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


Hal Henderics

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Spoiler

 


Spoiler

 

 

 


 Name: Ren Alexander Hertlend

 


Age:38

 


Gender: Ren is Ren

 


Sex: Male

 


Race: Half-Blooded Drakenite

 


Appearance:



REN!.png

 


Ren is an 8ft2 lightly tanned green slitted eyed Half-Blood Drakenite with strawberry blond hair that is relatively wavy and goes down to his shoulder's having been clearly groomed and given haircuts to explain its Length and cleanliness. He is covered in mostly faded scar's underneath his clothing seemingly healed by magic over the years the most notable scars are the one on his hip that looks like it had been particularly deep and the one on his right shoulder which is rather strange appearing to be indents and some kinda hint of something piercing his skin the scars almost dot-like.

 


 

 


He has a small golden glowing aura around him that can be muted as well as small perhaps triangle or diamond-like pieces of white marble looking earth floating around him. He walk's with an ever so slight awkwardness at time's like his body was still not completely used to something or like he perhaps feel's uncomfortable?

 


 

 


Half-Shift Appearance:

 


 

 


Ren materializes wings that are rather large 7ft4 or that is the standard for Ren as it is mana based it would, of course, change depending upon Ren's mana and the amount he puts into it. The wing's Outer Membrane is a dark golden color while the wings are a light golden color. He materializes a tail that is golden in color and not too large being perhaps 3ft2. It has a very wave-like motion when it moves.

 


 

 


Finally, he materializes ivory horn's curled with slightly tapering tips. They are not especially large though they certainly increase his chances of bumping into ceilings.

 


 

 


As for aura's his holy aura grows slightly in brightness overall and more diamond-like pieces of white marble looking earth surround him. An ever so slight warmth now exudes from him though it is certainly not enough to have any practical application beyond like....maybe making hugs kinda cozy?

 


 

 


His stride is much more confident. 

 


 

 


Personality:

 


 

 


Ren is at his heart a kind person. However, while that may be true due to his earth magic and his lifestyle Ren has always been a stubborn person and has a bit of a genuine selfish streak wanting to protect his family and those he loves over others.



 

 


To preserve his life and what he find’s important and he may lose sight of his own ideals of protecting other people do to this. Do to having fear of losing the only family he ever had and that fear could ruin him.



 

 


Multiple times it almost had whether it was nearly running away from an important moment or flat out just ending up in jail for it. Ren could have died due to his own stubbornness. Ren could have left cinderfall with his lover’s and left an entire people with three fewer people to defend them against people who wanted to murder every last one of them.



 

 


Ren’s naivety is something that Run’s deep in him. While he has a fascination and a natural curiosity for the world and everything around him he is clearly inexperienced with little reading experience and a habit for being easily manipulated. His speaking habits also do not help his image making him appear less intelligent then he actually is and is more indicative of an old fear Ren had where he worried that if he did not say his name even he would forget it.



 

 


Ren also for that matter while he may be brave….He actually feel’s a lot of fear and is not immune to it. His hand’s shake in actual battle and his mind is in a whirr and.he feels nervous and worries a lot because well Ren doesn't want to die. He doesn't want to lose everything.

 



He doesn't want to leave the ones he loves behind and he certainly doesn't want to die. He has seen the grief of death and it frighten’s him to think of causing that to someone he loves and it frighten’s him to think of the thought of actually killing someone sometime’s.



 

 


Ren may be a kindhearted drakenite and sure he certainly has matured since he was younger...but he certainly hasn't moved past all his flaw’s. Learning to truly move past some of his own darker desire’s caused by Kroni as well as learning his own flaws are something that he needs to work on and improve upon to make sure his own home life and his life here can be improved.

 


 

 


 

 


 

 


History: https://docs.google.com/document/d/1PPDm8Ik53iVGGeWSd80Klq0M1EoIIrG-rZPRoekEbsM/edit?usp=sharing

 


 

 


Merit: 0

 


HP: 



:32 ((5*2)) + 20

 


Moves:

 


 

 


Stats:

 


 

 


Essence:5

 


 

 


Constitution:5

 


 

 


Dexterity:5

 


 

 


Intelligence: 1 ((He come's from a medieval world yes he can read and write but he is pretty unknowladble and unknowing about most things.))

 


 

 


Resistance:4

 


 

 


Strength:1

 


 

 


Synergy:0

 


 

 


Perks

 


 

 


Ryujin’s blessing: Do to the blessing of the great dragon spirit lord ryujin and his races lineage from the man he blessed. Ren is also blessed with Ryujins blessing simply by being a drakenite even though he is not a pure blood.



 

 


The effect s of this are whenever Ren gains resistance without spending merit, he gains +1 resistance.  



 

 


Draconic Survivor:Do to his bloodline and ryujins blessing as well as his own survival experience Ren is immune to the negative effects of weather, and takes 50% less damage from extreme temperatures.

 



Half-Shift:Ren can transform into a draconic form,complete with 7ft2 wings ivory horns and a tail. Gaining flight and a 50% boost to his dexterity and essence.



 

 



Word of Kraus/Ren's nature: Do to Ren's hesistance in combat and his own religious beliefs
"If the user would make an action which brings a target to zero health, that action is canceled"

 


 

 


 

 


 

 


Actions:

 


 

 


-Actives

 


 

 


 

 


Holy Relief:Ren see’s someone in need and focuses his holy energy’s closing small wounds and soothing pain helping an ally to continue fighting.  Standard 1d4 + [Essence] heal, no cooldown.

 



Life of the Earth: Ren focuses the power of the earth of the ground and reinvigorates people bringing it forth to strengthen and empower.Gives +[essence/2] to resistance and essence, lasts up to 3 rounds, duration chosen when cast, has a cooldown equal to twice the duration.
 

 


Purging Flames: Ren brings forth golden flame’s and moves them into an ally. Burning out infections illnesses and other ailments and curing them of afflictions without harming them whatsoever.  Removes 1 status effect or debuff of your choice from the target.

 



Holy Earth:Ren calls upon the power of holy earth that he had mastered! White gleaming like marble earth that sticks around after an attack bending to his will pure and holy.  

 


Moves [Essence]x15 kilograms of earth per round to create stuff.

 



Holy Flames: Ren unleashes his strength on his enemy golden holy flames flowing forth past allies and the environment without harm to them.   

 


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.

 


 

 


-Passives

 


None Yet
 

 


 

 


-Trumps

 


None Yet
 

 


 

 


Equipment:

 


 

 


A rather large white dress with white underclothes.  They are obviously tailored to fit him.

 


A small pouch filled with some food and a small container of water. ((Probably honey and some dried meat like jerky and some spring water))

 


A map of Valmasia

 


Extra clothes. They have a large green shirt with blue trimmings and large blue pants.

 


Sandal’s of a red variety adorn their feet.

 


 

 


 

 


Reserve:

 


 

 


 

 


Shoulder flower: Ren has a small glowing blue rose on their shoulder it decreases their cooldowns by a turn by swallowing excess mana and giving it back to the user. It is of course.....a...delicate thing. It is merely a flower and could be easily destroyed!

Dual wedding ring Necklace: Ren has two people who they have married and those two men are very precious in their heart's.Dual wedding ring necklace could give +[Essence/2] to resistance.



 

 


. Trick:

 


Blessing of Kroni: Ren uses a small vestige of power left over from long ago and manifests a small slither of nature magic causing several vines to come out from his shoulder and stun the enemy for a turn! Cooldown 7 Turns.

 

Ferrokinesis: The user is able to exert roughly 200 pound of force on objects which are made from metal. (Level 1): The user may make an Ess Check against any Metal Object, if successful, the user gains control of it for an indeterminate period. Limit 1 Object

 
 

20

 

 

 
 

1

 

 

 

 


 

 

 

Edited by AbstractTraitorHero
Fixing Color's.
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SECONDARY! 
This sheet is mostly out of date, please refer to https://docs.google.com/spreadsheets/d/1PdC1g7eILCbSCoHu9DUSh9fxOaPh-RQQIn5uHNxwXZw/edit?usp=sharing

Spoiler

Name:  Leo blizzard.

Age:  19

Gender: male

Sex: male

Race: human

Appearance: Slim and slightly on the short side, with teal blue hair and red cat like eyes, the result of getting caught up in a blood magic ritual. His black and dark blue hoodie, typically worn open over a simple white shirt, has several eternal ice shards adorning it, around the collar, running down the back, and going down the zipper. He wears long blue jeans, and black sneakers. He is rarely seen without his arm computer, and the sword at his waist. And his frost brute is usually close by.

Personality: A friendly and curious fellow, who loves to help others with their projects and refuses to be kept down. They desire to grow more powerful and amass more knowledge, and so is almost always thinking about new ways to use his magic and coming up with new ideas, easily becoming lost in thought. He is normally very calm, but is easily excited by the prospect of learning something new. He has a fascination with and appreciation of nature, born of his childhood in the barren kingdom.

 
Backstory: Leo comes from the barren kingdom, a ruined place without nature. Long ago it was prosperous, and known for its metal works the world over. Until Dysto came, the fearsome floating island of hard shells, metal and flesh. It unleashed its weapons, salted the earth, and sent its bio machines on a rampage. It has only one mission. To kill everything that lives or once lived in the barren kingdom. Now the only food comes from the bio-machines themselves. It’s been so long now. It’s an ancient weapon fighting a long dead kingdom. There is no king or kingdom. Only disjointed cities, ruins, bandits, and scattered collections of villagers remain. And Dysto still makes its destructive passes. A weapon never told to stop firing. Leo is an orphan born into this ruined world, living alone on ruined streets and abandoned buildings in what passed for civilization there. His only strength and means of survival, was scavenging, (or snatching food from camps) and his own mind. He started learning magic. Visiting ruined libraries to pick through faded torn and rotting books that through magic or science, had somehow survived or had otherwise found their way here, and playing with mana. He learned to create golems and Golemic tech. which became his means of survival. Eventually less than savory people took note, a band of wicked bandits eager to get their hands on a few war machines of their own. They thought it would be easy to force a child into building weapons for them. Leo was forced under them, and made weapons for them…at least they believed so. To bad for them that they had neither the intelligence or the skill to check his work, on the third week, Leo gave the signal, and everything he had built went on a rampage. He killed them all. 20 or 40 grown armed men and mages in a single night. He took everything they had and went on his way. Leo would latter go on to become an adventurer, and leave the barren kingdom. Gaining an appreciation for nature. Dysto still makes its passes over the ruined kingdom, and it still pursues him. But he does his best to deal with it.

 

Merit: 0

HP:  24

Moves:

  Action slots:6

Stats:

 

Essence: 5

 

Constitution: 4

 

Dexterity: 3

 

Intelligence: 6

 

Resistance: 2

 

Strength: 3

 

Synergy:  4

 

Perks:

  Mana Magician: The user has a pool of mana each plot, this is equal to Syn+Ess+20, half of the user's current mana is removed from mana they gain, and they gain 1 additional mana at the end of the plot for each time they have trained using Synergy. Mana can be added to any Magical check at-will, dramatically increasing the results.

Font of Elbow Grease: The user has a pool of Elbow Grease each plot, this is equal to Str+Con+20, half of the user's current EG is removed from EG they gain, and they gain 1 additional EG at the end of the plot for each time they have trained using Strength or Constitution. Elbow Grease can be added to any physical check at-will, dramatically increasing the results.Concentrated Effort: The user has a pool of 'Effort' each Plot. This is Equal to Syn+Ess+20, Half of the user's current Effort is removed from the effort they gain, and they gain 1 additional Effort at the end of the plot for each time they have trained using Synergy. Effort can be added to any Magical check at-will, dramatically increasing the results. Level 2: The users pool of effort has been increased by Str+Con+20. They gain 1 additional Effort at the end of the plot for each time they have trained using Strength or Constitution. Effort can be added to any physical check at-will, dramatically increasing the results.

 

Concentrated Effort: The user has a pool of 'Effort' each Plot. This is Equal to Syn+Ess+20, Half of the user's current Effort is removed from the effort they gain, and they gain 1 additional Effort at the end of the plot for each time they have trained using Synergy. Effort can be added to any Magical check at-will, dramatically increasing the results.

Level 2: The users pool of effort has been increased by Str+Con+20. They gain 1 additional Effort at the end of the plot for each time they have trained using Strength or Constitution. Effort can be added to any physical check at-will, dramatically increasing the results.



