos up there if you ask me."

Undoubtedly, Freya's sheer aptitude for Necromancy has caused her soul to visibly blacken, so much so that she is considered evil by most. Freya is locked out of Holy Ground, unless they can sufficiently convince the deity in question otherwise

 

Actions:
-Actives


(Perk backed)Necromancy: Freya targets a dead enemy, specifically, the skeleton of a long dead body, or a revenant, reviving them to heed her command. These revived creatures have their dexterity reduced to 0, though Freya is forced to make an Essence vs Resistance check in order to keep them at their full strength. A success let's Freya use them with their stats at their normal ability, while failing halves each stat aside from Con. These minions count as actions, and must have actions slots to use.

Necromancy Level 2: Dex is now able to be at half capacity if Freya succeeds her roll, but remains at 0 if she fails her reanimation roll.
Necromancy Level 3: Dex is now able to be at full capacity if Freya succeeds her roll, but is halved if she fails her reanimation roll.
Necromancy Level 4: Freya's reanimation roll (Essence vs Resistance) now halves the bodies Resistance stat for the purpose of the roll.


Misty Skulls: Freya slams her staff into the ground, releasing multiple skulls made of grey mist that fly at an enemy, dealing 1d4+SYN damage. In addition, the target must make a check against Freya's Syn vs their Essence. If they fail the check, they must act like they are at critical health.
 

(Perk backed)Resurrection: Freya revives a friend from death, because she can. Freya brings a person back to life, but permanently loses 1 Syn minimum. The revived person in question starts off with 0 stat points, but gains 1 stat point for every Syn Freya spends.

Level 2: For every Syn Freya spends on reviving someone, the target gets 2 stat points to spend.
Level 3: For every Syn Freya spends, the target gains 3 stat points to spend.

 

Zombie Hunter: Freya, once she learned about how to manipulate dimensional travel on her own (although limited), whipped up yet another spell to let her find some more powerful corpses by sending a ghost through a dimensional portal to find one. However, as of now, she is only unable to really command what she wants to get, due to the difficulty of keeping the spell active.This action can only be used out of combat.
Level 2: Freya can describe a setting she wants a corpse from. Still can't decide what corpse she gets from said setting.
Level 3: Freya can state if she wants an animal or a 'human' as a corpse from a certain setting.
Level 4: Freya can specify what she wants to get


(Blood Ritual) Blood Engine: Freya transmogrifies one of their undead to feed off the latent energies of blood by implanting Blood Cores into their body.  Chosen undead gains Str equal to the user's Syn for each Blood Core, but if an enemy shoots a core (Or hits it in general), the undead is stunned.  When all cores are destroyed, the undead dies, regardless of former health. A Blood Core cannot be placed on the inside of an undead. Requires 1 gallons of blood from any source. 

Level 2: Blood Cores can now be made on gear, to varying effects.


-Passives


Field of Death: While she doesn't admit it, Freya's Necromancy grows to new heights when there are plenty of recent corpses around. When 5 creatures die around her, she gains a 25% increase to her Synergy and Essence until the battle ends. 

 

Necroregeneration: While Necromancy likes to work with the dead, Freya's learned to use it to actually heal herself without her having to focus entirely on it.

Level 1: Freya heals 2 hp per turn

Level 2: Healing increased by another +2.

Level 3: Necroregeneration now does not take up an action slot. However, for every 2 hp it heals, Freya's Syn goes down by -1.

 

Freya's Personal Little Zombie World: Freya, after learning about the fact that multiple universes exist, whipped up a spell to help abuse that fact, managing to create her own little dimension that she chooses to store her creations in. Freya can store (Syn+Int) zombies into this place at any point in time, and merely creates portals to let them out.
Level 2: Freya can now equip this in combat, which lets her summon a minion as a free action if Freya has an open action slot.
Level 3: Freya's Personal Little Zombie World now considers undead within it to be alive, so long as they are in there.  Undead are capable of training and growing within this pocket space, so long as their false-living needs are taken care of.

 


-Trumps


Natural Requiem: Freya infuses powerful necromancy into nearby soil, causing it to temporarily return to what it once was, spawning undead made of the ground itself. Freya summons Syn*4 zombies made from material in the ground around her, which are grouped into one. Freya then rolls 1d4, which is the health of each zombie. Each zombie can attack for 1d2 damage each. Usable once per encounter.
Level 2: Only 15 zombies can die from a single damage source

Level 3: Each zombie can attack for 1d2+Syn/4 damage
 

Eldritch Abomination: Freya decides to disregard a minion’s physical health, transforming them into a stronger form while practically guaranteeing their decay. 

Level 1: When activated, a single minion changes into an Abomination, with their strength, res, and Health being doubled. However, after the encounter ends, the minion decays completely, and is unable to be revived by necromancy. Once per two worlds.
Level 2: An Abomination can now last until the end of the next encounter.
Level 3: An Abomination can last for three encounters before decaying.

 


Equipment:
 

Black Stick of Death: Freya’s large, special staff, which is… Not that special, only being made from black wood and being about as long as Freya is tall. However, the top does open up a bit, revealing a small glass bowl fused into the wood that Freya uses for certain spells. When equipped, Freya gains +3 Essence when using Necromancy.

Level 2: As it turns out, Freya has molded little rat skeletons into the bottom of her staff, which can be used to let the staff follow Freya while keeping her hands full. She generally doesn’t show this off to much people, but it is something. The Black Stick of Death does not take up an action slot to use.
Level 3: The Staff has begun to store the life energy from those that die around Freya, creating purple roses that sprout from the staff every encounter, equal to the number of people that die. These roses have many crafting uses, though they vary depending on the life energy stored within them.

Level 4: By using a lung, bladder, and a portal (don't ask how she got the lung and bladder), Freya can now store 1-10 Gallons of blood in a small pocket dimension and use it for Blood Rituals.

Level 5: Soul Roses: Gains [SYN] Temporary HP, that can only be refilled at the cost of 3 Soul Roses (so essentially you get 3 less each combat if you lose all of the temp HP)

 

 

Healing Potion: A rather sweet tasting potion of grey color, stuck inside one of Freya’s vials. Heals 30 hp. Can only be used once.
 

Soul Amulet: A small, black gemstone inside an amulet, that is on a chain that wraps around her neck. +1 Syn until Resurrection is used, which causes this item to be destroyed instantly.

 

Black Rosewater(3/3): A "perfume" made by Freya from multiple Soul Roses and a femur. It's scent causes living things to grow weaker, and sooths the rage of the dead. Can be used to reduce damage by 2d4 if dealt by a living being, or use it to boost damage for 2d4 to a given undead. Has 3 charges.

 

Tricks

 

(Trick) Bloodstained Air: The user animates organic matter on allied weapons.  Weapons which have been used this combat to deal damage receive +1 Damage for the remainder of combat.  This does not stack.

 

(Trick) Spirit Release:  This action can free souls from bindings, imprisonment, and other conditions imposed by others.  Current maximum speed:  1 soul per round.  The soul prison or targeted soul must be touched, and only one target can be touched per round.  An object imprisoning multiple souls counts as a single target.

 

(Trick) Spirit Walk:  Freya can exit her body and walk around without it, becoming invisible and intangible to non-soul objects and beings.  However, she cannot interact with the physical world in this state.  Should Freya spend more than 5 minutes per hour outside her body, her body might start to degrade.  Freya can also equip this action as a passive, granting her the ability to affect spirits as though they were physical beings with her actions.

 

(Trick) Turn Undead:  Freya fires a cone-shaped burst of positive energy from a symbol important to her that causes target undead being, and the 1d6 undead closest to the initial target in the initiative order, to flee in terror for one round, taking no actions except to run away, or if that is impossible to cower in place.  This action's effects do not discriminate between friend and foe.  This action can cause undead that don't have minds to feel fear, but can be resisted by targets whose essence is at least 10 higher than Freya's


Reserve:

A small knife that Freya carries around for Necromancy involving blood.
A rather plain journal that has clearly seen a lot of rough travels. Slightly burned, and very large.

About 3 small glass vials put onto the "belt" on her waist.

A small bag on the back portion of her belt.

Smooth piece of white fabric with a strange, black ink sign on it that is wrapped around her shoulder.

3 Death Roses

 

Freya's special minions:

(These require action slots to summon into battle)

 

Caspin, the Apprentice

Spoiler

Caspin, Level 1 Adept
Str:  2
Dex:  2
Int:  2
Syn:  5
Ess:  2
Res:  0
Con:  5

HP:  30

Perks:
Skeletoad:  The skeletoad provides Caspin and the person he's equipped to immunity from insect-based effects by eating them.

 

Actions:
Inflict Wounds:  A magical touch deals 1d8 + synergy necrotic damage, which inflicts equivalent healing to undead.  2 round cooldown.

Cure Wounds:  A magical touch heals 1d8 + synergy HP, which inflicts equivalent damage to undead.  2 round cooldown.

Detect Magic:  Exactly what it sounds like it does.  Determines whether things are magical, and if magic is present.

Magic Missile:  Deals 1d4 + 1 pure damage to a single target.  This spell can only be prevented from hitting its target by things that specifically block magic missiles, though the caster needs line of sight to the target to cast the spell

Dyno, the Dystoan Drop Bear

Spoiler

Dystoan Drop Bear
Str:  14
Dex:  2
Int:  0
Syn:  0
Ess:  0
Cons:  14
Res:  -1
 
HP:  48
 
Abilities:
Pounce (level 4):  The drop bear makes a strength check against the target's strength, and on a success Pins them.  Pinned enemies can only use actions on themselves or the drop bear, and cannot leave combat.  The drop bear cannot miss them with actions.  Should somebody else try to use actions on anyone participating in a pin, the attack has a 50% chance to hit the other being in the pin.  The drop bear can only pin 2 people at once.  If the drop bear is forced to move, the pin ends.  The drop bear cannot pin things larger than it is.
 
Rend (level 4, passive):  The drop bear deals 2d6 + strength damage at the beginning of its turns to anyone it has pinned.
 
Claw Strike (level 2):  The drop bear claws target enemy for 3d6 + strength damage.
 
Drop Bear (level 2):  The drop bear automatically wins opposed checks if its victim is unaware of its presence.
 
Stealthy Approach (level 1):  If the drop bear has not acted this combat, it will hide from enemies, becoming impossible to detect without superhuman senses.

Solara, the Archangel

Spoiler

Solara, Serran Archangel

The spirit of the leader of the refugees from Serra's Realm.  A powerful archangel in life, Solara retains her spiritual purity and holy power in death, though as a ghost her ability to leverage the physical potency she once enjoyed is rather lacking.

 

Stats:

HP:  36
Str:  8

Dex:  8

Int:  1

Syn:  4

Cons:  -

Res:  5

Ess:  8

 

Oathbound Spirit:  Freya can expend merit to upgrade Solara as though the angel spirit was a part of her character sheet.  The merit spent cannot exceed the amount of merit Freya has spent on herself this plot.  Solara occupies 3 action slots, and starts with 3 action slots, though more can be gained through investment of merit.

 

Intangibility:  Solara is incapable of interacting directly with other physical objects.  While this grants a complete immunity to actions that don't affect spirits and the ability to pass through most substances, it also makes Solara incapable of affecting others with physical actions.

 

Vigilance:  In addition to her other actions, Solara will body-block incoming attacks for Freya when she can.  Unfortunately, Solara is in her current form incapable of blocking physical attacks.

 

Holy Shroud:  Being undead, Solara is all but impossible to permanently destroy.  Should she be reduced to 0 HP she does not suffer a wound, but is rendered unable to act in encounters for the rest of the plot.

 

Actions:

Flaming Sword (level 2, active):  Solara throws a cut with her holy sword, dealing 2d8 + strength holy damage.  This attack can affect targets even if they would ordinarily be immune to it, but the damage is halved in this case.

 

Lay On Hands (level 2, active, 36/36):  Solara can use holy magic to heal injuries.  She gets a number of charges per plot equal to the MHP she had at the start of the plot.  1 charge can be spent to heal 1 HP.  5 charges can be spent to heal 1 status ailment or debuff.  During each use, any number of charges may be spent on a single target touched.  Despite being a holy healing effect, this action can heal undead.

 

Serran Armor (level 2, passive):  Solara's holy aura manifests blessed mail armor to defend her.  Grants +4 resistance.

 

Angel Wings (level 2, passive):  Solara can fly.  While flying, Solara has a 5% dodge chance.

The Bone Bats

Spoiler

Bone Bats - These little undead bat skeletons fly around doing their master's bidding.  They ignore darkness penalties, have an attack that deals 1d6 damage, and 10 hit points.  Targeted attacks cannot deal more than 1 HP of damage to them at a time, but AOE attacks are registered as normal.  Even if they are completely destroyed, Freya can bring them back to perfect condition by spending 10 HP as a free action.

Henry, the Skag Spitter

Spoiler

Skag Spitter:

HP: 29

Stats:
Str: 5
Dex: 3
Con: 3
Int: 0
Res: 5
Syn: 4

 

Perks:
Hard-Bodied- This creature's HP is calculated at [20+CON*3] instead.

 

Abilities:
Actives-
Acid Spit- Deal 1d4+SYN damage to target. Lowers RES by 1d4 for 1d2 turns.

Bite- Deal 1d6+STR damage to target. 10% chance to cause "Bleed- Take 1d6 damage for 2d2 turns." Cooldown: 2 turns.

Bark- Taunt 1 enemy for 1 turn. Cooldown: 2 turns.

Blitzvogel, the Lightning Rakk

Spoiler

Lightning Rakk:

 

HP: 24 (12 since it's alone)

 

Stats:
Str: 1
Dex: 6
Con: 2
Int: 2
Res: 3
Syn: 6

 

Perks:

 

Bird of a Feather (Perk/Flaw): A Rakk's HP is halved in combat, if not in a flock of at least one other Rakk. In addition, up to 3 Rakk can be used in a single action slot.

One with the Sky (Perk): This particular Rakk is immune to lightning damage.

 

Abilities:


Actives-
Tail Slash- Deal 2d4+Dex damage split among up to 2 enemies. Cooldown: 1 turn.

Grab- If a target is smaller than the Rakk, DEX vs Con roll to see if the target is lifted airborne. If dropped, deal [x]d8 fall damage. X is calculated by how many turns the Rakk flies up into the sky with. To leave the grappel, the target must win a STR vs DEX save, with their STR halved. Cooldown: 3 turns.

Fly- Rakk raises 1 sky-level.

Divebomb- Deal 2d8+Dex damage to a target, with a DEX vs DEX check to see if the target gets a counter-attack. Cooldown: 2 turns.

Thunderbolt- Deal 2d6+SYN damage to a target. SYN vs CON saving throw to not get stunned for one turn. 10% chance to fork to another enemy, effects carrying over. Cooldown: 3 turns.

 

Rakky, Rakko, and Rack, the Rakkrakkrakk

Spoiler

Rakkrakkrakk:

HP: 50

Stats:
Str: 1
Dex: 2
Con: 2
Int: 2
Res: 3
Syn: 1

 

Perks:

Bird of a Feather (Perk/Flaw): A Rakk's HP is halved in combat, if not in a flock of at least one other Rakk. In addition, up to 3 Rakk can be used in a single action slot.

Party Popper: When this minion dies, it revives with half it's max health, it's health fully restored, and becomes a Rakkrakk.

Party Popper II: If this minion dies after becoming a Rakkrakk, it revives with half it's max health, it's health fully restored, and becomes a Midget Rakk

Abilities:

Actives-
Tail Slash- Deal 2d4+Dex damage split among up to 2 enemies. Cooldown: 1 turn.

Keel Over: The creature dies instantly, some horrid monster bursting from it ready to attack.  The minion may take twice as many actions this turn, if it is alive after using it.  Free Action.

 

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Late to the party but.... better late than never, eh?

 

Lucille Blood

Spoiler

Name: Lucille Blood 
Age: 15 
Gender: Female 
Sex: Female 
Race: Human 
 
Appearance: Stands at 5'6, with a lean and athletic figure. Unkempt, dark blonde locks frame her face and flow down her shoulders to her mid-back. Her eyes are utterly useless, nothing more than featureless, platinum-white irides with no visible pupils. Despite the general roughness of her appearance however, some might say there's an almost feral beauty to her, something equal parts alluring and dreadful in the shimmering voids of her eyes... 
        Her current outfit consists of blue jeans, homemade hide boots, and a plain black t-shirt. She also sports a form fitting, black and crimson camo vest, often left open, with a generous amount of pockets both on it's front and the interior. Across her shoulders is slung a black satchel adorned with silver trim, made out of some highly durable fabric mesh.

 
Personality: Adaptive and persistent by nature, sometimes even a bit restless, many who cross paths with her would describe Lucille as closer to beast or savage than human at first glance, but in truth she has retained more of her own humanity than the individuals who caused her to flee to the wilds in the first place. The events which led to the destruction of her family as a girl, and the relative isolation she has had from other humans in the years since, has resulted in her becoming less than talkative or outgoing, however, and in many regards they would be right about one thing- she has a much better understanding of beasts and monsters than she does  people.  
      Her blindness has never been a hindrance to her, for she was born without sight, never had any to begin with, and has never known what she was even missing. She has found her own ways to perceive the world and stay aware of her surroundings, and over the years she has honed those abilities to such a razor fine point, that she can navigate most areas better than even most sighted people can, regardless whether it is the middle of the day or the dead of night. Those who would underestimate her simply because she cannot see are regarded with a mild indignation- an inherent drive to prove them wrong, prove she can handle herself just fine, as she so often tried to do with her own worrywort father, and others who kept insisting on treating her with pity and finding a way to cure her birth defect when she herself kept insisting she was fine as she was and perfectly capable of functioning on her own.
 
  
Merit: 5

Spoiler

Merit Log: 

 

Total Merit Gained: 45

 

+4 for helping hand over dangerous bio weapons disguised as drugs to the proper authorities- World: Worm

-2 Buying the action "Transfiguration"

-1 Upgrading the gear "Quartz Staff" to level 2

-1 Upgrading Alchemical Marriage to level 2

+10 for clearing "Chapter 1: Cladogenesis (World of Worm)"

+15 for creating the Galdur Seed, a plant with the potential to improve the lives of countless people

-8 buying +4 Int

-4 Buying +2 Ess

-4 Buying +2 Dex

-2 Buying +1 Con

-2 Buying the Trump "Magnum Opus

-1 Upgrading the trick "Miniaturize"

-1 Upgrading the Action "Edge of Silence"

-1 Upgrading the Gear "Healing Kazoo"

-1 Upgrading the Gear "Cervidae Armor"

-1 Upgrading the Gear "Quartz Staff"

+1 for giving interesting exposition during the Hexen Hunt

+1 for creating the sanctuary tree to help the world of hexen defend against Kraxos

-2 Upgrading the Gear "Serpent Staff"

+1 refunded from rerolling the Actions Alchemical Marriage and Transfiguration into the level 1 actions Shatter/Duplex and Mulligan/Manifest

-1 upgrading the Trick "Suture"

+3 Refunded from destroying the trick "Suture" and the trump "Magnum Opus" while rebalancing thaumic actions on the sheet

+2 Merit from participating in the hunt "Hunting the Gods"

-2 upgrading "Mold" from a trick to a full action

-2 Buying the action "Mimicry"

+3 Merit from fighting off a zombie ambush at the start of the Subplot "Terraria: a fresh start"

-1 upgrading "Mimicry"

-1 upgrading "Edge of Silence"

-2 buying +1 Str

+5 Merit for defeating the Eye of Cthulhu! ("Terraria: a fresh start")

-4 merit buying 2 Synergy

-1 merit leveling "Mimicry"

+4 Merit from defeating and binding the Borean Strider!