Pontificator: The user has a pool of Pontification Points each plot, this is equal to Int, and they gain 1 extra for each time they spend Pontification Points on something other than creating a Trick. Pontification Points can be added to any Mental check at-will, dramatically increasing the results, or spent to grant a flat increase to the result of any craft or trick development.

 (Flaw) Nemesis- Dysto: The eternal plague of the barren kingdom, Dysto has it in for this character, and will pursue him across the multiverse, unleashing various effects, and weapons, and deploying bio-machine weapons to kill him, At GM discretion. These bio machines make quite a nuisance of themselves until dealt with, or Dysto's unleashed weapons causes an irritating effect for some duration.

          (Flaw) Rule conflict: Leo’s magic and flexibility is indeed impressive, but some worlds don’t like there own laws being overturned. When in a world with strictly defined magical or physical laws, Leo must either fight the system, or work with it when crafting. Although things made when fighting the system will continue to work regardless, the initial crafting roll is harder. Worlds with looser and more flexible laws won’t trigger this flaw."

 

  

Actions:

-Actives


(Action level 1) Channel: The user channels mana from there soul to perform a fiatable action.
   (Trick level 1)-
The user may channel while preforming other actions, but only if there hands are free


Shape solid: Allows the user to shape non-living solids to their whim. Subject to gm fiat.
 

Basic golem crating: Allows the user to cast vital spells concerning Golem cores, core programing, basic energy manipulation enchantment, and component integration.  This Action does not require a crafting roll to succeed, but is still subject to quality rolls on the crafted golems and golemic equipment

      Level2- +4 to Int when crafting golems.

Winter blade: The user uses a skill that wreaths a weapon in icy energy from there body, dealing weapon damage+STR Ice damage. Has a 10% (30% against targets weak to ice) chance of inflicting freeze for one turn, stunning them. Freeze is cured if the target is struck by an Fire attack and the attack is negated.

-Passives

Alternate Mana Casting: The user may attempt to cast a spell they know using a different type of mana, the effects of this are unknown until discovered. Spells cast like this require that at least 1 point of mana be spent.
 


 

 

-Trumps


 

 

Equipment:

     Snow bound: A well-made golemic Sword containing a multi material core made up of gold, iron, diamond and a soft putty, the body of a sentient AI known as Snow, who runs the blades functions. There is a metallic eye in the side of the guard that doubles as a hologram projector with a speaker under it, which snow often uses for herself. She has network and 3G connectivity, a usb connection port, and a scanner. In battle, she reveals her icy abilities.
Her blade is made of iron, with a shard of eternal ice running down the middle, specifically, a type of eternal ice that refuses to absorb heat. The handle is wrapped in leather, which is fused into the metal handel. Opposite the hologram projector is a sapphire.


Attacks with this weapon have inflict chill if the attacker succeeds a SYN vs RES check. chill increases the effectiveness of ice on the afflicted target to 150% for three turns. This weapon deals 1d4 damage, and regardless of if Snow is in reserve or equipped, so long as she remains in the inventory. She reveals and tracks any interesting or strong energy signatures, drawing attention to them.

      (Merit level 1): Precious and protected: This item cannot be targeted by equipment targeting effects and is soul bound.

 (Merit level 2): Cautious crafting: when attempting to craft on this item, failure will not result in detrimental or destructive consequences, nor will success include negative side effects. however, the difficultly of all crafting checks on this item are greatly increased.

 

 

    Golem tech arm mounted computer: a custom-built arm mounted touch screen computer. It has a small touch screen with a curve to it, and can project hard light holographic screens and interfaces on command. Its Main purpose is to monitor and control golemic systems, but it IS a computer. It also includes a web browser, several utility programs, and…a few simple computer games, along with a few movies.

In battle this device can project a hard-light shield. granting plus+1 res. This item does not take up an action slot.
 

Reserve:

Frost brute (equip minion): (See: Frost brute)

 

(high quality Trick) Blizzard wind: The user cast a spell that kicks up an icy wind. Dealing 1d6 Ice damage to all foes.

 

(Trick) Multitask: the user is allowed to use both a skill and spell during one move, provided the spell does not take up the users movement, and the skill does not intrude on the casting of the spell (cant make hand motions while swinging a sword, and cant talk while breathing fire). (channeling is also valid) However this may impose various penalties depending on the actions used, such as lower power, or lower hit rate. these penalties are Added to a list, and remain consistent. they may be individual trained to reduce there shortcomeings, or the action as a whole may be leveled to reduce them all by a small amount.

 

Toy golem knight: A small toy golem made of stone and iorn bands, it wields a stone toy sword and shield. it has the jumping ability of a flea, and unbenowst to leo, has sworn to "save" leo from his "addiction" to air.

 

(Passive) Machine Synergy: This Passive is considered to be a duplicate of up to (One) other piece of Golemic Equipment made by the user. This Passive takes up an extra slot for each piece of equipment affected in this manner

 
 
Create eternal ice: The user cast a spell that turns Ice into a synthetic form of eternal ice. Specifically, a verity of eternal ice that refuses to absorb heat. Level 2(Trick): When crafting Eternal Ice Leo may choose to alter the enchantment giving it the ability to consume nearby heat to fuel itself in much the same way as IceFire, it won't spread like IceFire though.
 
 
Night vision: This character can see in the dark far better than others.
   (level 2):This passive does not take up an action slot.

 

Rush: the user spends EG to gain more moves this turn. these extra moves won't work with most spells, or channeling but do work with most skills, and weapons. The user gains 1 move per [Average encounter DEX] EG spent, and these moves sit back to back with each other, unless the moves are affected by an effect that changes their order in the initiative ladder. activating this ability is a free action

 

(Equipment) Level 1 Snowgear Pendant: A pendant made of two gears with a snowflake pattern embossed on them. Iron, Copper, Tin, and Steel.
Level 1: The user has +1 RES and +1 Con against Weather and Aging respectively.  The user can channel the materials the pendant is made of.

 

(Equip minion) Stoneheart: See:Stone heart

 

Mana recovery (Passive): Whenever leo sleeps, he regains a small amount of mana (Minimum Three) The better quality his rest, and the better quality his prior supper, the more mana recovered.

 

Warm cloak (Passive): Thanks to this spell Leo can resist severely (but not supernaturally) cold envionments without Con checks, he also gains +1 on checks to resist supernatural cold effects.

 

Ice Shock (trick): The user fires a shard of ice that trails lightning from their hand at a single target, the target takes 1d6+[Syn] cold/electric damage and suffers a [Int]/2 Init debuff. Deals a critical hit for 2x damage if the target is covered in a liquid such as water or flammable oil. Cooldown of one turn, costs two mana to activate.

 

 

Analyze: Leo cast a spell which allows him to gather data about a machine, technological or golemic system, enchantment, or other object in his immediate vicinity. Gaining relevant information . This also allows him to spot any anomalies or abnormalities in said targets. This ability does not require a success roll to succeed, but it does require a quality roll to determine the value of information gained. This ability constitutes both as a magical check, and an intelligence check. Limit five uses per encounter.

Level 2: Analyze can now give leo partial or complete blueprints (and other knowlage items) of things scanned, with a higher chance for complete blue prints on smaller, less complex parts, or when a specific part of a greater machine is focused on. Additionally, All data gained with this spell may be broadcasted to any nearby compatible core or computer. Such as snow, or the golemic arm mounted computer.

 

Starfury: A shortsword that appears to be made out of some kind of red/pink glass. Summons stars made of plasma above the user’s enemies. Deal 1d6+[Str] damage to a single target, (when used as a melee weapon) no cooldown OR summon 1d4+1 stars that crash into the same or different targets and deal 2d6+[Syn/2] damage each, cooldown of three. (As a ranged attack)


Harmless Fun: The user's Crafts are unable to spread a distance more than 5 miles in radius or cause more than a 10% lethality rate from unexpected complications or failures in that radius. This passive does not apply to deliberate attempts at spreading mass death crafts

 

Made of Sterner Stuff: The user may remove the negative effects of consumable items with an appropriate ESS check.

 

Basic golem crafting level 3: "When using Golem components in a craft that is not primarily Golemantic grant that craft +3."

 

Enchant: The user transcribes a magic spell into an object, adding magical components which sustain and fuel it from ambient mana. Level 1: The user can duplicate a magic based Trick they know in the form of an item. Level 2: The user may craft items which have similar effects to Magic Actions they know. Enchanted items may change functionality if they are fed magical energy which is not neutral, and will cease function if there is not enough mana to feed them.


(Trick) Frigid Rain: This spell creates a dense cloud of frigid water that eventually rains down of the target area, creatures affected take 1d4 cold damage.

 

(Trick) Hailfire Conditioning: The user drops hailstones of frozen, flaming air onto a target, after creating a dense stormfront cold enough to freeze air, and negatively chill water. 3 turn chargeup. Deal 2d10+Syn damage 3 turns after that to one target. The attacks are considered to deal Ice, Fire, and Air elemental damage.

 

(Trick) Ritual of "Storm Behind Asgårdsreia": The user prepares materials and a powerful circle of golem cores to perform an experiment in pursuit of a thesis. Consume 100 Items of any type or quality, and coat the current planet in an ordinary rainstorm, which will fade at a natural rate. Once used, this trick will transform into a different one.


(Trick) Emit Force: The user focuses bodily energy into their skin, releasing a pulse of liquid energy which acts as a weak barrier.
 

(Trick) Ritual of Hidden Potential: The user unlocks power yet untapped from within an object, by smearing it with enchanted blood and dust to empower it.


 (Trick) Corona: The user begins emitting bodily energy to repel harm +3 RES while equipped. -1 HP per turn while equipped. -1 Dex while equipped. 


(Trick) Healing Focus: +1 Health per turn


Embossed Terrarian Golden Chestplate: Grants +1 Res while equipped and an additional +2 Res against magical attacks.

 

Terrarian Golden Aqua-Aglets: These fanciful enchanted bits of gold and eternal blood ice create a protective shield around their wearer whenever they're in danger. Allows the user to walk on hot surfaces longer and helps keep from getting stuck in the mud as easily by creating a bubble of water around their feet.

 

(Set effect, Free) Terrarian Gold Scouter: As an action the user can activate a level 1 Analyze spell, once per encounter. The user gains +1 Res vs Analyzed enemies for every empty action slot they have. Set Bonus: When worn with two other pieces of Terrarian Gold armor(chest and other) requires no action slot and the user gains two action slots that may only be used for actives.

Sheath of Bound Papers (Gilgamesh's Records):  "In my many years of travel, I have amassed countless treasures. Within this tome, I write my one, and only, record of what knowledge I have attained in their use. Gilgamesh." What follows is fighting techniques dealing with the use of many different types of weapon, and how to properly harness the abilities of certain specific weapons. At times, the writing is archaic, and particularly complex, images seem to fail to separate different parts of illustrations within it, seemingly depicting a figure with multiple arms in various combative poses.


(Trick) Metamagic White: The user alters mana to be closer to MTG white mana to change its properties and effects, they may use this on its own, or as part of another action.
 



 

 

Frostbrute 

Spoiler

Frost brute (equip minion): A large bulky and stocky mechanical golem made primarily of iron and copper, with large rectangular hands and round claws. its large enough for a human to sit on its shoulders, or be crushed in a single hand, but small enough height wise to fit in most buildings without issue, if it can get past the doors. When its ice fire engine is running there is a constant rumbling in its chest, and the three exhaust pipes, on each side of its wedge-shaped head, spew snow and ice, and its body is perpetually cold. Although it can act without this engine it is incredibly slow and weak without it, barely able to move under its own weight. Because of the danger and collateral risk of ice fire, Leo is reluctant to field it without his own personal supervision, or the direct supervision of a trusted individual who can counter the ice fire. When using ice fire to attack, this minion uses magic heat manipulating systems to prevent it from going out of control, and choke the fire as necessary.
 

Current levels-
Equipment level 1 (CC)
Merit level 1 (merit upgrade)
Merit level 2 (merit upgrade)
Merit level 3 (Merit upgrade)
Merit level 4 (Merit upgrade)
Merit level 5 (Merit upgrade)


This equip item takes up TWO action slots. this minion may be given a command once per turn as a free action when equipped.
      
HP:20
(merit level 1) bound: this minion is bound as a result of merit investment.