-4 merit Buying +2 Int

+5 Merit refunded for reworking the "Blinded by noise" flaw and removing offending craft actions/merit-invested tricks (Scribe enchantment, Mold, Miniaturize)

 


Stats:  
HP: 28
Moves: 7- Average Dex (+1 Move; always has minimum of 2 Moves) 


0/21 (+11 from merit) (+1 from training)
Essence: 7 
Constitution: 4 
Dexterity: 7 
Intelligence: 12
Resistance: 2 (+6 Draco Vest;+12 Heros Argenti)->20
Strength: 1
Synergy: 3
  
Perks:
The 3rd Instance: The art of Thaumaturgy was the foundations upon which lucille's people created their civilization, and it was also the engine of its destruction. In the days since the fall, Arganorian men were left to scavenge and scour the ruins of the old world in the hopes of rebuilding what was lost; Lucille however, has no need of such pitiful endeavors. What the Mavens implanted directly into her mind before they bid her farewell was both a show of good faith, and a final contingency plan; Keys. A great many mental and spiritual Ciphers, needed to unlock the gates of chaos and storm which so heavily guard the true depths of the sea of knowledge, dive fully into its massive, ever shifting tides without fear of insanity or destruction, and draw from the vast reservoir with impunity. It was the act of bestowing this power onto her which sealed Lucille's status as the Maven's successors... and thus turned her into the 3rd Instance. [When Lucille casts a Thaumaturgical Spell, the numerical effects of said spell are boosted by 1.3x. Actions which receive this boost are marked by a *] 
 
Progenitor (Level 2): The paragon of her generation, Lucille has begun the process of recalling long since forgotten memories. Though they come only in small snippets and parts, the power they bring is complete; Her Matipraskara has been reawakened, and with it she has a nigh instinctual understanding of the delicate art of creating and changing living organisms; not only that, but the power to bond her mind with that of lesser creatures, and communicate with living organisms.   
[When Creating or Altering living organisms, Lucille may reroll either her success or quality roll on the craft, and take the better result. She additionally is able to empathically communicate with any living organism, and has a number of "Bonds", equal to her Ess*2.

      Bonds can be expended in and out of battle in order to bind living organisms to her will and turn them into companions under her control. Binding organisms requires Lucille to spend her action forming a Bond with them, at which point a number of bounds equal to ½ the Beast's Int will be expended, with a minimum requirement of 1. If Lucille doesn't have enough open Bonds available to satisfy this cost, the binding fails. Organisms that are Sapient cannot be controlled using bonds.

     Bound Organisms start with Stats and Actions identical to their normal counterparts, and act simultaneously with Lucille during her turns. The bonds expended on them will be restored to Lucille upon either the Creature being reduced to zero hp in battle and dying, or by her dismissing them, which may be done at any time as a free action; when dismissed they will not turn hostile towards Lucille or her companions unless attacked after the fact.] 
 
Flaws: 

Auld Lang Syne (flaw): The memories come in fitful bursts, spasms of the mind and spirit itself. Their clarity is poor, their retention even poorer. 1 delegated to 3. 3 made many worlds. Then 1 vanished, and 3 became 2, standing against 1. Perhaps there is no use for flashes of the old world anymore. But Lucille still recalls... slowly, but surely. And with the recollection comes realization: Why waste time and energy dabbling in other's crafts when you were once the first, and the best, there ever was at your own? [Lucille, due to a strange sense of long forgotten pride, is restricted to crafting only living organisms; attempting to craft objects, tools, etc. will automatically fail as a part of her she didn't even know was there before silently rebels against the very notion of straying from her true calling.]

 

CURRENTLY BOUND BEASTS:

Spoiler

Bonds: 6/14 (Essence*2)

((Bound Beasts take up Action Slots in order to bring them into battle, but will act simultaneously with Lucille when she moves))

Bestiary Link (Contains entries on all creatures Lucille has encountered and bound in the past)

Zoidberg-1 bonds

 

Do-1 bonds

 

Vera-1 bonds

 

Raiju- 1 bonds

 

Brachus-2 bonds

 

Borean Strider-4 bonds

 

Current Hives

((each Hive can contain up to [Int] insects/arachnids and costs 1 bond. Hives must be kept together in order to maintain control of them))

 


Actions: 
7 Actions 
7 Slots 

1 Mimicry Slot
 
-ACTIVES

Spoiler

Edge of Silence*- The user employs a Thaumic Formula via either an Incantation or Inscription of a Sigil, in order to create a ripple in Animus and thus spawn a wondrous effect into the physical world. Consisting of the Aspects <Sound, Multi-, Blade>, This Formula prompts sonic energy to be produced, which then promptly forms into vorpal blades that slice into a target.
~Current Effects~ [Active. Thaumaturgical Spell. Launches 2 attacks that deal (1d3+Int) sonic damage each, and may both be aimed either at the same, or different targets. These attacks are undodgeable, and ignore Damage Reductions, though Damage Immunities still apply. Lucille may choose to cast this spell as a single concussive blast that causes targets to be thrown violently away.] 
Level 1: [Launches 2 attacks that deal (1d3+Int) sonic damage each. These blades may be aimed at the same or different targets.]
Level 2: [This Attack now ignores damage reductions. Damage Immunities still apply however]

Level 3: [This Attack is now undodgeable]
Level 4(Trick): [Lucille can choose to cast the EoS as a single concussive blast that causes the target to be thrown violently away.]

 

Mimicry- The user reaches out over their bonds and channel's the latent abilities of one of their companions, employing them as their own. While the use of this technique can lead to altered physical traits to better accommodate the abilities channeled, it is incapable of drastically transforming the body. 
~Current Effects~ [The user gains 1 'Mimicry Slot' which can only contain a passive/active ability from one of their bound beasts. Activating Mimicry counts as a free action when used at the start of encounters; by using this action the user may fill their Mimicry slot with an eligible ability, as well as declare whether they will use their beast's relevant stats or their own for the purposes of said ability. Once the slot is filled, they will have access to the copied ability until either the encounter ends, the beast in question dies, or the user voluntarily ceases mimicking it, which can be done as a free action. Abilities which would require the user to drastically alter their body to use effectively, such as growing wings, extra arms, etc. cannot be Mimicked]
Level 1: [The user gains 1 'Mimicry Slot' which can only contain a passive/active ability from one of their bound beasts. By using this action, they may fill said slot with an eligible ability. Once the slot is filled, they will have access to the copied ability until either the encounter ends, the beast in question dies, or the user voluntarily ceases mimicing it, which can be done as a free action. Abilities which would require the user to drastically alter their body to use effectively, such as growing wings, extra arms, etc. cannot be Mimicked]
Level 2: [The user may now choose to use their Beast's relevant stat for the purposes of abilities mimicked with this action, in place of their own.]

Level 3: [Can now be used as a free action at the start of an encounter]


Intelligent Design*- The user employs a series of Thaumic Formulas through either the inscription or attempted vocalization of a Thaumic Circuit, in order to create a ripple in Animus and thus spawn a wondrous effect into the physical world.  Revolving around shattering objects down to their base traits, and then using said traits to overlay into a gene sequence, this circuit allows the user to attempt to generate new life forms by encoding a gene sequence into loose traits, or take loose traits and use them to alter existing genomes. For obvious reasons, it's too delicate a procedure to attempt on a battlefield. [Thaumic Circuit. The user may either chant or inscribe this circuit in order to take an inanimate object (or a willing target) and break them down into free floating concepts/traits. They then make a crafting roll as they attempt to directly encode a genome into them, binding them together into an organic entity. Alternatively, the user may choose to make a crafting roll to do the opposite, and directly encode the broken down traits into the genome of a pre-existing target, causing mutations to occur based on them. This action can only be used outside of combat.] 

 

 

-PASSIVES

Spoiler

Uncanny Senses- Lucille has spent her entire life missing her sight, but her taste, smell, touch, hearing, and other senses have all been amplified in order to compensate. Though she cannot see, she actually has a far greater situational awareness than most sighted people, and is more than capable of functioning effectively in dangerous situations... [Passive Ability. While equipped, The user is able to make an extra action once every 3 rounds, starting turn 1 of combat.]

 

Walking Bestiary- Lucille has extensive knowledge of many beasts, from their habits, habitats, and physical traits. In battle she draws on her extensive knowledge to use her bound beasts to far greater effect, having them work together to cover each other's weaknesses and amplify their strengths. [Passive Ability. Beasts who are bound to Lucille gain a 20% boost when dealing damage.]

 

-TRUMPS

Spoiler

Sanctuary (Trump)*- The user employs a series of Thaumic Formulas through either the inscription or attempted vocalization of a Thaumic Circuit, in order to create a ripple in Animus and thus spawn a wondrous effect into the physical world. The effect is permanent when inscribed, but is only temporary when the circuit is made via vocalization, and far more prone to error due to stress. Consisting of Formulas revolving around detecting and negating harm and hostility, this circuit creates a protected boundary which prevents quarrels. [Thaumic Circuit. The user may choose to chant or inscribe this circuit in order to create a protected boundary. Any entity standing within said boundary will have any hostile actions made against them nullified, but will also be unable to use any hostile actions themselves. The user may specify upon its creation whether they will be inside or outside of the boundary, as well as who will be allowed to enter and leave the boundary; by default All allies are able to come and go as they wish unless explicitly deemed otherwise. This Circle lasts for Int/2 Turns, and requires an action in order to Enter or Leave it. Drawing/Inscribing the Circuit takes up a full turn, but does not necessitate a success roll.  Chanting the Circuit allows the user to cast it with a single move, but also halves it's duration, and necessitates a D100 be rolled. On a roll of 1-25, the chanting fails. On a roll of 26-50, the chanting succeeds, but at a diminished base quality, or with a negative side-effect. On a roll of 51 or greater, chanting it succeeds without issue. Once per Encounter Cooldown.] 
  


-TRICKS

Spoiler

Hive Command (Trick)*- Lucille, through cleverly managing her in-built spell "Beastheart", can exert control over many miniscule life forms with a single one of her bonds [Thaumic technique. Lucille can exert control over [Int] naturally sized insects/arachnids or their equivalents through the use of a single Bond. Insects/Arachnids who are large enough to be considered giant/monstrous (ie, if they are large enough to rival the size of an actual beast/monster) are not eligible for this effect, and are treated the same as actual beast/monsters. A hive must remain a cohesive whole group to be controlled, speaking generally (ie, bugs that were bound at the same time must stay with a certain range of one another, or else they will all disperse)]


Oracle Beacon (Trick)*- Lucille, through cleverly managing her beastheart ability can exert control over enigmatic Oracle Cells who lack a core [Thaumic technique. Lucille can exert control over ambient Oracle Cells who lack a core, using her one of her own bonds to replicate a core's effect. She may gather Loose cells that are within an Int meter radius around her, and once gathered, Loose cells will bind together into coherent form until Lucille either releases them from her control, or the gathered form takes sufficient damage to destroy it. In addition, when Lucille first binds Oracle Cells, she can give them a random element out of these four: Fire, Lightning, Ice, and Divinity.]
 

Immune Alteration(Trick)- (fluff pending): [By focusing her power Lucille can cause temporary or permanent changes in a biological subject's immune system. Effects range from becoming immune, resistant, or vulnerable to a specific type of status effect, altering a body's reaction to certain foreign matter, or any other alterations of the immune system(such as causing a body to attack itself).  She must make an Ess check(difficulty based on desired effect) to alter unwilling targets or make permanent changes.  Temporary changes last three turns.  Permanent changes may only be made outside of combat.]
 

Chlorokinesis(Trick)- (fluff pending): [By focusing her inherent power and making an Ess check, Lucille can control plant life within her vicinity. The effects of this control can range from accelerating or hindering it's growth rate, causing them to bear fruit/seeds ahead of time or wither, using the plants to lash out at or otherwise hinder targets, etc. The difficulty of this check is based on the magnitude of the specific effect and how many plants she is attempting to control at once]


Scry (Trick)*- An age old technique, and the most basic one in a thaumist's toolkit. The user, while in a thaumic trance, focuses their mind towards gathering information on their surroundings, letting their subconscious mind drift across the sea of knowledge in an attempt to fish from its murky depths the information they desire. It is much easier and quicker to find useful results the closer one is to the target of their query. 
~Current Effects~[Thaumic Technique. The user focuses on a target and tries to gain a relevant piece of information regarding it, such as its function, properties, etc. When used on a target within the user's vicinity, this action does not require a check roll for success, only a quality roll to determine the amount and quality of the information obtained. While it can be used on targets not present within the user's vicinity however, doing so requires sufficient time and focus outside of combat to meditate, and  is subjected to an Int check of GM determined difficulty in order to succeed, in addition to being subject to a quality roll to determine the amount and quality of information gained. Limited 5 uses per encounter.] (4/5 charges)
Level 1: [The user focuses on a target in their vicinity and tries to gain a relevant piece of information regarding it, such as its function, properties, etc. this action does not require a check roll for success, only a quality roll to determine the amount and quality of the information obtained.  Limited 5 uses per encounter.]
Level 2 (Trick Backed): [Can now be used on targets not present within the user's vicinity. however, doing so requires sufficient time and focus outside of combat to meditate, and is subjected to an Int check of GM determined difficulty in order to succeed, in addition to being subject to a quality roll to determine the amount and quality of information gained.]

 

Equipment:

Spoiler

Darksteel Quartz Cane: A cane made of out of a peice of rebar which was converted to Darksteel and bent into proper shape. An attuned Quartz Crystal is set into it's hilt. Can be used for walking or as an improvised weapon. 

~Current Effects~[Bound. Deals 2d6+Dex/Ess Damage at Melee/Range, respectively. While equipped, Grants +6 Int when casting thaumic spells. The user can spend an action to ignite this weapon with holy fire, making it deal an additional Ess/4 damage for 2 turns.]
Level 1 (Crafted/Combined using the Quartz Staff and Darksteel Rebar Cane): [Deals 1d6+Dex damage. The user can spend an action to ignite this weapon with holy fire, making it deal an additional Ess/4 damage for 2 turns. Grants +3 Int when casting thaumic spells]
Level 2: [Bound. Now grants +6 Int while using Thaumic Spells, instead of +3]
Level 3: [Now does 2d6+Dex Damage]

Level 4: [The user has practiced projecting the holy fire outward. This weapon can now attack at range, using Ess as its modifier to do so.]

 

Serpent Staff: It resembles a short, snakeskin-bound staff with a large reptilian eye set into the headpiece. The eye blinks every so often.

~Current Effects~ [Bound. Fires 4 bolts of green energy that deal 1d4 necrotic damage each, and restore that much HP to the user. If the user attempts to use this weapon while at 0 Int they are knocked unconscious and cannot act until their Int is equal to or above their starting total.]
Level 1:[ Fire three bolts of green energy that deal 1d2 necrotic damage each and restore that much HP to the user. Each time this weapon is used it inflicts its user with an instance of “Mana drain:Blue”, each instance reduces the user’s Int by 2, if the user attempts to use this weapon while at 0 Int they are knocked unconscious and cannot act until their Int is equal to or above their starting total.]
Level 2(Free): [+1 bolt fired.]
Level 3(Free): [Now uses d4s instead of d2s.]
Level 4: [Becomes bound to lucille. Int Drain reduced from 2 to 1.] 
Level 5: [Int Drain reduced from 1 to 0.] 

 

Draco Vest: A small but incredibly durable vest. At a glance it appears to be ordinary fabric, but upon further examination it's actually made up of countless overlapped wyvern scales, which harden upon impact to protect the user from harm. It has several pockets which have some stretch to them, and are durable enough to hold even magma. 
~Current Effect~ [Bound. Grants +6 Res while equipped. Able to carry extremely dangerous materials without risk.] 
Level 1: [Grants +3 Res while equipped]
Level 2: [Now grants +5 Res. Becomes Bound to lucille.]
Level 3 (Crafted): [Now grants +6 Res.  Able to carry extremely dangerous materials without risk.]

 

Healing Kazoo: A Metal Kazoo painted a bright metallic color. The special root in it's paper vibrates with a healing tone.

~Current Effects~ [Bound. When used, restores (6d5)% of the target's Max HP.]

Level 1: [When used, restore (3d5)% of the target's Health.]

Level 2: [Upgraded to 6d5% of the target's Health. Becomes Bound to lucille] 

 

Galdur Salve: Several sturdy, ceramic jars containing salve that Lucille created via Alchemy, named after the primary ingredient used- a root which she has come to know well for it's healing properties. The medicine works far faster than normal first aid, thanks to the nature of it's creation. [Restores 30% of Max HP when used. 2/5 remaining. Can be given to, or used on, an ally at a cost of 1] 

 

RESERVE IVENTORY

Spoiler

 

KEY ITEMS

-Silverwood apple: It is extremely magical, it has major purification, protective, and healing properties. There are between 1 and 3 seeds in each carpel and 5 carpels, if planted alone the seeds have a 5% chance to grow a sapling, if planted with a piece of the fruit they have a 15% chance to grow a sapling, and planting the whole apple guaranties a sapling(barring complications). The young trees feed off of magical energy collecting it and using it to accelerate their growth, given enough magical energy they will purify it and store it in a "Pure node" at the heart of the tree for later use.  Much like other plants store water. If planted in a particularly magical place and given enough time the tree will begin altering nearby plant/animal life causing it to take on similar appearance and properties.

 

-Crystalline Concept Bank: A small, tenis ball sized crystal which has been engraved with various runic formulas, so small the naked eye can barely notice them. This item can be used to store loose concepts that are discarded during crafting, and upon the correct trigger word being spoke, it can also release a specified loose concept for use in crafting. There appears to be nothing wrong it... Holds up to 8 Concepts Max, at base. {Current Concepts: 0/8}

 

-Ebony Hearthstone: A large, pitch black, glossy stone about the size of a manhole cover, but shrunken down to a more pocketable size via a the use of Lucille's Miniaturization. The stone is some type of storage medium, capable of storing and releasing vast quantities of some type of magical energy. What precise type of energy remains unknown, but it seems to have something to do with rainbows and/or colors. It seems that while the stone itself is not sentient, the energy inside of it can have a mind of it's own. Said energy, whatever it is, seems to be attempting to communicate something, but is quite terrible at it thus far...

 

-Asphalt Gems: 6 rough gems coated in Asphalt dust, they, along with a newborn dragon entity, are all that remain of the Hearthstone Lucille previously created. What they're function and nature are, and whether or not they retain the same rainbow firing, energy storage and releasing properties as the Hearthstone, remains unknown. Further study is needed.
 
-Baby Discord: A tiny, baby dragon born after an incident involving Lucille's beastheart abilities and a certain magical black stone, it is about as long as Lucille's forearm, and capable of coiling himself tight enough to sit in her hand. For all intents and purposes, this little guy is equivalent to a newborn human baby; he will someday but fully sapient, but still has some growing to do and isn't quite there yet. Lucille has adopted him as her own, but he still needs a name.

 

LESSER ITEMS

-$30.00 USD (Worm)

-10 Copper Coins (Terraria)

 

-Galdur Seed: When fully grown, it will become a Galdur Tree, whose every part contain the essence of restoring life and vitality.

 

-Handful of Terrarian Sunflower Seeds: Seeds from Terrarian Sunflowers, which glow with warm sunlight and seem to radiate a purifying sort of light magic when fully grown. Lucille gathered them from the barrier planted to keep the Corruption in check.

 

-Kazoo pack: a package containing 4 metal kazoos, painted with bright metallic colors

 

-Cat Toy: a small metal rod with a line and feathered trinket attached to the end. Kitties love to toy with it.

 

-Beyblade Pack: A package bearing heavy advertising on it, containing the parts needed to assemble a "Beyblade", a spinning top toy popularized by an anime series. In the lord of said series, the tops are apparently the homes of spirits who can be called upon during special duels and other similiar situations.... in reality though, it's just a launcher, and a mostly plastic spinning top with a bit of metal added for weight.

 

-Silver Bells: a set of 5 or so silver bells, about 6 inches tall each with thin black handles attached to the silver faced bell tops.

 

-2 Mystic Urn Fragments: Small pieces of a powerful holy artifact that prevents death, while the enchantment is gone it was still made with several rare magical materials, such as the ashes of a saint and blessed earth.


-2 Reiver Gravestone Marker Fragments: Still smoldering fragments of one of the Gravestones that revived the Reivers.

 

-3 Chaos Serpent Horns: The horns harvested from several Chaos Serpents. They are long and marred with nicks and chips seemingly from combat, and have a very small hollow through the center that would let them inject anything they impailed with acid, much like a snake uses fangs.  This also suggests that as with almost every other part of the Serpent the horns are acid resistant.