(Merit level 1) : Ice fire engine: This unit consumes heat as fuel for its movements, ice fire attacks, and immense strength. Heat levels are roughly categorized into the levels. Ice cold, chill, cozy, cooking, and burning bright. the engine is at its weakest in areas that are ice cold, and at its strongest in areas that burn bright. Actions which run off heat are stronger based on the heat level, but can also lower it if they exert enough power or are used enough.  


Ice fire stream: Frost brute releases twin streams of ice fire at its target from its hands, while using heat manipulation to keep it under control. This Deals 1d3 ice damage to a target, and inflicts the ICE FIRE! Debuff on warm and hot targets. Continually dealing 1d3 damage until it is extinguished. But passing on the debuff to anything they touch which is warm or hot, or just not frozen. Ice fire dissipates if smothered in solids or liquids, or if there is not enough heat to sustain it.
 (Merit level 1) : The number of targets afflicted by ice fire or normal fire effects the local heat level
   (Merit level 3) :The damage of ICE FIRE is now 2d3

  (Equipment level 1) Extinguish ice fire: Brute purges the ICE FIRE! debuff from a target.
             (Merit level 4): Frostbrute now has the option to mass extinguish all Icefire in an area. but this includes its own engine, causing it to shut down.
              (Merit level 5: Frostbrute no longer targets its own engine when using mass extinguish)


     Absorb heat (passive): when struck by a fire or heat based attack the attack is negated and the next ice fire stream deals extra damage. However, if struck by an ice or cold attack, the damage taken is increased, and ice fire stream’s next use is negated, and all strength based actions are weakened considerably until ice fire streams next use.
 
   (Merit level 1) Absorb heat (passive): when struck by a fire or heat based attack, the attack is negated and the heat level is temporarily rasied by one for one round, however if struck by an ice or cold attack the damage taken is doubled and the heat level is temporarily reduced by one for one round

 

(Merit level 2) : Super strength: This unit may perform a fiatable strength based action, with its immense strength. this is dependent on the ice fire engine, and as such the maximum output depends on the heat level. if it pushes itself hard enough it is capable of immense feats, but may lower the heat level in its exertion. If this unit must check strength for any reason, this is the ability which is taken into account. If the use of this action lowers the heat level, the engine may stall

 

 

Stone heart

Spoiler

Name: Stoneheart
Description: Created from an accident with Wish mana, this golem is built largely from stone and iron, appearing as a large stone sword surrounded by dozens of stone and iron shards.

Stoneheart may be equipped in one action slot as an item or two action slots as a golem.

Item form:
Stoneheart(sword): Iron edged, magically reinforced, and extra heavy.
Deals 3d6+[Str] damage to one target and interrupts any charging actions, requires 8 Str to wield or 4 Str and special training.

Golem form:
HP: 20

Lacerate:
Cause a viable target to bleed for 1d2 damage for 2 rounds.

Bones of the Earth:
Stoneheart takes 10% less electrical damage.

 

 

 

 

Leo's mana types

 

Leo's list of goodies (materials)

 

 

 

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My secondary, a man with a lotta armor and a lotta gun.

Spoiler

Name: Nader Jabal
Age: 30
Gender: Male
Sex: Male
Race: (Undertale) Monster (but with a Human SOUL)

 

Appearance: Nader is a relatively tall man, standing at 6'0", wearing khaki trousers and a purple undershirt under his armor. This is where the human aspects of his appearance, besides basic body shape, end. This is because Nader is now a monster, very specifically a tiger-man. He is broad-chested and extremely muscular, but much of this detail is hidden behind the fact that he has (surprisingly fuzzy) orange fur around his body now, which turns to white at the front of his body and has horizontal black stripes at the back. His face is mostly human-looking, but for the slight snout and the fur on it (puffing out at the sides into the iconic tufts that tigers have). He also has furry triangular ears at the top of his head. His hands and feet end in claws. 

 

His armor, a set of modern plate armor unique to his homeland of Forenia looks mostly like this (https://media.discordapp.net/attachments/300711797642756097/310497018189447169/unknown.png?width=804&height=598), except that: there is significantly better coverage on the limbs, with the legs and undersides of the arms being plate covered, the mask being replaced with a more fitted piece with individual eye lenses more suited to a scope (and jutting out at the front to fit a small snout), with rails being mounted on the arms that click together when an arm is fully straightened and that guns can be mounted on. It is largely painted blue, too, with red trim. He sometimes has a couple of guns attached to that armor. The armor is, however, modified to fit his new biology, which means that the helmet has bumps for ears to fit into atop his head and the fingers are reshaped to be clawed (although he can retract his claws, it means he still effectively has claws even in armor).

 

Personality: Nader used to be a gun nut often crippled by paranoid schizophrenia. Events have changed that schizophrenia into something more physical than it actually is mental, and he now prioritizes safety in carrying and using guns much more than he used to, but he still retains some of the quirks you would expect to see from a paranoid gun nut. He still is sometimes prone to paranoid lines of thought, but these are much more reasonable -- and much less likely to hinder him from deciding to take action when he needs to. Instead, Nader is well aware that there are very real threats he will have to deal with, and maintains a mixture of caution and bravery in dealing with them: always prepare, always make sure that you're not caught off guard... but when the time comes for doing something, throw yourself into it to the fullest, and don't let that previous caution hold you back. He also maintains a very individualistic and most certainly not-pacifistic worldview, which guides his actions: people should always have the right to fight back against those who would kill them or exert power over them, and when they can't, perhaps he should step in to do it for them. People have a right to be free.

 

Merit: 0

(Changelog: Merit spent on stats at some point

+18 Merit from pipeline and end of Welcome to the Apocalypse

3 Merit spent upgrading Horsekiller to level 5

3 Merit spent upgrading Sorraia to level 5

2 Merit spent upgrading Osprey to level 3

2 Merit spent upgrading PDW to PAW, level 3

4 Merit spent increasing INT by 2

2 Merit spent purchasing The 1939 Approach

2 Merit spent purchasing Barrage

Gunsmithing leveled up from training

1 STR gained from training

+16 Merit from XCOM (Battles 1 and 2)

6 Merit spent increasing CON by 3.

4 Merit spent increasing DEX by 2.

2 Merit spent upgrading Gut Punch to level 3.

2 Merit spent on Akimbo.

+11 Merit from finishing XCOM

2 Merit spent upgrading Gut Punch to level 5.

2 Merit spent upgrading Tigerseye to level 3.

1 Merit spent upgrading Osprey to level 4.

6 Merit spent upgrading Constitution to 9.

2 Merit spent upgrading Dexterity to 6.

2 Merit spent upgrading Strength to 7.

--UNDERTALE RESPEC--)


HP: 38

 

Stats: Essence: 5
Constitution: 6
Dexterity: 6
Intelligence: 7
Resistance: 2
Strength: 7
Synergy: 4
 
Perks: Battle of the Embassy: Based on the personal prototype he wielded at the insane Battle of the Embassy at the end of the Forenian War, one of Nader's most prized possessions is his Rabid Tiger armor, an improved version of his country's Tiger Infantry Armor that he's given occasional upgrades over the last 7 years. Gains the perk-backed Rabid Tiger Infantry Armor gear.

 

Soul of Bravery: Nader is in something of an odd position where monsters and humans are concerned: he's got a largely human SOUL, but a body that is very much a monster body. Since his soul is an orange soul, this means that his body is imbued with Orange Magic inherently, granting him an inherent ability to respond to shock and attack not with stopping still, but with going only further and more fiercely on the offensive, even if it costs him. Whenever Nader is stunned, he instead gains doubled actions and takes double damage from the next attack.

 

No Silencers Here: Gigantic guns make a lot of noise, and the deafening reports of Nader's weaponry make him rather hard to ignore, especially when he's shooting at you. When Nader attacks with a gun, he can choose to force his target to attack him next turn.

 

Wound/Perk: Post Traumatic Stress:  The user has undergone a multitude of incredibly horrible events, something which does not mix well when ones body is affected by their emotional state. 25% of the user's Loadout Slots are filled with Bad Memories when a combat begins, preventing them from wielding as many guns as they might have in the past.

 

Flaw: Internal Discord: Although he can be much less worried about mania and child-shooting, Nader's schizophrenia is still present in an odd way now that he's a monster, with his body's "consistency" having "seams" that are liable to bust and make him significantly more fragile in the event that certain kinds of exacerbating pressures are applied to him. If afflicted by a mental ailment or status, Nader receives a -33% penalty to a stat. The affected stat is decided by the status in question.

 

Actions:

Active:

Tiger Mauling (Level 5): Nader is a motherfuckin' Tiger. He may be a monster, but he's a motherfucking tiger, with tiger claws, and can fight accordingly, running at enemies and sending a mighty claw their way. This only becomes more powerful as he is attacked and his Bravery becomes more prominent. Deals 4d6+STR damage, deals 6d6+STR damage instead if Nader took an attack that did 5 or more damage last turn.

Level 2: Upgrade from 1d4 and 3d4 to 2d4 and 4d4 damage.

Level 3: Upgrade from 2d4 and 4d4 damage to 2d6 and 4d6 damage.

Level 4: Upgrade from 2d6 and 4d6 damage to 3d6 and 5d6 damage.

Level 5: Upgrade from 3d6 and 4d6 damage to 4d6 and 6d6 damage.

 

Passives:

Gunsmithing (Trick, Level 2) Nader has years of experience with working on guns, it wasn’t a huge surprise that he started to apply it here. Nader adds an extra 15% to INT during checks involving making or upgrading guns.

Level 2: Upgraded from 10% to 15%

 

The 1939 Approach: In 1939, as rumors of espionage activity reached Nader’s ears, he decided that if he were going to get involved, he would make damn well sure he wouldn’t be assassinated, and fortified his house to the brim, including with traps. That trapmaking skill has stayed with him.

With time, Nader can convert a weapon into a trap (or back). Traps deal their damage once when triggered, and if he has time Nader can reset them.

 

Akimbo: Nader may not carry as many guns around at once as he used to, but that doesn't mean that he forgot the experience of firing so many guns so often. Nader can get a lot done in bursts of action, whether that be firing a pair of guns, firing and leaping forward to claw somebody, or some other mixture of actions -- something further encouraged by his new nature as a being of Bravery.

Nader gets an extra move this turn. 3 turn cooldown.

 

Gear: Rabid Tiger Infantry Armor (Perk, Starting Gear, Level 2): Nader's prized possession, a full-body-concealing set of manganese-steel alloy plates with thick, tough military fabric backing, and usually capable of deflecting the majority of small arms fire. The ergonomics of his armor is improved from the standard, with series of small interlocking plates being used at the elbows, pauldrons, and knees, and with the ends of the plates themselves being rounded. It has two rails, on on each arm, that he can fit his guns onto, either so that they can slide when fired or to fix them there completely. He can pull on a trigger on the bottom of his wrist to fire these guns.
+12 RES, Nader gains two additional action slots that are limited to guns of at minimum rifle size, and the armor automatically levels when Nader clears a world.
(Levels: Perk: +3 RES, the action slots, the auto-leveling
Starting Gear: +1 RES
Level 2 (AP): +2 RES

Level 3 (Australia Clear): +3 RES

Level 4 (XCOM Clear): +2 RES

 

Horsekiller 1935R (Starting Gear, Level 5): A semi automatic .60 cal rifle, this gigantic, five-foot-barrel beast of a weapon can deal some massive damage, capable of killing a horse in one hit or penetrating Tiger Armor, but even with the multiple upgrades Nader has given the gun, it is unwieldy and inaccurate.
Deals 5d6+3+DEX damage, but has a 10% chance of missing. Heavy weapon.
(Levels: Starting Gear: 1d6+3+DEX damage, 10% miss chance
Level 2 (AP): +2d6 damage

Level 3 (Merit): +3d6 damage

Level 4 (Merit): +4d6 damage

Level 5 (Merit): +5d6 damage)

 

M3 Sorraia (Level 4): A literal machine gun, this general purpose machine gun fires .30 cal bullets and can fire 800 rounds in a minute, with the tripod removed for mounting on his armor. However, even with a solid system of straps and braces he can only fire a burst for a second or two before the recoil makes it utterly uncontrollable.
Deals three attacks of (1d4+DEX) damage, 2 turn cooldown, which can be distributed among up to 3 targets as Nader wishes. Heavy weapon.
(Level 1 (AP): 2/3*(1d4+DEX) damage, 2 turn cooldown)

(Level 2 (AP): Can hit one target with both attacks or two targets with one attack each

Level 3 (Merit): Damage upgraded to 1d4+DEX damage

Level 4 (Merit): Upgraded to 3 attacks, damage dropped back to 3/4*(1d4+DEX) per attack.