 

-1 Clear Lens: A Clear Lens dropped by a demon eye. Could be useful...

 

-5 Bone Spike: Possibly useful, definitely gross...

 

-1 Ice Shards: Made with elemental magic, probably useful for something.

 

-2 Dense Ice: Unnaturally heavy, dense, and hard.  Made with elemental magic.

Blank Loadout Sheet/Status

Spoiler

Lucille 

 

28/28 HP

2/14 Bonds

 

Essence: 7 
Constitution: 4 
Dexterity: 7 
Intelligence: 12
Resistance: 20
Strength: 1 
Synergy: 3

Relevant Perks

The 3rd Instance: [When Lucille casts a thaumaturgical Spell/Ritual, the numerical effects of said spell/ritual are boosted by 1.3x]

Progenitor (Level 2): [When Creating or Altering living organisms, Lucille may reroll, and take the better result. She additionally is able to empathically communicate with any living organism, and has a number of "Bonds" equal to her Essence*2. These "Bonds" can be expended to bind living, non-sapient beasts/monsters and turn them into companions under her control. Binding beasts requires Lucille to spend her action forming a Bond with them, at which point a number of bonds equal to ½ the Beast's Int will be expended (rounded down), with a minimum requirement of 1. If Lucille doesn't have enough open Bonds available to satisfy this cost, the binding fails. Bound Beasts start with Stats and Actions identical to their normal counterparts, and act simultaneously with Lucille during her turns. The bonds expended on them will be restored to Lucille upon either the Creature being reduced to zero hp in battle and dying, or by her dismissing them, which may be done at any time as a free action. Bound Beasts who are dismissed will never turn hostile towards Lucille or her companions unless attacked after the fact. ]

 

Slots: 7

Mimicry Slot: 1

 

Mimicry Slot 

 

Actives 

 

Passives 

 

Trumps

 

Tricks

 

Equipment 

 

Beasts

 

 

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Skidmark NPC Sheet

Spoiler

Name: Adam Mustain (Skidmark)

Age: Unknown

Gender: Male

Sex: Male

Race: Human

Appearance: 

 

Skidmark wears a mask that covers the top half of his face, The lower half of his face is dark skinned, with badly chapped lips and teeth that look like shelled pistachio nuts. His health is visibly affected by his methamphetamine addiction.

 

Personality:

 

Short sighted yet intelligent, hedonistic but willful. Rather foul mouthed.

He has some leadership ability and natural showmanship.

 

Merit: 0

HP: 40

Moves:

 

Stats:

 

Essence: 1

 

Constitution: 1

 

Dexterity: 5

 

Intelligence: 7

 

Resistance: 0

 

Strength: 5

 

Synergy: 8

 

Perks:

 

(3 Perks) First Generation Kinetic Force Area: All Non-harmful or damaging Abilities utilizing Kinetic Force Fields start at level 3.

 

Sandbagging: The user's Dex is considered Zero for calculating Average Dex in combat.

 

Actions:

-Actives

 

(Perk Backed) Speed Panel: Defense:

Level 1: Grant a target the Speed Panel: Defense Buff. Attacks which deal less than 4 damage instead deal 0 for 1 turn.  If the target is forced to dodge, or move as a result of an ability, this buff is lost. 3 Turn Cooldown

Level 2: Duration boosted to 2 turns.

Level 3: Duration boosted to 3 turns.

 

(Perk Backed) Speed Panel: Enhance Speed Panel:

Level 1: Grant an existing Speed Panel Buff Doubled Effectiveness for it's duration.  5 Turn Cooldown

Level 2: Grant an existing Speed Panel Buff an extra turn of Duration when used.

Level 3: Decrease Cooldown to 4 turns.

 

(Perk Backed) Speed Panel: Attack:

Level 1: Grant a target the Speed Panel: Attack Buff. Ranged Attacks deal 2 Extra Damage for 1 turn. 3 turn Cooldown.

Level 2: Duration boosted to 2 turns.

Level 3: Duration boosted to 3 turns.

 

(Perk Backed) Speed Panel: Speed:

Level 1: Grant a target the Speed Panel: Speed Buff. Target has +2 Dex next turn. 5 turn Cooldown.

Level 2: Cooldown reduced to 4 turns.

Level 3: Cooldown reduced to 3 turns.

 

Speed Panel: Blockade:

Level 1: Grant a target the Speed Panel: Blockade Debuff. Target has -2 attack next turn.

 

-Passives


dRugz r kool: The user gains +6 Intelligence when orchestrating drug-selling based social events.

 

-Trumps


Fight for Love: Whenever something the user loves is heavily damaged, they gain random damage boosts for the remainder of combat.  Once per Plot Cooldown.

 

Equipment:

 

 

 

Reserve:

 

 

 

 

Edited by Hal Henderics
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Possible secondary.

Spoiler

Name: “Tim”

Age: 34

Gender: M

Sex: M

Race: Human

Appearance: A man who keeps his face and body shrouded in a red and gold cloak leaving only the end of his beard visible.  He walks swiftly and with purpose, and any who manage to catch a glimpse within would note the inside of his cloak to be lined with dozens of pockets and pouches.

Personality: Intelligent, if a bit short with people.  He knows a lot about the Alchemical and Transmutative and would be more than happy to speak and with those that follow similar paths.

 

Merit spent: 28/32

HP: 26+20

Moves:

 

Stats:

 

Essence: 3

Constitution: 3

Dexterity: 2

Intelligence: 8

Resistance: 3

Strength: 1

Synergy: 1

 

Perks:

 

Klein Star: Allows the channeling of EMC(energy) to fuel actions and equipment, also grants a Bound “Klein Star:Ein” that can hold up to 32 EMC and starts each battle full.  The EMC reserves of the Klein Star can be increased by 16 for 4 Merit, this cannot be done more than once per world visited.  Focusing on the Klein Star restores [Int]/2 EMC.

 

Transmutation Table: Allows the creation of “Transmutation Tables” which can “Imprint” items to give them an EMC(matter) value and saving them as a recipe, the more complex an item is the longer it takes to imprint, while some items are simply too complex to imprint.  Once imprinted an item may be broken down into EMC which can then be spent to create any item you have a recipe for.  All recipes and unused EMC are stored in a Bound “Philosopher's Stone”

 

Quick Learner: Add [Int]/2 to checks for learning new tricks or crafting in addition to any other stats.

 

Flaws:

 

Draining Powers: Take 50% increased damage from all sources if you Klein Star is at [Int] or less EMC.

 

Actions:

-Actives

 

Brew Potion: If supplied with a source of reliable and constant heat, some small containers, a piece of Netherwart, various potion ingredients, and a few minutes time Tim can create single use potions from found ingredients. Exact material effects are decided upon use by the current GM’s method of choice, though they remain consistent(some ingredients may have no effect in certain roles or no effect at all). Currently produces one potion per batch.

Recipe:

*Liquid(clean water:no effect),

Catalyst(modifies Liquid’s effect),

*Solvent(acts as a multiplier for some effects, Netherwart=1),

*Primary ingredient(determines the first and most powerful effect),

Primary reactive agent(modifies the first effect),

Shape(changes the way the potion is administered, defaults to quaffing),

*Required

 

Archangel’s Smite: A silver ring depicting an arrow and skull.

Fire up to [Int]/2 arrows that deal 1d8+[Int]/2 damage each, cooldown 1, costs 2 EMC per arrow.

Level 2: +1d8 Damage.

Level 3: Max arrows fired are now [Int].

 

Soul Stone: A small blue stone kept in your pocket, it soothes the body and soul of any wounds when power is channeled into it.

Restore 1 HP for every two EMC spent.

 

Gem of Eternal Density: A dull grey gem that attracts simple matter into itself.

Can be used to absorb up to [Int]/2 meters^3 of low EMC material such as “generic earth”, “generic sand”, “generic stone”, or “generic gravel”, and add equivalent EMC to your Philosopher's stone.

Level 2: Now up to [Int].

 

 

-Passives
 

Energetic Conversion: When you take damage refill your Klein Star equal to the amount of damage taken(after % reduction, Res, etc.).

 

Body Stone: A small green stone kept in your pocket, fortifies and nourishes the body.

+8 MHP.

Level 2-5: +3 MHP(+20 total).

 

-Trumps

 

Inspect: Tim takes some time to review an item, its properties, and effects.

Tim can use this action to immediately tell an item's EMC value and if there would be any effects to trying to transmute it, to troubleshoot a piece of magi-tech or magical artifact, learning what it needs or problems it might be having, or to learn the usefulness of an item in potion making. Exact results are determined by a quality roll(and only a quality roll goddamn it). Five uses per encounter.

 

Greater Transmutation: Transmute a large swath of material into another material with a similar or lower EMC(matter) value, cannot be used to directly alter enemies, usable three times per plot.

Level 2: May be used to transpose the material making up an object with an equal amount of other material. A quality roll may determine outcome where needed.

 

Hyperkinetic Lens: Charge for any number of moves(minimum of two), each move charged the user may activate an extra effect, then spend one move and 16 EMC(energy) to activate the effect dealing [Int]*2 damage per turn charged + extra effects to one target, usable once per encounter.

Level 2: Pay 4 EMC(energy) to add [Int] damage, repeatable.

Level 3: Pay 16 EMC(matter) damage becomes Pure(by merit of being a slug of extra dimensional matter), single use.

Level 4: May charge and fire with the same move.

Level 5: Pay X*4 EMC(energy) then divide the final damage among X targets, single use.

 

Alchemical Bag: A small bag made of pure white cloth with pale grey symbols one the front.

The user may spend one round rooting around in the bag(Ess check) to find one simple/common material or item, usable 5 times per encounter.

 

 

Equipment:

 

Klein Star - Drei:

A small golden sphere that releases faint wisps of grey energy.

-Charging: Focusing on the Klein Star(spending a move) restores [Int]/2 EMC.

-Battery III: Holds up to 64 EMC(energy) to be spent fueling actions, starts each combat full.

-Bound

 

Philosopher’s Stone:

A small reddish orb that seems to burn with an eternal alchemical fire.

Current EMC(matter): 1254.1

-Basic Transmutation: This item can be activated to transmute a small area of material that could be described as “generic earth”, “generic stone”, “generic sand”, or “generic gravel” into one of the others.