Level 5 (Merit): Damage brought back to 1d4+DEX damage.)

 

Mk. 3 Osprey (Level 3): A much more tame rifle than his other weaponry, the Osprey rifle is chambered in 7.62mm, with a 10 round magazine and with the Mk. II Eagle Scope, and is a very accurate weapon, as well as not being a weapon that would blow a man to pieces. Meant for snipers, Nader uses it when he needs precision, and holds it rather than mounts it.
Deals 3d4+DEX damage and if the target has a dodge chance they must pass a DEX check (vs damage that would be dealt, if the GM chooses to use a DC) or they fail to dodge. Rifle-sized, not heavy.

(Level 2 (Merit): Damage upgraded to 2d4+DEX.

Level 3 (Merit): Damage upgraded to 3d4+DEX)

 

Personal Assault Weapon (Level 3): Unimpressed with the piddly little PDW he got in Australia, Nader gave it a bigger, full rifle sized chassis, entirely ruining the point of the weapon but making it more likely to hit on target. He also modified it to be automatic, completely changing the gun’s mechanism.
2d4+DEX damage, or instead can stun 1 enemy for 1 turn, at the expense of rendering the gun unusable for a 3 turn cooldown. Rifle-sized, not heavy.
(Level 1: 1d4+DEX damage
Level 2 (Merit): Upgraded to 2d4+DEX damage, counts as rifle sized.
Level 3 (Merit): Given the ability to stun an enemy for 1 turn, at the cost of a 3 turn cooldown for the whole gun.

 

UF-XW-US Gut Punch (Level 5): This "underbarrel" shotgun is actually just a flat-out normal sized pump-action shotgun built by Nader, which has a rig with metal loops that can be cinched over another gun. It is at its best when fired at an approaching enemy, or when time is taken to line the spread up.

The UF-XW-US “Gut Punch” deals 3d6+Dex damage, but an action can be used to pump the gun, which lasts until Nader is attacked/the gun is fired. If Nader is attacked in melee, the “Gut Punch” will automatically fire and deal 5d6+Dex damage, which is applied before the opponent’s attack lands.

(Level 2 (Merit): Damage upgraded to 2d6+DEX, 4d6+DEX w/ pump

Level 3 (Merit): Damage upgraded to 3d6+DEX, 5d6+DEX w/ pump

Level 4 (Merit): Damage upgraded to 4d6+DEX, 6d6+DEX w/ pump

Level 5 (Merit): Damage upgraded to 5d6+DEX, 7d6+DEX w/ pump)

 

UFS-XW-AAL “Tigerseye” (Level 2): A motherfucking laser cannon, developed by Nader with advanced materials, a manual on laser gun maintenance, and a lot of time and work. This thing fires several small lasers in a sweeping pattern design to cut the surface of what it hits into pieces. 

The Tigerseye deals 4d6+Dex damage, and reduces RES by four when it hits a target. However, it can only fire three times before needing to be reloaded, which requires new power supplies in order to do so.

(Level 2 (Merit): RES decrease increased to four.)

 

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Noot. Has an Eva

Spoiler

Name: Eva

Age: 19

Gender: Female

Sex: Female

Race: Avatar

 

Appearance: Eva's avatar is a short, pale-skinned girl with hazel eyes. Her hair is bright red, and is tied back in a waist-length ponytail, with cheek-length side locks and pointed bangs covering her forehead. She has a prominent scar across her nose. She wears an unusual headpiece consisting of a metal headband connected to ear covers and two prominent horns. Her standard clothing consists of a long white sleeveless jacket with grey trim and metal shoulder guards over a red shirt and short gray shorts. She also wears red armbands and thigh-high stockings, vambraces and white shoes.

 

Personality: Eva is enthusiastic, perhaps even a tad reckless, taking challenges head-on. Due to a glitch with her avatar, her speech is highly limited, however she's a very expressive person, helping make up for this limitation. When she has questions, she is very quick to look for answers. She often gets annoyed with things that are beyond her control, such as her muteness.

 

Merit: 0

HP: 26

Moves: 7/average

 

Stats: 0/25

Essence: 6+1

Constitution: 3

Dexterity: 7

Intelligence: 0

Resistance: 2

Strength: 0

Synergy: 7

 

Perks:

Element Modes: Eva gains the action “Element Switch” which has its own action slot and cannot be leveled up. All of her standard actions have five versions, one for each element of Neutral, Heat, Cold, Shock, and Wave. Defaults to Neutral.

 

Combat Arts: Eva gains special action slots for Combat Arts, one for each element. Combat Arts themselves still cost Merit. Combat Arts are powerful, but may only be used while Eva is on the corresponding element and may only be used once per encounter.

 

Circuit Tree: Starts with an extra action and gains a free action upon completion of a World

 

Instant Erosion (flaw): Loses 1/2 current HP when doused in water (calculated after damage when the source is an attack)

 

Actions: 5 default slots. 1 perk. 5 Combat Art slots.

-Actives (6)

Element Switch (Perk): Switch element to Neutral, Heat, Cold, Shock, or Wave, causing all actions to switch to their form for that element. May be reactivated to switch elements again. After performing (unbuffed) SYN actions on any element other than Neutral, automatically reverts to Neutral and requires 15 moves to recharge. Unlimited out of combat use.

 

Melee[1]: Eva swipes with her chakram. When used in combat, deals 1d6+DEX damage to a target. May be used multiple times per turn.

Heat: Adds SYN to damage.

Cold: Reduces the enemy’s RES by SYN/2 for 1 turn.

Shock: Performs a SYN vs. INT check, if Eva wins, prevent the enemy’s next action

Wave: Heals Eva for half of the damage dealt.

 

Ball Shot[1]: Fires an orb which ricochets off of walls. Can be used to push lighter objects, activate switches, and interact with the environment in various ways. When used in combat, deals 1d4+DEX damage to a target. May be used multiple times per turn.

Heat: Inflicts a SYN/2 burn for 2 turns, does not stack with itself.

Cold: Chills the target, reducing their DEX by SYN/2 for 1 turn.

Shock: Reduce damage to DEX/2 but has three targets.

Wave: Heals target instead of damaging.

 

Dash[1]: Rapidly dashes to a location by spinning, leaving behind a trail of afterimages. When used in combat, dodges the next attack targeted at the user this turn.

Heat: Deals 2 pure damage to the attacker.

Cold: No longer dodges damage and instead takes the next attack targeted at an ally.

Shock: Gain +2 DEX for 1 turn.

Wave: Adds an extra dodge.

 

Guard[1]: Creates a barrier in front of Eva. When used in combat, gain 50% damage reduction for the rest of the turn

Heat: Increase damage reduction by 2RES%.

Cold: Extend barrier to encompass an ally as well.

Shock: Instead of reducing damage, prevents gaining negative status.

Wave: Gain a shield of CON/2 HP, this shield takes full damage.

 

-Passives

 

-Trumps

 

-Combat Arts (5)

Spin Dance (Neutral Art)[1]: Spins around rapidly while moving towards a target. Deals 1d6+DEX damage to them three times. Great for rapidly cutting things up.


Verdant Strike (Wave Art)[1]: Rapidly dashes through a target, stunning them for 1 turn and applying Mark for 3 turns. Mark causes the enemy to take 1.5x damage for the duration.

 

Equipment:

Sparkly Boots: Makes you sparkle with every step. Literally. Passively grants +1 ESS while equipped

 

Reserve:

Slash Dash (Trick)[1]: Using Dash immediately after using Melee extends Dash’s range. A useful exploit for jumping gaps and around corners.

 

First Cut Demo (Trick)[1]: A somewhat powerful attack that will hit exactly one enemy. Level 1: Deal 1d6+Dex Damage. Ignores Passive Dodge Chance, but can only hit one enemy.

 

Chef Sandwich (Consumable): A simple lunch for simple travels. Heals 50% of max HP when used.

 

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Secondary (Inactive)

Spoiler

 

Name: Contagion

Age: Unknown

Gender: Male

Sex: Male

Race: Human

Appearance: Wears an all black skintight body suit underneath regular clothes of a black hoodie, and dusty grey jeans. His face is constantly covered by a gasmask, as to not show his identity.

Personality: Contagion is a caring individual, as it comes from his background of being a hero for so long. Compassionate, but doesn’t take to anyone’s shit. Typically silent when he doesn’t have anything to say.

History: Contagion had always tried to be the best hero his city had to offer, but became tough when he realized how dangerous his power was. The ability to cover entire city blocks with explosive, toxic gas wasn't exactly the most heroic power. This quickly proved true as once of the greatest tragedies of his life came when he was fighting Cryton, his arch-nemesis. Cryton wasn't normally one for fire, but instead ice, however, this time was different. His nemesis used his power against him, and leveled an entire apartment complex during their fight, by taking flame to Contagion's gas. To this day, this incident haunts Contagion, and caused him to quickly change his gas to a less volatile version, and less powerful overall, of its former self. (Still WIP)

 

Merit: 0

HP: 30

Moves: 9/average

 

Stats:

 

Essence: 2

 

Constitution: 5

 

Dexterity: 10

 

Intelligence: 10

 

Resistance: 5

 

Strength: 1

 

Synergy: 0

 

Perks:

Mad Scientist- Contagion’s gasses have been modified to be more damaging, his AoE dealing 1.5x damage, giving 1.5x more effective buffs.

 

One with the Gas- Contagion gains a 25% dodge chance inside of his own gas. Immune to smoke, gas, or any other airborne substance that would impair vision.

 

Actions: (6 action slots)

-Actives

Toxin Cloud (AOE)- Contagion releases a cloud of poisonous gas on the battlefield, damaging all enemies.

-(Level 1) 1d6 + INT, prompting a INT vs RES check for enemies not to get Poisoned - [INT/4]d4 poison damage for 3 turns. Target Limit: 2. Cooldown: 3 turns.

-(Level 2) 2d6 + INT, prompting a INT vs RES check for enemies not to get Poisoned - [INT/4]d4 poison damage for 3 turns. Target Limit: 2. Cooldown: 3 turns.

-(Level 3) 2d6 + INT, prompting a INT vs RES check for enemies not to get Poisoned - [INT/4]d4 poison damage for 3 turns. Target Limit: 3. Cooldown: 3 turns.

-(Level 4) 2d6 + INT, prompting a INT vs RES check for enemies not to get Poisoned - [INT/4]d4 poison damage for 3 turns. Target Limit: 4. Cooldown: 3 turns.

 

Hideaway- Contagion hides in his own gas, granting the status Shroud, preventing enemies form targeting him until he attacks. 

-(Level 1) Gives a 10% dodge chance. Can be cast on allies. Cooldown: 3 turns.

 

Burst Fire- Contagion opens fire with three attacks from his current firearm. 

-(Level 1) Deals full damage on each attack, the first with no penalties, the second 75% likely to hit, and the third being 50% likely to hit. Cooldown: 4 turns.

 

Flamable Substance X1-08- Contagion throws a large container of a substance called X1-08 over the battlefield, dousing enemies, giving the status "Doused- You are covered in a highly flammable substance. If ignited, take 2d6 fire damage for each stack of Doused." Stacks. Target limit 2. Cooldown: 2 turns.

 

-Passives

 

Inventor (trick)- Contagion gets a bonus to crafting baubles. 

-(Level 1) +INT/2 

 

Nimble- Contagion is a bit quicker in his light gear

-(Level 1) +10% chance to dodge

 

Heightened Awareness- Contagion's adrenaline kicks in, causing his reaction timing to increase.

-(Level 1) +4 to his DEX for the first 3 rounds of combat.

 

Talented Experience- Contagion is a seasoned tinkerer, allowing him to make due with the slightest of failures. This action is always capped at a margin of [Worlds/2].

-(Level 1) If a crafting roll were to fail by a margin of 1, then it is treated as if the roll succeeded by 1.

 

-Trumps

 

May the Gas Rise (AOE)- Contagion outputs enough gas to cover a couple blocks in radius, causing the toxins to eat at the enemies' skin.

-(Level 1) Deals 2d6 + INT damage to all enemies, and applying the Toxified ([DEX/4]d4 poison damage for 3d2 turns) status. Once per world.

 

Equipment:

Contagion’s Modified AK47: Modified to be more accurate and more damaging. 

-(Level 1) Deals 1d12 + DEX damage.

-(Level 2) Deals 2d6 + DEX damage.

-(Level 3) Deals 3d6 + DEX damage.

 

Plasma Torch: This tool projects a knife-sized blade of plasma.

-(Level 1) Deals 2d6 + INT damage. It deals double damage to inanimate, unresisting targets.

 

Reserve:

 

Archived Actions for later:

Spoiler

Actives:

 

Ignition (AOE)- Contagion ignites all flammable objects on the battlefield, dealing 2d6 + INT damage to all targets that have the Doused status. This removes the Doused status.

 

Gaseous Steroids- Contagion modifies his gas on the spot to make an ally stronger, buffing their STR or RES by +[INT/2] for 2 turns. Cooldown: 4 turns.

 

Structural Repair: Repair a Construct or Building that has taken damage.

-(Level 1) (INT+CON)d4 damage repaired to a structure such as a base, building, siege weapon, or fortification.

 

Passives:

 

Strong Batch- Contagion’s gasses are 10% stronger in combat.

 

Trumps:

 

Big Boom- Contagion throws a vial of the volatile substance he created, Z4-3, dealing [INT*2] Fire Damage per stack of Doused, to one enemy with the Doused status. This removes the Doused status. Cooldown: 5 turns.

 

 

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Aight, time to give a neglected franchise from much needed love...

 

behold, a wild secondary appeared!

 

Stellio Kontos

Spoiler

Name: Stelio Kontos  
Age: 44 
Gender: Male 
Sex: Male 
Race: Human 
 
Appearance: A tower of a man, standing at some 6"8 and oft bedecked from head to toe in gleaming, ebony plate armor with a flowing, royal blue war skirt and his hefty blade sheathed at his side. Outside of his Armor, Stellio bears just as imposing a physique, with muscles honed over years of military service to several different lieges and a chiseled yet weather beaten face, straight roman nose, and flowing, black locks coming down to just around his shoulders, with eyes that are, slowly but surely, beginning to show the telltale signs of weariness and age.  
 
Personality: Stellio has seen far more than his fair share of war during his lifetime. Though his service record began when there was still peace in Valeria and the Dynast King ruled nobly and was beloved by his subjects, upon the kings reported death and subseqeunt civil war that began over the lack of any living heir, there was nothing he could do to avoid being swept up in the tidal wave of conflict, and were it not for the likes of the hero of Golyat, Denam Morne, he has no doubt he and all his countrymen would still be caught in that storm.  
     He has taken more lives and spilled more blood than he cares to admit, and at times has resorted to tapping onto the darkest parts of himself just to survive... and that life of perpetual war for over 20 years has left Stellio with no love of conflict, nor the machinations of nobles and other ruling elites who orchestrate the common folks ire against one another for their own personal gain. He knows perhaps better than anyone the true cost of war, the pain it inflicts on all those but the ones who ignited the fires in the first place, for he has seen the suffering of his fellow man first hand, and at times, he has been the cause of that suffering. And it is for the pain he sees all around him that he fights and continues to draw on the darkness both of the world, and his own soul... to end said pain. 
  
Themes:  
Stelio Kontos Remix (Remastered)
Generation Dead 
 
Merit: 0

Spoiler

Merit Log:

+8 from surviving Roadhog encounter- World: Fate/Overwatch 

-4 Buying Action Slot (5 slots->6)

-1 upgrading "The Headsman" Gear

-1 upgrading "Ebony Plate" Gear

-1 Upgrading "Ring of the Mind" Gear

+12 for accomplishing the task of repairing the water pipe (fate/overwatch)

-2 Merit to buy +1 Base Int 
-2 Merit to buy the Action "Diablo's Needle"
-2 Merit to buy the Action "Rampart Aura"
-1 Merit upgrading the Damage di size of "The Headsman" 
-1 Merit increasing the number of Damage di for "The Headsman" 
-1 Merit increasing the number of Damage Di for "The Headsman" 
 -1 Merit upgrading "Ebony Plate"
-1 Merit upgrading "Ebony Plate"

+6 Merit for completing "Welcome to the apocalypse"-Fate/ Overwatch

-5 Merit buying the action "Ogre's Feast" and putting 3 levels into it

-1 merit upgrading "The headsman"

-1 merit upgrading "Ebony Plate"

+4 Merit for beating down some Psychos in "Borderland's Subplot: Pandora's Box"

-2 merit upgrading "Years of service"

-2 merit buying 1 Dexterity

 


HP: 28 
Moves: 1- Average Dex
  
Stats:  
 0/21 
Essence: 5 
Constitution: 4 
Dexterity: 1
Intelligence: 6
Resistance: 3 (+11)
Strength: 6
Synergy: 0 
 
MP: 6/32
TP: 0/200 
 
Perks:  
Mana Sphere- Mana flows all throughout Stellio's home realm, from the highest reaches of the heavens and realm of the gods, to the salts of the earth and realms of men and beasts, and to the deepest crags of the abyss, domain of Diablo and the Ogres. Those who know how to tap into this magical flow are scholars, wizards, and warriors who mold the forces of magic to their ends, using it to both create, and to destroy...[grants the user a "Mana" or "MP" meter. This meter has a maximum value equal to [20+(Int*2)]. At the beginning of every battle, this gauge starts at [Int], and fills up at a rate of [Int] per turn. This meter is used to fuel the user's magic, and each spell they know has an associated "MP Cost" and Element. Accumulated MP does not persist from one encounter to another.]  
 

Tactical Devastation- All is fair in love and war. In Stellio's homeworld, the presence of magic and other supernatural phenomenon are all rather common, and have been since time immemorial. With gods, demons, and mythic beasts all lurking in some part of their reality or other, it is no surprise that with enough training and willpower, even a creature as mundane as man can perform great feats of skill and power... [grants the user a "Tactical Point" or "TP" Gauge. This gauge has a maximum value equal to 200, and starts every battle at zero. Whenever the user deals or receives damage, this gauge will fill by an amount equal to (Damage dealt/taken+Essence). Tactical Points are used to execute specialized techniques in combat, which are appropriately labeled with a TP cost. Accumulated TP does not persist from one encounter to another.] 
 

Ogre's Blood- Trying to curse, blind, paralysis, or otherwise cripple an ogre through the use of Dark Magic is like trying to kill a fish by drowning it. Both scenarios lead to a lot to futile ends, but one is much more violent than the other. Perhaps there was a good reason the Gods sent angels wielding weapons and magic's of pure light to assist man during the Ogre Battle... but will they send them the next time is the question. [When afflicted by negative effects caused by Dark Magic, the user instead receives Positive benefits. The nature of these positive benefits is usually determined by inverting the negative effects of the dark affliction in question, or in cases where inverting them is not directly applicable, left up to GM discretion depending on the nature and magnitude of the would-be affliction. Conversely, when affected by effects brought on via Light Magic, the user loses access to a random ability in their loadout for the duration.]

 
Flaws:

Molded by Darkness- Common scholars and mages think the darkness is their ally. But they merely adopted the dark; Stellio was born in it, molded by it. He didn't see the light until he was already a man, and by then, it was nothing to him but BLINDING! [Stellio suffers x2 damage from Divine/Light-based damage] 
 
Actions: 
7 Actions 
7 Slots 
 
Actives:
Paralytic Wave- "Ripple ye forth in waves of darkness, steal five temples of the soul, to bind them in your blindness!" [Cost 10 MP, Dark Element. Forces an Int vs Ess check on a group of up to 3 targets. Any targets who fail are afflicted with Paralysis for 3 turns, giving them a 25% failure chance on all actions.] 
 
Sleep- "Nightmare of beauty horror-bent, my edict follow ye: to draw the curtains of sweet sleep around my enemy." [Cost 20 MP, Dark Element. The user forces a check of Int vs Ess on a single target, if they fail, they are afflicted with Sleep Status. Enemies afflicted with Sleep will be rendered comatose and unable to take action until hit by an attack, or 2 turns pass, whichever occurs first.] 
 

Diablo's Fury: a spell utilized by few and known by even fewer. The user muddles the target's mind with rage-inducing, sense-muddling dark magic... increasing their ferocity and might, but making it utterly impossible to tell friend from foe [Cost 20 MP, Dark Element. The user forces an Int v Ess check against the target. Upon failure the target Rolls a 1d4 and gains an increase to all of their stats equal to the result for 3 turns, but are also afflicted with berserk status for the duration. Berserk status renders the sufferer unable to make any action but damaging hostile ones, or distinguish moving objects as anything but enemies]


Fearful Impact- The user attacks with such ferocity that it strikes terror into the very hearts of their victim... [Cost 40 TP. Free Action. The user's next melee attack will inflict "Fear" status on the target, lowering their Main Offensive Stat and Their Res by the User's Essence for 2 turns.] 
 

Passives:
Years of Service- A veteran with decades of experience behind them knows their way around the killing field better than most... [Passive Ability. While equipped, The user is able to make an extra action once every other round, starting turn 1 of combat.]
Level 1: [While equipped, The user is able to make an extra action once every 3 rounds, starting turn 1 of combat.]

Level 2: [Now once every 2 rounds]

Level 3: [Now once every other round]


Ogre's Feast- The power of the abyss can rejuvenate those who were born in it, molded by it... but sometimes, it requires a debt to be paid. A debt that can only be paid in blood.

~Current Effects~[Stellio has 25% Lifesteal, with a minimum of 1hp regained per instance of damage he deals]

Level 1: [Stellio has 10% Lifesteal, with a minimum of 1 hp regained per instance of damage he deals.]
Level 2: [Increased by 5%]
Level 3: [Increased by 5%]
Level 4: [Increased by 5%]

 

Drill Sergeant: If not even Stellio can whip your sorry hide into shape... [Passive Ability. Adds +3 to rolls when trying to teach/ train someone else]

 

Trumps:
Grand Cross- A greatsword technique where the user strikes at the very fabric of reality with their blade, causing a massive bloom of lightning and pressure to engulf their unfortunate victim as a rift violently opens and closes just as quickly... [Consumes all currently available TP once activated. Cost 100 TP Minimum, and can only be activated while wielding a 2-handed sword. At base, deals (Str+Essence)*2 Crushing/Lightning damage on a single target, with a bonus (Str+Ess) damage added for every 25 points over 100 the TP gauge was at upon use.] 
  

Tricks:

Mana Weave (Trick): The user gathers Mana and attempts to weave it into the structure of an object, creating an enchantment on it. Stellio however, is a bit rusty after several years, and well... look, it's a start okay? 

~Current Effects~ [Using a craft roll, Stellio may attempt to weave Mana into an object's structure in order to create an enchantment over it. Has GM determined difficulty depending on the object in question and the scope of the enchantment.]

Level 1: [Using a craft roll, Stellio may attempt to weave Mana into an object's structure in order to create an enchantment over it. Due to being out of practice however, at the moment he has only recalled enough to manage enchanting handheld items with.... a set of glowing, pink, fully-functional butterfly wings they can use to flutter about aimlessly and unintelligently.]

Level 2 (trained): [Practice has paid off. Stellio can now do enchantments other than pink butterfly wings.]


Equipment:  
The Headsman- A single-edged, 2-handed sword used by executioners. Its broad, curved blade is well suited for parting heads from shoulders

~Current Effects~[Deals 5d8+Str Dark/Slashing Damage. Has a 30% chance to inflict "Dark-Averse" Status on hit, lasting 3 turns; units suffering Dark-Averse take 1.25x more damage dark-based sources. By choosing to spend 5MP when they attack with this weapon, the user may channel mana through it in order to convert their attack from a melee one into a ranged one, which deals the same damage and has all of the same secondary effects as a normal strike.]

Level 1: [Deals 2d6+Str Dark/Slashing Damage. Has a 30% chance to inflict "Dark-Averse" Status on hit, lasting 3 turns; units suffering Dark-Averse take 1.25x more damage dark-based sources.] 
 Level 2: [Becomes Bound. By choosing to spend 5MP when they attack with this weapon, the user may channel mana through it in order to convert their attack from a melee one into a ranged one, which deals the same damage and has all of the same secondary effects as a normal strike]

Level 3: [Damage di size increased from d6's to d8's]

Level 4: [Damage Di increased from 2d8 to 3d8]

Level 5: [Damage Di increased from 3d8 to 4d8]

Level 6: [Damage Di increased from 4d8 to 5d8]


Ebony Plate- A suit of black-tinted, full plate armor forged from damasc steel. Highly Resistant to rust, and far more durable than common forms of steel. It almost seems to cut a menacing profile around it's wearer, with its spiked pauldrons and helm...