-Memory: Stores unused EMC(matter) and Transmutation Table recipes.

-Bound

Level 2: Tim can now bypass the process of imprinting an object into his Philosopher's stone and simply convert it to EMC, this does however result in the destruction of the item with no way to recreate it. 

 

Darkmatter Blade:
A slender blade made of a solid black material and given a gem set crystal handle.  Can deal 1d4+[Str] damage to a single target.

 

Yandere Arming Sword:
Deals 2d6+[Str] damage to one target.

Some kind of gauge is filled when attacking living targets.

 

Hellwand of Time Advancement:

This Wand can age soulless objects rapidly, decaying most things into uselessness. A worthy metric for testing how long something can last.

 

Magnesis Wand:
 A wand capable of lifting metal objects with ease and moving them with even more ease.

 

Mystical Black Site Harddrive:
The user may at any time they have access to a usable computer, use this item to gain a relevant trick, or +5 bonus to magical crafting and training.

However, each time they do so, they risk being caught and forced into an encounter with agents of the organization that originated it

 

Cold War Time Bomb:

This device, made from ancient, but not TOO ancient technology harnesses nuclear power to store and unleash time.
While equipped, the user loses every other turn, either even or odd (their choice), storing it in the Time Bomb.  When activated, the user may take those turns all at once, dealing 1d6 Damage to themselves and 3 enemies

 

Structures:

Thran Energy Collector:
A large box made of Thran metal, glowing red crystal, and strange magical symbols. Converts light into EMC when exposed to it Produces 50 EMC(matter) when exposed to light for an hour. Immune to magical interference.
Currently two located on the upper decks of the Weatherlight.

 

 

Reserve:

Spoiler

Future actions:

 

Black Hole Band: Called such for the immense forces you can exert with it.

Choose a target and unequip the last action they made(it can be reequipped), costs 3 EMC.

 

Interdiction Torch: A blue rod with a glowing green flame on the end, danger seems to oddly avoid it.

Melee attacks made against you until your next turn miss, costs 2 EMC per attack negated.

 

Swiftwolf's Rending Gale: A simple silver band set with an almost golden pearl.

Ranged attacks made against you until your next turn miss, costs 2 EMC per attack negated.

 

Zero Ring: A cold iron band set with large piece of cut sapphire, it seems to suck the heat from the air around it.

Throw a snowball that reduces the target's Init by [Int]/2, costs 1 EMC.

 

Level ups:

 

Hyperkinetic Lens:

Pay 4 EMC(energy) this attack cannot be dodged, single use.

Pay 2 EMC(energy) add any elemental type, repeatable.

Pay 8 EMC(energy) Stuns target, single use.

Pay 4 EMC(energy) target "burns" for [Int] elemental damage at the start of each round for the rest of the encounter, single use.

Pay 4 EMC(energy) take a free non-aggressive action at the end of this round.

+1 Special effect.

1.5*Charge on first turn.

2*Charge on first turn.

Reduce cost of "+[Int] damage" effect from 4 to 3.

 

Archangel's Smite:
Arrows now cost 3 EMC for 2.

-1 Cooldown.

More dice.

 

Soul Stone:

1-to-1.

2-to-1.

Ability to use effects on others.

 

Imprinted Transmutations:

 

 

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Ignore the previous character sheet. Dice rolls have indicated that this secondary character will be decently interesting for me to play. He is sort of intended to be the Alan "Radbot" of this group in the sense that he is literally called "Radbot" and hacks reality. I promise to not make them have a lot more in common with their namesake if you promise to not make them have a lot more in common with their namesake by changing their name slightly.

Also I kept forgetting to put his portrait up here, that mistake has been rectified.

Alan's sheet

 

Name: Alan "Radbot" Tsar
Stated Age: Constantly changing, although it does seem that no matter what the most recent stated age is. It always seems to average around
Possible Real Age: 24
Gender: Male
Sex: Buy a man a drink first?
Race: Human
Appearance: A caucasian man of medium height and build who appears to be somewhat younger than his stated age would suggest. His shoulder length dark brown hair is always kept in a ponytail, and its sides are cut short to try and prevent his hair from naturally forming mutton chops. He often wears a head covering latex mask that is modeled after an unnecessarily creepy looking white faced clown. It comes complete with a bright red and curly wig, a disturbingly expressive mouth that moves in seemingly unnatural ways (That is usually formed in the shape of a disturbing grin, lifeless black eyes that seems to always be staring at the viewer due to visual trickery, and a rather prominent forehead. For some odd reason he always carries a black Sony keyboard with red LEDs lighting up the keys. It is sometimes connected to the side of his head by a bulky pair of cables. The clown mask has been modified with an advanced (and possibly hackable) voice modulator that allows him to speak in a rather distinctive tone of voice.

Alan's Pic

 

 


Alan.png


Personality: A man of keen intellect who has tried his best to be seen as someone who is primarily motivated by the almost ceaseless pursuit of personal gain for most of his life. 
 
Merit: 0
HP: 24
Moves: 4
 
Stats:
 
Essence:3
Constitution: 2
Dexterity: 5
Intelligence: 10 (12 after perk, 8 base, +1 From training with Kosi-chan, +1 From merit)
Resistance: 1 ( 6 after H.E.S.G. has buffed him)
Strength: 2
Synergy: 1
 
Perks:
Cerebral Booster: Extensive modifications to Alan's brain has caused him to be able to recall past events in vivid detail and quickly adapt to new situations. And to think that all it cost him was yet another part of his soul. Alan's intelligence is treated as having 25% more intelligence than he actually does.
Superiority: All new actions and tricks start at level 2 due to the extensive modifications to his brain's structure that has allowed him to form new memories and learn new skills even faster than he used to.
 Maldrone v500.29: Grants Alan the perk backed active "Assume Direct Control".


Actions:
-Actives
Distrupt: Alan orders his Drones to attack several key areas of a single target by calmly typing something in the general direction of his target, causing them to have their Dexterity or the stat that is used the most in their actions to be reduced by Alan's Intelligence for one round. Once per round.
Level 2: The amount reduced is now Int+1d4


Barrage: Alan stylishly marks several targets with his cyberdeck by furiously typing something in their general direction while flashing a red laser pointer at them. This is seemingly done only for show, and the fact that Alan's drone almost immediately unleashes a barrage of blows that deals [Weapon Damage] to two different targets as two different attacks (As opposed to one instance of the weapon's damage divided by 2) is completely and utterly coincidental. This action has a one round cooldown.

Combat Hacking: Alan uses his years of experience and the fact that his cyberdeck is technically a quantum computer to attempt to hack into any electronic device. Make an opposed Intelligence check to disable a single target's action that depends on something that falls under the previous requirements for one round. One round cooldown.

Merit Level 2: Reduce the cooldown to once per round
 

Square Root of @&!!)#6^6^^66^& (Level 1, Trick):  There's something off about this code...  Heals target character 1d8 + intelligence HP and places the Discord Orb debuff on them.  Discord Orb increases all damage taken by 30%, and remains on the target until the encounter ends or Alan uses this action on somebody else, at which point the orb moves to the new target.  There can only be one Discord Orb debuff active at a time.  Usable once per round.
Level 2: Now heals for 2d8+Intelligence HP, still places the Discord orb debuff on one person.
Level 3: The user may extend the healing of this technique to multiple targets through a specially modified cable, but doing so adds a 50% chance to hit a random target with damage equal to all healing dealt as the user fires a beam of destructive data into a crowd of allies.

 

(Perk backed) Assuming Direct Control!:  Alan makes a 1d20+Int v 1d20+Int check against a mechanical and hackable enemy, allowing him to try and assume direct control over up to two enemies per world on a permanent basis. Although the action can also be used to disable a mechanical and hackable enemy without controlling it which prevents it from using its moves to do anything other than making an opposed 1d20+Int v Alan's initial roll check that takes an entire move to perform. This action has no cooldown.
Level 2: Alan can now choose to not keep a Drone he is controlling on a permanent basis at the end of the encounter where he took control over it.

 

(Corrupt Phonem, not really a trick)

Kai: Puzzling Maximization

This arrangement of mana causes mana to amplify the nature of objects placed inside it, in strange ways.

 

-Passives:
(Trick) Just like that movie no one watched: Alan has gained a lot of experience in the past with stealthily piloting drones of all shapes and sizes, granting him a +1 bonus to rolls made to stealthily maneuver his drones.

Level 2: The bonus is now +2

Mastery of the Matrix: Alan can attempt to hack into most, if not all electronic devices in his proximity as long as they have a WiFi connection, and he can directly plug his cyberdeck into anything that doesn't have one. This allows him to roll twice for a single hacking related roll, although it has a two round cooldown after it triggers.
Merit Level 2: The cooldown is reduced to one round

 

The Iris Opens (passive, trick, level 2):  Grants a +[int] bonus to quality rolls when learning or training healing actions. 


(Trick) Compile: The user gains +3 to Programming
Level 2: The user gains an additional +2 bonus
 

Rigger Command Console: A wrist mounted electronic device Alan built from the various electronic parts he could obtain from the Avenger's engineering bay. While it does in fact look cool it is a bit too heavy to be fully comfortable. Level 1: Grants Alan two additional action slots that he can only use to equip drones.

Level 2: Grants Alan a total of three action slots that he can only use to equip drones.

Merit Level 3: Grants Alan a total of four action slots that he can only use to equip drones.
Merit Level 4: Grants Alan a total of five action slots that he can only use to equip drones.

Drone Mastery: Alan is better than most at directing drones to do his bidding. Deal with it.
Level 1:  1 free action for an equipped drone, 1 round cooldown.
(Perk) Level 2:  1 free action for an equipped drone each round.
 Merit Level 3:  2 free actions for equipped drones, 1 round cooldown

Merit Level 4:  2 free actions for equipped drones each round
Merit Level 5: 3 free actions for equipped drones, 1 round cooldown
Merit Level 6: 3 free actions for equipped drones each round

 

(Passive) Familiarity: When using mechanical or drone based equipment, the effectiveness of a single piece of equipment is boosted by 3, or by [Gm fiat] if No numerical values exist for that piece of equipment.
Merit Level 2: The bonus granted by this action is now 5
-Trumps
Do it yourself: This Trump can be exchanged for a gear or trick of equivalent level once per encounter, and the gear or trick is replaced by this Trump once again after the encounter has finished. 