~Current Effects~[Bound. Grants +11 Res]

Level 1: [Grants +5 Res, but at a –2 Dex penalty.] 
Level 2: [Becomes Bound. -2 Dex Penalty Removed]

Level 3: [Now grants +7 Res instead of +5]

Level 4:[Now grants +9 Res instead of +7]

Level 5: [Now grants +11 Res instead of +9]


Ring of the Mind- A small, baldur ring set with a cut and polished Krystalos stone. It shines a deep blue under low light, and serves to expand the mind of those who wear it...

~Current Effects~[Bound. While Equipped, Increases MP Accumulation by (Int), and increases checks made by MP-fueled Actions by (½ Int).]

Level 1: [Increases MP accumulation & Checks made by MP-fueled actions by (½ Int) while equipped.] 

Level 2: [Becomes Bound. Now boost MP accumulation by Int, rather than (1/2 Int). Check Bonuses remain the same]

 

Reserve:


 

 

Blank Loadout sheet:

Spoiler

Stellio
28/28 HP

6/32 MP

0/200 TP 


Essence: 5 
Constitution: 4 
Dexterity: 1
Intelligence: 6 
Resistance: 14
Strength: 6
Synergy: 0 

 

Relevant Perks

Mana Sphere: [Grants an "MP Meter" which is used to fuel magic actions. Max value equal to {20+Int*2} fills at a rate of {Int} per turn.]

Tactical Devestation: [Grants a "TP Gauge" which is used to activate special techniques. Max value 200; fills at a rate of {Damage Dealt/Received+Essence}]

Ogre of Whitewall: [Stellio gains +1 Strength & Essence every time he deals damage or is damaged. Caps at x2 Str/Ess]

 

Slots: 7

 

Actives

 

Passives

 

Trumps

 

Tricks

 

Equipment

 

 

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Actual secondary:
 

Spoiler

Name: Sha’tith

Age: 125

Gender: Male

Sex: Male

Race: Lemurian

Appearance: Over 7’ tall with thick, purple, scaly skin very much like a lizard’s.  Bipedal, but with many lizard like features such as a long tail, long neck, clawed limbs, and a rounded skull.  He wears crude armor on his shoulders, wrists, and ankles.

Personality: Distrusting of humans, especially those who wield rifles and handguns, due to several human attempts to invade his home planet.  He has great appreciation for song, music, and dance and is quite skilled at the latter despite his “brutish” physical appearance.  He openly asks questions and admits when he doesn’t understand something, he’s perfectly willing to accept that he isn’t the smartest of beings or if people dislike him.  He is very good at counting.

 

Merit used: 10/15

Lunar: 1

HP: 36

Moves:

 

Stats:

Essence: 3

Constitution: 8

Dexterity: 1

Intelligence: 2

Resistance: 1

Strength: 6

Synergy: 1

 

Perks:

Scavenger: Forever alone.

Whenever Sha’Tith equips a piece of equipment or a trick its effects are altered to become passive if they weren't already.

 

Lunar:  What an curious coin.

After each encounter Sha’Tith gains 1d3-1 piece(s) of Lunar currency, this may offered up at a Newt alter for glorious prizes.

 

Breath Weapon: A dragon by any other name.

Once per round in addition to other actions Sha’Tith may use a “Breath Weapon” attack, only one Breath Weapon may be equipped during combat, grants the action “Flame Breath”.

 

Flaw:
Champions: Strongest warriors in the land.

All enemies have a 20% chance to become 'Champions' when they enter combat, gaining the benefit of one of Sha’Tith’s passive actions.  The action is chosen by a dice roll at the GM’s discretion.

 

Actions:

-Actives

 

Flame Breath: Breath a massive gout of fire on a nearby enemy.

Deal 2d6+[Ess] fire damage to one target, counts as a breath attack, this attack cannot be dodged.

 

Lemurian Claws: Rip and tear, rip and tear.

Deal 1d6+[Str] damage to one target.

-Level 2 +1d6 damage.

-Level 3 +1d6 damage.

-Level 4 +1d6 damage.

-Level 5 +1 dice step.

 

Lemurian Burrowing: Benefit of living underground.

Sha’Tith can move up to [Str]*16 kilograms of earth per round.  This action can be used to create barriers, with resistance equal to his own and HP equal to 1/4 of the kilos of earth put into them.  1 person can hide behind a barrier created in this way, but multiple barriers can be made, though not with a single use of this action.

 

Bully: Roar and charge.

Sha’Tith taunts one target for one round forcing them to include him among their attack/debuff targets.

-Level 2: May be used in reverse to intimidate enemies making them not target Sha'Tith, has no effect on enemies immune to fear.

 

-Passives

 

 

Extra Pockets: You can never have enough pockets.

Gain two action slots that can only be used for equipment with passive effects.

 

Bustling Fungus: You can feel it growing in the wound, and it’s every bit as unpleasant as it sounds.

If you took no damage between this turn and your last heal for [Ess]/2.

 

Ukulele: ...And his music was electric.

When you attack fire three lightning bolts that deal 1d6 electrical damage each, cooldown=2.

-Level 2 -1 Cooldown.

-Level 3 +1 Bolt.

 

-Trumps

 

 

Equipment:

 

(x2)Shaped Glass: Shattering reality.
Grants +10 Incoming and Outgoing damage per copy of this item from all single-hit attacks.

 

Time Keeper’s Secret: The sand flows backwards.

As an action the user simulates two additional full rounds having passed for themselves(cooldowns, durations, DoT, and other effects all tick.), usable once per encounter.

 

Mortar Tube: Keep clear of the barrel.

When you attack fire a mortar that deals 2d4+[Dex] damage to a different target, cooldown=4.

 

Barbed Wire: Back off.

At the start of each of your turns deal 1 pure damage to up to three different targets.  Pure damage cannot be reduced or prevented in any way.

 

Worn Blade(paired with another action): an old knife found under a bed in the OW safehouse.

When the paired action is used it makes the target bleed(or leak any other vital fluid) for 1d4 additional damage.

 

Reserve:

 

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Spoiler

Name: Tenmetsu Suru
Age: 244164326400 ticks (about 19 years)
Gender: Female
Sex: Female
Race: Enderman
Appearance: Tenmetsu is a 3meter(9.84252 foot) tall woman, but very thin for her height, as she is an Enderman after all. she often caries a magenta concrete powder block with her wherever she goes. (for an idea... this but more feminine https://orig00.deviantart.net/92e4/f/2015/097/9/6/enderman_redesign_male_by_twosidedviolet-d8ottv9.png)
Personality: Tenmetsu is a quiet individual, as he cannot speak for reason of lacking a human-like voicebox, and thus makes enderman sounds instead, and conveys her points through diaramas, and body language.
She keeps to the shadows, and avoids water, eye contact, and social interaction; save for those she likes.
Merit: 0
HP: 30
Moves: 5/x
Stats:
Essence: 1
Constitution: 5
Dexterity: 5
Intelligence: 1
Resistance: 3
Strength: 2
Synergy: 5
Perks:
 Enderman Strength: Enderman are known to be the only other being other than the player to be able to physically pick up a block... +1*MERIT STR
 Enderman Teleport: 1 free action for teleport
 Enderman Teleport2: 1 free action slot for teleport
 Enderman Teleport Flaw: Enderman Teleports have the chance to spawn Endermites... these are 1HP enemies with 1STR and Tnmetsu cannot ignore them.

Actions:
-Actives

 Teleport: teleport to a more advantagous position in order to attack, thus giving +2STR this turn. free action. first strike for next action. once per turn.
 Enderbite: Enderman have big teeth, and thus have a mean bite. 1d6+STR damage.
 Teleporting strike: teleport forward, and slam the enemy quickly for 1d4+DEX, and teleport back to previous position. 2 turn cooldown. (counts as teleport without free action, first strike, or +3 strength)
 
-Passives

 Enderdoge: Dodges all attacks for a reduction in damage by 1d6+DEX. 2 turn cooldown. (counts as teleport)
 
-Trumps

 Telporting slam: Teleports enemy into the air, then uses teleport to slam them into the ground for 2d3+SYN+DEX.  Once per Encounter cooldown. (counts as teleport without free action, first strike, or +3 strength)

Equipment:
 N/A
Reserve:
  Magenta Concrete Powder
  Block Toss(ability): throw 1mx1mx1m blocks of material for 1d2+DEX


Note: everything mentioning teleport means it is a teleport and thus uses teleport to work (meaning, if I teleport this turn, I won't be able to use one of those this turn if I can only use one teleport per turn)

 

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  • 4 weeks later...

Up to date Nhevi sheet found in this doc.

 

Originally approved Nhevi sheet::

Spoiler

Name: Nhevi

Age: -3.40282×10^38

Gender: Female

Sex: Female?

Race: Some kind of tiny gecko person

Appearance: About 50cm tall slender bipedal gecko. Her and her surroundings are constantly glitched out, flickering, and generally messed up with artefacts. Skin colour is a magenta and black checkerboard with visible UV seams and "TEXTURE NOT FOUND" all over it, including the eyes and internals and so on which is rather creepy looking. Does not normally wear clothes.

Personality: Hyper-energetic and manic genki-girl. Completely insane and usually incoherently babbling from glitched out mind. Greedy, Lewd, Creative, and surprisingly wise and insightful. Most of the time literally climbing the walls or hanging from the ceiling, but that might just be the race. 

Merit: 0

HP: 20

Moves:

Stats:

Essence: 8

Constitution: 0

Dexterity: 3

Intelligence: 8

Resistance: 0

Strength: 0

Synergy: 2

Perks:

FUBARware (perk): The user is Glitched to all hell and back, this manifests often.

Snafusoft (flaw): The user is Glitched to all hell and back, this manifests often.

Eldritch Mind (perk): The GM may opt give the character exposition, via intuitions and visions, distributing it to the party. The user cannot be affected by Infohazards. The user can roll Essence to know any piece of general knowledge or even a single piece of arguably OOC knowledge if GM approves. 

Runaway Crafting (perk): The user has drastically improved results when creating Tools, Ship Factory Components, or Craft Enhancing Tricks.

Actions:

-Actives

  • Shortcut (FUBARware): Basically a teleport (re-position or flee) with a glitch aesthetic and a chaos effect. Roll 1d4:
    • 1: Get tellefragged/lost outside of spacetime/stuck halfway through a wall for the rest of the encounter
    • 2 or 3: Teleport works normally
    • 4: teleport works normally + double actions and a free second use of the teleport next turn OR a powerful telefragg attack
  • Break it (FUBARware): Touch an object or enemy to glitch them out. 50% chance of becoming vastly more powerful, and 50% chance of becoming completely useless. Can only be used once on a given object or enemy, ever.
  • DATA EXPUNGED (Eldritch Mind): Can memorize or craft infohazards and use them against other, if she's just got the psychical ability to reproduce the appropriate type of stimuli. For example, painting a picture of Cthulhu.
    • Contagius Insanity (trick): basic infohazard that does 1d6+INT damage to anything that tries to read her mind or link up psychically. 
  • Oooh, shiny! (trick): Grab a piece of good crafting loot from enemies, but attacks against the user automatically succeed maximally for one turn.