 

Transcendent Coding (level 2, trick, trump):  Even the first fumbling steps on the path to enlightenment are significant steps indeed.  Heals every ally for 2d8 + [int] HP, and makes Alan completely invulnerable to all damage and negative status for 1 round by hacking damage to not register on targets.  Usable once per plot.

 

(Trump) Ascend: Once per world Alan may choose a program he has had in his deck since before the plot he is currently on and creates an AI whose personality, skillset, and interests are based on the program they were based off of with an intelligence that is based off of the program's complexity, and he rolls a quality check to determine the program's initiatl disposition and to see if it has developed any odd quirks such as speaking exclusively in an initially completely and utterly incomprehensible language of it's own devising, or a completely inhuman view on morality.

Level 2: Alan can now create AI from programs that aren't necessarily on electronic storage or on his cyberdeck as long as he has had access to it in the past.


Equipment:
Fat Rat Chunk Van:  This huge Van is a gas hog, but it's got a lot of love.

Level 1: +2 Init in battle.  This van must be fed a minimum of either 10 Gallons of Gas and 10 bottles of Vodka per plot, or a minimum of 5 Items equal in value to that sold to fund it.

Level 2: +3 Slots, for either Van Specific Items or Drones.

Level 3: Once per combat, the Van may provide useful(?) tactical information, and once between every combat, it can induce blind rage and disgust in all non-allies within earshot.
Van Specific Items/Drones (3/3 Slots)
Zombie Slaying Grilles: Deal 2d6 Damage to 3 enemies.  The user is stunned next turn.  Van Locked Item.
Faint Floodlights:  The lenses on these floodlights make the light spread everywhere.  But it's not very bright.

THE CLAMPS: The user stuns a target, and then heals them for 2d6+Int HP. Attacks directed at them are divided between them and the user.

 

The Alleged Gundrone (T.A.G.): A monstrous looking thing that crawls around the place on it's eight clawed feet, it appears to be carrying four light machineguns of an indeterminable make and caliber. Deals 2d6+Intelligence damage to a single target...presumably by touching them with its bullets or clawed feet.

Highly Experimental Shield Generator "H.E.S.G." (Somebody really needs to work on that acronym): +3 to Resistance due to Alan gradually starting to understand how to refine the damned thing/Learning how to use what he already has better)
Merit Level 2: This item is now bound and it also provides and additional +2 to Resistance due to Alan's tendency to tinker with things whenever it is appropriate to do so finally paying off.
Trick Level 3: Res boost increased by +2. Also gains the [Drone/Autogear] tag.

Heavily Modified Sony CTY-360: Alan's cyberdeck is based off of a heavily modified Sony CTY-360 chassis that had gotten all of its original parts gingerly taken out of it at some point and replaced with an eccletic mixture of parts of increasingly high quality and of dubious source. When attempting to perform an action that has the "Hacking" tag applied to it, the user has the option to use the cyberdeck as his computer of choice. Boosting Alan's Intelligence by 10% for the action's effect while he is using the cyberdeck. This effect can only be activated once per round, and it takes a free action to activate
Level 2: Int boost for hacking abilities increased to 20%
Level 3: The integration of an extremely malleable cloud golem core and a super platinum golem core to Alan's Cyberdeck has allowed it to detect and manipulate raw mana. If Alan suffers a corruptive effect, the Deck suffers the same effect.
Level 4 :Alan's Cyberdeck can now attempt to scan a spell, storing it in memory. The spell must either be deleted, or offloaded into a large grounded computer installation, before a new spell can be recorded.

 

Orb of Tranquility (Level 3, Drone Mod):  This item appears to be a mechanical ball that despite having no ports can interface with a drone, increasing its action slots requirement by 1 while so equipped.  The equipped drone can use an action to heal or repair a target for 2d4 + Alan's intelligence HP.

Camera Drone: A mobile and small camera drone with an equally mobile black box based off of the GREMLIN's design and built using alien alloys and the codex brain, can somehow receive transmissions from other dimensions.

Level 2: Alan has created several more camera drones, and he has seen fit to equip them with all of the equipment necessary for them to double up as cell towers for the many commlinks he has made. Although an unfortunate accident has caused them to be equipped with lower quality cameras.

 

(Equipment) Laser Crown.  This large and ornate metal crown has a large, laser emitting gem embedded in the front.
Level 1: Deals 1d6+Intelligence damage

 

(3x) Hunter-killer program: A program designed to help combat in cyberspace. 5/5 HP. Able to perform an attack dealing 1d6 Damage in Virtual Combat.

Things Alan will get: 


Loot Items Alan is grabbing for himself and won't relinquish without IC convincing:

Alan's Drones

 

(2 action slots)
Alan's Sectopod:
An intact Sectopod that Alan somehow managed to hack, the lucky bastard.
Alan’s Sectopod Perks:
Heavy Armor: In order for the Sectopod to take damage, enemies must deal more damage than its Res.
Machine Core: As a machine full machine, the Sectopod does not have a Con stat. Instead, it has 70 hp that can be upgraded with the right material.
Flaw: ADVENT Programming: Despite being under Alan’s control, the Sectopod’s natural programming makes it extremely resistant to his commands in combat. The Sectopod can only act every other turn, and can only have a maximum of one move for those turns.

HP: 70 Essence: 8 Strength: 15 Dexterity: 7 Intelligence: 8 Resistance: 10 Synergy: 14

Actions:
Heavy Magnetic Gun: The Sectopod’s main turret, capable of shredding most heavy tank armor.
Deals 3d6+Syn damage to two enemies.
Electric Field: A strong, electrical pulse that emanates from the Sectopod’s legs. Automatically activates when an enemy gets into melee range against it, and deals 2d6+Syn damage, free action, two round cooldown.
Trump: Wrath Cannon: Deals (6d6+Syn)*2 Damage against up to three enemies, but requires a full turn to charge. The charge is not interfered ADVENT Programming. Once per encounter.
(Merit Level) Cyberspace Adaptation: Alan has uploaded a program to this drone to grant it access to the cyberspace, for better or worse (Probably worse)

Wiped Doombot Squad:  Alan has reprogrammed and repurposed several robots into forming the one thing every self respecting Rigger has on his person whenever possible, a squad of decently well armed drones to do all of his fighting for him. Taking several thin humanoid robots and an extremely buff DOOMBOT he obtained from the man himself and modifying the hell out of all of them until they formed the makings of a halfway competent group that's just missing a few bits of programming and a few rounds of upgrades before they could feasibly threaten most extradimensional threats. 

 

The most noticeable members of this squad are the blackbox that contains the heavily modified Codex Brain that governs their tactical actions and the various camera drones Alan has, a giant of a humanoid drone built into an ADVENT MEC's chassis that carries a shield that will eventually block projectiles heading the squad's way, and a DOOMBOT that is too heavily enchanted for him to turn into anything else.

The DOOMBOT has the following stats:
Merit: 0
HP: 90/90

Moves: 0/Average dex (Minimum of 1 one move per battle)
Essence: 0
Strength: 15

Dexterity: 0
Intelligence: 0

Resistance: 3+2

Synergy: 0
Maximum amount of moves per round: 1

The DOOMBOT squad has the following modifications:
Control Rig compatibility: Alan has managed to modify the DOOMBOT's operating system in a way that would allow him to send it commands through his cyberdeck. And he can now assume direct control over its systems using his control rig.
Programmed Firearms proficiency: The DOOMBOT now knows enough about firearms in general to wield and reload pretty much any type of firearm with a passable amount of skill.

Self Preservation Sense V0.5: The DOOMBOT now knows that it should use cover semi intelligently in the event of a firefight as it is in fact not bulletproof.


Jury Rigged Alien Alloy Fortification V0.8: Alan has managed to fortify the DOOMBOT's frame and armor plating with the slap dash use of 5 Alien Alloys, granting it an additional 3 points of Resistance.

(Merit Level) Cyberspace Adaptation: Alan has uploaded a program to this drone to grant it access to the cyberspace, for better or worse (Probably worse)
The DOOMBOT has the following equipment:

Assault Rifle Drones: Alan has seen fit to grant each and every single drone in this squad a reproduction of an assault rifle he 'obtained' from Fate/Overwatch, but unfortunately he has yet to see fit to actually teach them to aim properly.    2d6 + dex damage

 

Squad Shield  Drone: Alan's largest drone carries with it a massive shield that he has yet to power for some reason.  Blocks the first essence/2 projectiles fired at you or two target allies chosen at the start of your turn.  Can only be equipped if you have a gun that occupies at least 2 slots.
Crappy armor plating: Unfortunately while it is not literally crappy (thank God for that), it is still pretty damn useless for protecting it from an actual attack. +2 RES when equipped.

 Very Heavy Minigun (Level 2): A minigun looted from the defeated Talon troopers, claimed by Alan, and then upgraded by Nader, firing obscenely large 45mm rounds at 800 rpn. Thanks to the addition of a gas motor, it no longer needs time to spin up before fire, but happens to be in the neighborhood of fifty pounds now. 4d6 + strength damage, occupies 3 slots.

Reserve:

Overwatch-Issue PDW: These French-made guns are optimized for low weight and resilient reliability, perfect for sneaking up on a Bastion nest and shooting the weak point for massive damage.  But rather unfortunately they seem to be incredibly useless in the hands of the world's least dextrous drone, and of course...this sucks. Deals 1d4 + dex damage, fires 3 round bursts.

This is here so that the editor doesn't screw me over.

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I'm going to try this out. I'm sorry. I'm new to this. >_<

Spoiler

 

Name: Abaddon

Age: Supposedly 21 (Actual age: 391 eons)

Gender: Death Spirit

Sex: Male

Race: Lich

Appearance: Due to being a spirit of death and having spiritual abilities in his eyes, Abaddon wears a black blindfold on him to shield allies from the adverse effects of them. Under the blindfold are a pair of red irises with black sclera. Abaddon has black hair that goes down to his middle back. He wears a long black cloak with a hood. At the end of his cloak’s sleeves and where his robe ends and his bare feet begin, there are chains wrapped around his wrists and ankles.