-Passives

  • Gecko Moves (Trick): Special microscopic hairs on the users digits to climb even perfectly smooth walls and ceilings without effort. And also a tongue that can shoot out and catch tasty bugs at a distance. Good for squeezing into places and staying out of melee range and such. 
  • Corruption (FUBARware): Random environmental effect rolled each turn, and each time she interacts with a new object or enemy it has a 1/6 of automatically and involuntarily do "Break it". The user can stun themselves for one turn to suppress this turn's effects, and undo last turn's effects. all the "weather"/world affecting events have a 3 block range; form inside they look global, but from outside they don't look like they are happening at all. 
    • Random table of effects:
    • Spoiler
      • 1: Nhevi takes 1d6 damage and is stunned for 1 turn as she glitches through the floor.
      • 2: Any damage or effect Nhevi did to an enemy last turn is retroactively directed to a random ally.
      • 3: Random enemy is reset to their state at the start of the encounter. (meaning most likely healed to full health and having consumables topped up)
      • 4: Nhevi goes insane and attack a random ally with her weakest attack, then do nothing except scream the rest of the turn.
      • 5: The text this turn is glitched out and hard to read, and characters wont remember what happened during it afterwards.
      • 6: Weather instantly becomes sunny.
      • 7: Weather instantly becomes a thunderstorm.
      • 8: Splashes of sulfuric acid rain from purple cloud ad deal 1d4 damage to friend and foe alike.
      • 9: There is no weather, the sky is a black void.
      • 10: The wolds colours invert, like a photo negative.
      • 11: The world outside the tiny spot of ground the encounter is taking place on disappears for 1d6 rounds, replaced by an endless void. Then it comes back as if nothing happened.
      • 12: All computers on both sides glitch out as the way maths work shift, similar to an EMP.
      • 13: Horrid glitched visions float through the air, dealing 1d4 infohazard psychic/insanity damage to everyone on both sides, and a fear effect if an easy Ess roll is failed. 
      • 14: Everyone on both sides have their HP set to half their max HP, rounded up.
      • 15: Nhevi resets to full HP and stats.
      • 16: Roll to chose a random enemy; Nhevi uses the last action they preformed against a target of her choosing. 
      • 17: 1 random enemy or obstacles disappears as if they never existed (bosses instead take ESS damage)
      • 18: Nhevi is invincible for 1d4 rounds
      • 19: Nhevi gets an extremely valuable or plot relevant piece of information or prophecy, by GM discretion
      • 20: Roll 1d20 verses 1d20, if successful, A boon occurs that nearly guarantees victory 

       

       

-Trumps

  • Hax0rz (FUBARware): The user triggers the victory result of an encounter, without satisfying it's conditions. Enemies and Obstacles remain, but victory is achieved regardless. If this does not function correctly, it is not activated, and does not go on cooldown. Once per world cooldown.

 

 

Edited by Armok
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  • 2 weeks later...
Spoiler

 

Name: Alyssa

Age:23

Gender: Female

Sex: Female

Race: Human

Appearance: Tall and lithe, she walks with purpose, class, and style. Her piercing blue eyes seem to stare right through you. She changes the color of her hair according to the fashion season and keeps it halfway tucked under her black Beret.

 

Personality: She will judge your appearance, and then help you fix it.

 

Merit: 5

HP: 24(20+4)

Moves:

 

Stats:

 

Essence: 8

Constitution: 2

Dexterity: 4

Intelligence: 3

Resistance: 2

Strength: 1

Synergy: 1

 

Perks:

Seasons:  She always knows the fashion trends, no matter what world or universe she is in and she plans accordingly.

At the start of each subplot/plot a new “Theme”  is chosen, all craft operations made that fall in line with this “Theme” gain an additional effect until the end of the Season.

 

Art to offend the Gods: All art has to have its flaws. Except for hers. With the most perfect forms of art, she can create pieces of art that are the same as reality in appearance, and functionality. She can use her art to meld reality to her whims.

The user can make an art crafting check, succeeding on this check causes reality to shift to match the art created.

 

Beauty in Everything: Anything can be beautiful, if the style is right. Everything is beautiful, if it’s done by Alyssa

This character can lend assistance in any crafting operation and assign a theme to the final product.

 

Flaws:

 

Suffer for Art: Being out of Season is as tragic as a knife in the face.
This character has halved stats so long as the number of out of Season items they wield is greater than the number of in Season items.

 

Actions:

-Actives

 

 

Art Critic: Fashion failures are unforgivable. Socks and sandals are punishable by death.
One target enemy using equipment out of Season suffers from halved stats for one rounds, cooldown=1.

 

-Passives

 

Master of Disguise: With only a few flicks of the wrist, she can change her appearance to suit her needs and make others feel comfortable around her.

Grants +3 to disguise checks and lowers enemy aggro towards this character.

 

Fashionista:

+1 Ess for each in Season item equipped.

 

-Trumps

 

Artistic Frenzy: “THE POWER OF THE PAINT COMPELS YOU!” When she gets in the zone, anything can happen.
Once per combat you may make an artistic crafting check with “Art to Offend the Gods” without any rushed crafting penalties, usable oncer per encounter.

 

Runway: It always feels better to be better. Fashion is favorable.

All allies using gear that match the current Season get double stats until end of turn, this action has first strike, usable once per plot.

 

Equipment:

 

Essential Fur Coat: A fashionista’s second favorite accessory.

Always in season. +1 Ess while equipped.

 

Artists Ultimate Weapon: She can know your deepest fears and nightmares. And paint them.

Deals 2d6+[Ess] psychic damage.

 

Black Beret: Absolutely. Necessary.

Always in Season, +2 Res.

 

Cursed Black Cloak: Found in a clearly marked box of Evil stuff, but its probably fine.

 

 She receives the ability to roll resistance saves twice and take the better of the two results.  This ability is always on while the cloak is.  She also feels very unsteady.  She receives the ability to roll dexterity saves twice and take the worse of the two results.  This ability is also always on while the cloak is.

 

Godeater Armor: A close approximation of the armor that guards on the godeater world wear, crafted by Alyssa to have a Post-Apocalyptic theme.
 

 

Reserve:

The most Fashionable. 

Edited by Irbsandcheese
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marisa's sheet btw, needs a bit of adjusting in all likelihood

 

Name: Marisa. Just Marisa. 
Age: Twenty-something? Maaaaybe thirty? Jumping between worlds with different calendars and such has left it a bit odd. Definitely older than she looks, though.
Gender: Female
Race: Human (Planeswalker.) Not part demon, actually, the eyes and hair are just an unusual quirk. 
Sex: A bit rude to ask a personal question like that, no? It's female, though. 


Appearance: A woman of moderate height and stunning proportions, almost as if she'd stepped out of a painting of an artist's ideal. Somewhat unusually, however, she possesses hair a bit past shoulder length of a darkish blue color that falls naturally in ringlets. Her eyes are similarly odd, being a color reminiscent of brass or perhaps a bright flame. Her standard outfit is a simple, but high quality black buttoned dress with a white blouse beneath. The dresses reaches to a bit above her ankles, and is mysteriously (or perhaps not so mysteriously) clean for the amount of running around she does. She also wears around a nearly stereotypical black witch's hat, with a pointed top and broad brim. She's got a number of cleverly hidden pockets about her person that are for holding various spell or alchemical components, and has usually got a grimoire or three on her with descriptions ranging from "appears to be bound in solid rock and chains" to "possibly written on human parchment and occasionally screams" to "a bright yellow and black cover with helpful, simple instructions." She's not particularly athletically built, but the adventurer's life means she's not a slouch either. 
Personality: A freewheeling mage who largely lives for the excitement of living. She's both intelligent and clever, if somewhat lacking in willpower. She's actually rather shy, but her choice of occupation and thirst for new experiences means this rarely holds her back from speaking with people. Her judgment can be questionable at times, a trait that tends to end up with her landing in somewhat uncomfortable situations - though she's talented enough to end up coming out of them relatively unscathed most of the time. Eventually. (Damn cops.) As someone who values their freedom above all else, the surest way to get her to step into a situation is to let her know that others are being enslaved or forced into something. 

Merit: 0
HP: 26
Init: +3

Stats:

Essence: 5
Constitution: 3
Resistance: 0
Dexterity: 3
Intelligence: 8
Strength: 2
Synergy: 10

Perks:


Demon Binding: Allows Marisa to summon demons to do her bidding. And also banish them. That's pretty important. All summons unless otherwise noted require an action to change their current order, but can have one issued on the summoning turn. A turn may be used to issue orders to any number of summons. Demons act simultaneously with Marisa. 

 

A Bit of Witchcraft: Gives Marisa a mana gauge. Her maximum mana equal her base INT*2, and her mana regeneration per turn is her current INT.


Actions (Slots: 8)

 

Summon Imps: A particularly pathetic kind of demon, easily cowed by power and widely considered to be infuriating. Summons 2 Imps with HP equal to Marisa's SYN and damage equal to half that value. Imps can be targeted by allies as well as enemies. An Imp drains half a point of mana per turn, for a minimum of 1. 

-Level 2: Summons three imps. 

 

Summon (Lesser) Balor: A powerful demon that is sometimes found leading a number of lesser demons. It has dark red skin, a flaming sword, and wings that appear to be made of coals, and is clad in plate armor of a reddish-black metal. This one is a bit less imposing than its kin, but is still a dangerous opponent. It has Health equal to (10+Marisa's SYN*2), has RES equal to her SYN/2, deals 1d8+SYN damage, and can Ignite something for SYN burning damage for 3 turns on a cooldown of the same length as commanded. can taunt an enemy for two turns. It can also Devour another summon to heal itself for that summon's HP. Costs 5 mana/turn to maintain. 

-Level 2 - Armored Demon: Increases this demon's RES value to SYN/2 (from SYN/3). 

-Level 3 - Demonic Challenge: Replaces Ignite with a one-turn, single-target taunt.

-Level 4 - Improved Challenge: Increases the duration of the Balor's challenge to 2 turns. 

 

Summon Chain Fiend: A shadowy demon with a vaguely humanoid form, appearing to be wrapped in infernal chains. The Chain Fiend has Health equal to Marisa's SYN, RES equal to her SYN, and does not inflict damage with its attacks; instead, it may Silence an opponent (SYN vs SYN, failure means losing nonbasic actions for the round,) or Bind them (SYN vs DEX, interrupts physical attacks for the next turn.) Costs 3 mana/turn to maintain.

-Level 2: Forged Chains - Increases the Fiend's RES by half of Marisa's INT.

 

Protection from Arrows: A useful defensive enchantment. Targets an ally or herself; the next three ranged attacks on them are reduced by Marisa's SYN. 2 turn cooldown. 

 

Chained Grimoire:  A book that appears to be bound in rock and chained. Its pages are made of plain paper, though. Allows the holder to cast Stoneflesh.
-Stoneflesh: At INT = 5, the wielder may put any number of points into their RES, deducted from their SYN, on their turn instead of attacking, until their next turn. Cannot drive SYN below 0. At INT=10, this effect can be sustained indefinitely without needing to use a turn to do so (though a turn to activate it is still required.)

-Arcane Study: +1 to SYN per two levels. 

 

Accursed Grimoire: A tome bound in a pale leather and made of a strange parchment. Is this human flesh. . .? Can be used to attack for 2d4+SYN damage.
-Growing Power: Adds a d4 of damage for every 5 SYN the wielder has, starting at 10.

-Pact: at INT = 10, this user can sacrifice 10% of their maximum health to boost an offensive stat by 25% for the round. This effect may be activated at 5 INT, but cannot be turned off in that case.

-Violent Magic: Has an INT% chance to inflict double damage. 

 

Witch's Hat: A black, broad-brimmed hat with a pointed top. Every self-respecting witch has one. A protective enchantment gives +2 (+2) RES.

-Warding Charm: Adds 1 point of res per 2 worlds cleared.

 

Trumps

 

Eternity Beam: Costs at least 5 mana to cast. Opens a rift to the space between worlds, allowing the (extremely dangerous) energies there to pour out onto the battlefield. Deals 5SYN damage spread out among at minimum 3 targets (which is divided evenly among them. If there are fewer than three, it deals damage as if it was divided amongst three anyway.) Marisa may spend two points of mana to add another SYN/2 points of damage to the pool.

-Level 2 - Kaleidoscope: This energy is composed of countless components. It triggers all elemental weaknesses at half their normal value. Does not trigger weaknesses to physical damage types (e.g. slashing.)
 

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"There is no problem in the world, that can't be solved by throwing money at it".

My tertiary character in a nutshell, Lucian Stahl! Moneymancer extraordinaire! The party's only character that is explicitly designed to be able to recruit enemy mooks and regular people if you discount Arminius's entire existence!. Also quite possibly the only character in the game with a built in feedback loop that is explicitly allowed to exist so far.