 

Personality: Not much is known about Abaddon’s human life, however, as a lich, he is quite knowledgeable about the spirit world and navigating through the underworld. Abaddon cannot speak due to losing his humanity to become a lich, so he speaks through telepathy or summons spirits to translate his thoughts to others. Abaddon, while being a death spirit, has a considerable amount of respect for the living.

Stats:

 

Essence:3

 

Constitution:4

 

Dexterity:3

 

Intelligence:3

 

Resistance:2

 

Strength:3

 

Synergy:1

 

 

Perks:

Requiem: Abaddon’s prized war scythe. Necromantic spells increase in power and contact attacks by Requiem get 50% of health drain by how much damage the attack does. For example, if an attack does 6 damage, Abaddon would get 3 health in return.

 

Necromancy: Being a lich grants Abaddon the power to use death magic or necromancy. Abaddon is able to summon spirits to do his bidding. However, even the smallest trace of light magic or light energy makes the spell fail.

 

Death Force: After being defeated, Abaddon rises from the death with one HP the first time you are reduced to beyond 1 HP in an encounter

 

Actions:

 

Actives-

 

Scythe Swipe: Abaddon swings his scythe at his opponent and steals 50% of health depending on how much damage is done to the opponent.

 

Spirit Shackle: Summoning a dark magical bolt, the opponent is hit and cannot escape from battle. All hits after Spirit Shackle is in place will be 100% accurate.

 

Passive:

Soul Protect- Abaddon chants a spell that raises his defenses up by 20%.

 

Blood Pact- Abaddon shed a bit of lich blood to support himself or another character’s stats by 10%. 10% of Abaddon’s health is sacrificed.

 

Trump(s)-

 

Fear the Reaper: When under 25% HP range, Abaddon unleashes a barrage of scythe attacks that takes 50% of the opponent’s health as well as statuses them with curse which blocks healing by self or by others.

 

Equipment:

 

Soul Water- heals 30 HP and recovers all status conditions. Single use only.

 

Reserve:

Soul Stone- Increases magic power by 25%. Single use only.

Death Dust- Statuses opponents with poison.

 

 

Edited by Mysterious Fox Assassin
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Spoiler

Name: Ren Alexander Hertlend

Age:28 

Gender: Ren is Ren.

Sex: Male 

Race: Drakenite 

Appearance: 

Personality: 

 

Merit:0

HP: Equal to (5*2)+20, Plus any additional health from other sources.  This stat represents both Combat Damage, and Exhaustion

Moves: 5 Equal to your Dex, divided by the average dex of this encounter, calculated at the beginning of combat. Minimum 1.

 

Stats: You get (21) stat points to spend. A Stat cannot exceed 8 during Chargen. 2 Points of Merit may be spent to gain 1 additional stat point.

 

Essence:5 

           

Constitution:5 

           

Dexterity:5 

           

Intelligence:1 

           

Resistance:4 

           

Strength:1 

           

Synergy:0

 

Perks:

 

 

Actions:

Holy Relief:  Standard 1d4 + [stat] heal, no cooldown.
Life of the Earth:  +[stat/2] to resistance and essence, lasts up to 3 rounds, duration chosen when cast, has a cooldown equal to twice the duration.
Purging Flames:  Removes 1 status effect or debuff of your choice from the target.
Holy Earth:  Moves [stat]x15 kilograms of earth per round to create stuff.
Holy Flames:  Deals 2d6 + [stat] damage to target enemy.  Cannot harm allies, even if copied, deflected, mind controlled, etc.

 

 

Equipment: Equipment is any item which grants a mechanical effect during an encounter, Objects which do this may take up Action Slots while equipped.  This includes Consumable items, such as Sensu Beans or Healing Pots.

 

Both Equipment and Actions may be swapped around, equipped, or unequipped between Encounters, in addition, it requires one Move to swap One Equipment or Action during an encounter.

 

Reserve: Items or Abilities not equipped or used in encounters that the character possesses, such as currency.

 

Players may start with 3 items of their choosing.

 

Blank Character Sheet

  Hide contents

Name:

Age:

Gender:

Sex:

Race:

Appearance:

Personality:

 

Merit: 0

HP:

Moves:

 

Stats:

 

Essence:

 

Constitution:

 

Dexterity:

 

Intelligence:

 

Resistance:

 

Strength:

 

Synergy:

 

Perks:

 

 

 

Actions:

-Actives


 

 

-Passives


 

 

-Trumps


 

 

Equipment:

 

 

 

Reserve:

7

 

Work in progress need to sleep putting what I put down here now.

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New duder, Deus Vult and all that.

 

Spoiler

Name: Aquila Aurelianus
Age: 20
Gender: Male
Sex: Male
Race: Human
Appearance:  A man with tanned skin from working in the sun. Initially just farming, then prison labor, and finally training to fight for his country. (Well, until he strangled his guard and joined the vikings. Still, it’s technically his country.) He has a short beard of black hair, which is reflected in the short hair on his head. Should he be without his armor for some reason, his chest is covered in a tattoo of a golden eagle. His body overall is quite fit, although it’s also marred by scars in many places. The most prominent scar in a rather nasty looking one going diagonally down his face covering his eye which he covers with a leather patch and fills with a golden eye, made from stolen bits. All things considered it’s not terrifying to look at, but it does look evil.
Personality: Aquila is an honorbound man, rarely entering a one on one fight unless his assistance is necessary. He loves tending to animals and has a kitten from the Samurai’s swamps. He named it Nyx.
 
Merit: 14
HP: 38
Moves: Dex=6
 
Stats: 18
 
Essence: 1
 
Constitution: 9
 
Dexterity:6
 
Intelligence:  0
 
Resistance: 7
 
Strength: 11
 
Synergy:  0
 
Perks: Spirit of the Blood Eagle: Damage generated by the user's abilities is converted to THP, this pool is only used when attacked by enemies.

Target lock: Grants the move “Dueling Target”


 Advanced Autobrewery Syndrome: Being far more fun while drunk, the user gains morale bonuses to checks after consuming any edible food item, however, one encounter after that, their health is obscured due to drunkenness.

  Current Bonus: +2,  Health obscured next encounter.
 
 
Actions: Slots 7
-Actives
(Perk Backed) Dueling Target: Marks an enemy. That enemy takes 1.5x more damage from Aquila and deals half damage to him. Can only affect one target. Free action.
Block: Halves all damage taken, but can’t attack at all.

    L2 Get behind me!: An ally can choose to be affected by block, losing their ability to attack but having damage to them halved.

Groin attack: Knocks the air out of an enemy. Deals 1d6 damage and if the target fails a STR v CON check they're action locked for two turns.
Weapon toss: Aquila throws his weapon at an enemy, making an attack with it and equipping it to the enemy, while allowing Aquila to equip a weapon from his reserve.

Remember the basics of CQC: Aquila stops worrying about little things like getting hit, dealing and taking doubled damage from single target attacks. He can end the rage at will, causing him to deal 25% less damage for the rest of combat.
 
-Passives

Combo (Trick): Once per two rounds, Aquila can make a free attack with his mace.
 Kosi-chan's Happyfun Doublethink Portable Schoolhouse of Wizard Booms 0/20 (Level 1, Trick, Passive):  "Ehehehe...  You're so cute, Aquila-kun!  i WaNt To WaTcH yOu BrEak!  But then you wouldn't be so cute anymore.  I guess I'll have to teach you to read instead!"  If Aquila takes this action into battle, he can declare that he's inscribed one of his weapons with Kosi-Chan's Explosive Runes.  The first time an inscribed weapon is used to attack in an encounter, it hits a second random, literate enemy in the encounter with an explosion that does as much damage as the weapon would have.  When 20 people have been damaged in this way, all the practice writing Kosi-Chan's Explosive Runes lets Aquila become literate in a language he speaks.
Energy Rising: Every time the user is hit by ANY magic ability, they take 2 damage, and deal 1 extra damage.

Rhythm of war: Aquila may use normal combat actions when dancing to similar, but groovified effect.
-Trumps
Revenge:  Aquila has a meter with points equal to his Health. Every time he takes damage without countering he gains points equal to damage taken/dealt. When the meter is full he gains temporary hitpoints equal to his maximum health and his damage is increased by 1.5x for three turns. Can only trigger once a fight.
 
 
Equipment:
 Trusty Flail: A piece of metal on a chain attached to a handle. 2d6+Str damage.

Captain Bullseye's sword: An old  sword from a now dead XCOM Ranger. The sword is in surprisingly well kept condition, and will probably be a lot better in Aquila's hand from now on. Deals 2d6+Dex damage.
 Imhotep's Shield - This probably magical item gleams with a faint, inner light.  Provides a +[str/2] bonus to resistance while equipped. +2 res when Fighting against invaders from a faraway place, defending newfound allies, defending friends who are not fighting alongside the user, protecting the current world from destruction.
Modern Crusade Armor: A suit of armor made from modern materials, and most importantlyit fits his asthetic. +3 RES, doubled against bullets.

+1 Intermittent Vorpal Katana of Swiftness (Level 2, gear):  This magic sword was created by shoddy gnomish contractors to be sold as a genuine Nipponese +3 Vorpal Katana and upgraded with Precursor technology by Law.  It deals 2d6 + strength + 1 damage, and when you attack with it roll 1d20, or 2d20 if this is the first time you've attacked with it in an encounter.  If a 20 is rolled on the d20, the attack deals pure damage.  If a 1 is rolled on the d20, the attack deals no damage

Reserve:

 

What does Honor mean to Aquila?

Spoiler

Warborn as a faction are very much vikings, coming from the frozen north to pillage, raid, and enslave all in their path. Of course that's not true for all the various clans that make up the faction. The clan Aquila comes from doesn't practice Slavery for instance, which is part of why he chose to fight for them.

Aquila would initially seem an oddity, being a former Legionary. His friends would tell you that's not true at all, in fact he's quite like the warlords of the Warborn. As such, he's honor bound to protect those who cannot protect themselves, which he does with a passion that the gods would find impressive. He is also bound by honor to keep any promises he makes, whether it be a boast of how many he could kill in battle or a pledge to protect someone.

 

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