 

Name: Lucian Stahl
Age: 32
Gender: Male
Sex: Male
Race: Human
Appearance: A middle aged Caucasian man with a slim build and average height who is usually seen inside of some form of immaculate three piece suit with a red or blue tie or an equally immaculate tuxedo before bedtime. His short dark brown hair seems to have started to turn grey ever so slightly at the sides, and they have been brushed, no; sculpted in such a way that it honestly seems as if it is completely incapable of movement. The man's steely blue eyes are quite... unsettling due to their slightly prominent nature, and someone he is having a conversation with might find their gaze being drawn up to meet his as he prefers to maintain eye contact. While the man does seem to speak with a slight German accent, and if someone points this out he will be quick to state that A. His grandfather was actually born and raised somewhere near the town of Linz in the Republic of Austria, and B. That is actually a common and perfectly understandable mistake, but one that should not be repeated more than once... or at least not by the same person.

Personality: A charismatic and passionate businessman who believes that the world around him can be improved by the spread and accumulation of wealth and by allowing the seemingly unstoppable spread of globalization, and industrialization to spread in a responsible way. To the majority of the people he meets the man seems to sincerely want nothing but the best for his employees and the communities he visits...mostly because he actually does.
 
Merit: 3

+3 from Worm abandoning
HP: 22
Moves: 2/Average Dex
 
Stats:
Essence: 5+2
Constitution: 1
Dexterity: 2
Intelligence: 8
Resistance: 1
Strength: 1
Synergy: 0 

Investment: 4

 

Perks:
Silver Tongued: Lucian's years of experience in the only slightly shady realm of investment banking has caused him to become an extremely experienced negotiator. This allows him to roll twice for all Negotiation rolls and use the better result (1+World's completed) times per round.

 

Greed is Good:

Quote

"For whosoever hath, to him shall be given, and he shall have more abundance: but whosoever hath not, from him shall be taken away even that he hath"

Grants Lucian the perk backed passive action "MTG Account".

 

Investment Banking:

Quote

“I don’t just do “God’s work,” as our CEO once put it, it’s more like I’ve actually become a god myself.” -A.D. Aliwat, Alpha

Grants Lucian an additional "Investment" stat that he can attempt to use in place of money by making an Investment v Target's Intelligence check to try and write it off as a business expense, take out a loan, convince someone to take stock options, or some other believable tripe. Lucian starts the game with 1 point in their Investment stat before any additional start of game stat points are assigned to it, and he can increase it by spending 100* (1+World's Lucian has completed) amount of dollars, or by spending merit to increase the stat as usual.

 

Flaws:

Death and taxes:

Quote

"The only difference between death and taxes is that death doesn't get worse every time Congress meets."- Will Rogers

If the user fails to spend sufficient wealth in a manner deemed to be charitable in a given world, they automatically lose 10% of everything they earned from said world at the end of the plot.

Actions:
-Actives:
Call it in:

Quote

“99% of all problems can be solved by money -- and for the other 1% there's alcohol.” - Quentin R. Bufogle

The user pays an undisclosed sum to an undisclosed third party to take care of the problem.  The price paid determines what happens, with an Int Check improving the result if successful.

 

We've got Dental:

Quote

“If you think it’s expensive to hire a professional, wait until you hire an amateur.” – Red Adair

The user attempts to negotiate with a thinking rational enemy to try and recruit them to their corporation with promises of future monetary gain, stock options, an actual medical plan, blatant bribery, or the promise of not being shot in the face by his employees and dying, the enemy must make an appropriate opposed check save against the user's Int.

Under the Table: The user Bribes an enemy for one turn.  Depending on the bribe, the enemy must save against the user's int, if they fail this save they will have to withhold an action or perform a minor action such as getting away from Lucian or wasting their moves by shooting at a nearby rock.
 
-Passives:

(Perk Backed) MTG account:

Quote

"The four most dangerous words in investing are: ‘this time it’s different’." - Sir John Templeton

Lucian's prowess at investing his money in the right place and time across the vast multiverse has earned him a spot in the Multiversal Trader's Guild, and his continued efforts grant him 200x(Int+Ess+[Investment/2]) Dollars per plot that is considered to be valid in any world that uses Dollars, although he can attempt to exchange it for a valid form of currency by negotiating with a money exchange with a 1d20+Int v 1d20 roll, or a 1d20+Int v 1d20+DC roll if the world has hard to access currency.
 

(Passive Trick) Assessment:

Quote

"Everything is worth what its purchaser will pay for it."-Publilius Syrus

Lucian can make an Int check to try and judge the approximate value of an object or a person's services. Although said assessment is not necessarily accurate or agreed upon by others.

 

Suit up (Trick):

Quote

"I am not brand conscious. I wear what suits me."- Suresh Raina

“Wearing the correct dress for any occasion is a matter of good manners.”-Loretta Young

Lucian just has this knack with finding just the right thing to wear in every occasion with nothing but a few moments by himself to research the local culture. While equipped this trick grants him +2 to his Essence, due to being properly dressed for the occasion.

-Trumps
(Action) Recoup Investment:

Quote

"Business opportunities are like buses, there’s always another one coming." - Richard Branson

Lucian's keen business acumen allows him to gain an additional amount of profit from his many investments once per combat to instantly gain (Investment x 50) Dollars.

 
Equipment:
Gnusmas Nova:

Quote

“Cell phones are so convenient that they're an inconvenience.” - Haruki Murakami

A technological wonder in the form of a smartphone, it boasts an impressive array of features and programs that would make accounting work a doddle, if you understood what any of it actually meant that is.
Requires 8 Intelligence to equip, grants a +4 bonus to Lucian's intelligence for scoping out a profitable investment or business, essentially allowing him to gain a bonus for attempts getting money out of an investment or business that requires intelligence.
  
Reserve:

 

 

 

Future Actions/Perks: 

 

Networking: Lucian may spend free time to go "networking" and find either contacts that can provide him with mundane goods and services, or much more exotic contacts (20% chance if looking). All contacts are assumed to at least understand the concept of a rudimentary barter system, and are generally willing to provide their goods and services (if not their contact information) when properly compensated and prompted to.

 

(Action) Always the Finest: Lucian's rather refined appearance, business acumen, and steadily growing reputation causes the various shops he enters to offer a progressively expanding array of expensive and higher quality products as he spends time in the world.

(Action)Summon Personal Trainer: When Lucian is outside of a main or sub plot; he can spend money to improve the training rolls of others by spending money at a rate of 100 Dollars for every + 2 bonus he grants.

 

(Action) Trade Up: Lucian is able to use the ever expanding web of local contractors and other contacts that he knows to obtain a vastly superior version of a mundane item they already have by spending a GM determined amount of money to do so and by succeeding at a 1d20+Int v 1d20+DC roll to determine if he can find a reliable contact that has said item in stock.

(Action, Trump) New Deal: Lucian unleashes the full economic weight of his company down onto a world. The world's economy, if it had one, is now massively improved for a minimum of three plots. Usable once per three plots.

 

(Action) R&D department: Lucian's company can grant access to its myriad researchers and engineers to give away Lucian's opportunities to craft, when crafting is allowed.

(Action) Contract: The user grants a +6 Bonus to one crafter's crafting operations, this crafter can only be changed once per plot, as their contract expires.

 

(Action) Sign it Away: Lucian spends X dollars to boost a crafting attempt by Y, if possible both parties gain a blueprint that allows them to recreate the result given the appropriate materials and abilities.

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So, I heard you guys like Maids from hell? What, you don't? Huh.... well too bad. Because this reserve character is a maid from hell

 

STRATOS RESERVE CHARACTERS:

 

Avalon, the Devil's Handmaid 

Spoiler

Name: Khepri "Avalon" Alavi 
Age: 26
Gender: Female 
Sex: Female 
Race: Human 
Appearance: Stands at 5'08. A Moorish skinned young woman with a soft featured, heart shaped face and button nose some might call 'Cute' or 'pretty'. She is seldom seen without a wide, friendly smile constantly plastered on her face, no matter how bad things have deteriorated or what's going on. Her almond-shaped, burnt-amber eyes seem to constantly glimmer and dance with unnatural light, further leading an eerie air to her in certain....situations. Her silver locks are tied back in a long braid coming down to her hip, while short, jagged bangs frame her face. Her standard attire consists of her uniform- a typical maid outfit, complete with a frilly bonnet, blouse, waist apron, and skirt that goes down to just above the knees, with black stockings coming up to mid thighs and standard dress shoes. 
 
Personality: A young woman who greets everyone she comes across with an amiable smile and polite tone, regardless who they are and what they've done. Ever courteous and helpful, going out of her way to cook, clean, and look after things as  a maid is wont to do. She is obedient to her master's orders to a tee, seemingly incapable of conspiriting against or disobeying him. So loyal and reliable is she, that he has outright called her the 'Paragon of Maids', and regards as one of his most prized assistants. While everything seems relatively normal however, that evaluation will quickly be called into question during despicable or dire situations, where instead of her face and voice showing any sign of digust, outrage, horror, sorrow, etc as a normal human would, all Avalon can do is simply smile, nod, and continue speaking in her calm, friendly cadence.  
         Despite what one might assume after witnessing such a strange occurrence though, Avalon is not totally monotone in expression. Though her face and her lips may say one thing, the shifts in her eyes and the subtle cues of her body language often say something quite different... and one would be wise to pay attention to them. 
 
Merit: 0 
 
HP: 24/24(+3)->27/27
Moves: 4/average dex
  
Stats: 21/21
Essence: 5 
Constitution: 2 
Dexterity: 4
Intelligence: 2 
Resistance: 2(+3)=5
Strength: 6
Synergy: 0 
  
Perks:

Warpath (Level 2): Ars Syn, a power manifested as a means to an end. Spawned by Avalon's determination to ensure her survival and that of the younger urchins she sheparded, through victory and absolute dominance over the threats posed against them on the streets. Both her fighting instincts and her physical attributes are amplified far beyond the average person can hope to achieve. [During Close Quarters Combat (CQC) related checks, Avalon rolls twice, and takes the better result. Additionally, her Ess is added to all Close Quarters Combat (CQC) related checks.] 


Kneel, or be knelt: A secondary effect of the Ars Syn, manifested to account for situations when simply beating a threat to death was either impractical or undesirable. Avalon carries with her a presence like no other, one that seems to flare at will into a silently roaring aura that can make even the most foolhardy of thugs think better of striking, and the most shrewd of street merchants consider lowering their prices to something less than asinine. [During Persuasion/ Intimidation checks, Avalon rolls twice for success and takes the better result. This perk can also be used to forcibly trigger such checks, using Avalon's Essence.]
 
Flaws: 
Courteous Curse: Avalon used to be a deadpan snarking, rebellious, angsty little squirt like you once. Then she tried to and steal from the Prince of Deadpan Snarking himself.  She is incapable of wiping the friendly smile eternally plastered on her face, no matter how dire or unfitting the situation. Nor is she allowed to break the façade of courteous calm she wears, nor her polite tone and diction in conversation, no matter how much that douche bag over yonder deserves a good chewing out with every swear word in the book. And yes, Her master likes her better this way, and has no intention of undoing it. [Avalon is cursed to physically portray the perpetual façade of a courteous, amiable maid. At GM Discretion, this facade can have negative impacts on interactions with other parties when smiling would be.... ill advised. These impacts can range from effects such as: Causing them to question her mental health, creeping them out and making them less willing to cooperate or be in her company, making them suspicious or outright angered at how a woman can watch hundreds of thousands die and simply smile and nod, etc. When invoked, this flaw prevents her from rerolling checks with "Kneel or be Knelt" but does not stop her from forcing them to be made.]


Actions:

-Actives 

Hurricane Sweep: A technique named for the 360 degree spin serving as it's foundation. The user builds up speed and momentum with the spin, before unleashing it in a lightning fast, devestating Kick. [Deals 2d6+Str damage. First Strike.]
 
Fists & Theivery: Avalon dashes up to the target, delivering a suckerpunch as a distraction while she snatches something valuable off their person. [Deals 1d6+Dex damage. On hit, triggers a Dex v Int check, if the user succeeds, they obtain something of value the Target was carrying (such as gear, money, etc)]
 
Disarm: Avalon makes a deft unarmed maneuver to strike the opponent on a critical point along their arm or equivalent appendage, forcing them to drop their weapon [The user makes a Str v Con check against the target. If they succeed, the target is forced to remove and drop a piece of their equipment, with pieces of weaponry taking priority. If the user fails, the target keeps their gear, but takes 1d6+Str damage.]
 
-Passives
Strong Mind, Strong Body: The Ars Syn has increased Avalon's durability, stamina, strength and agility through sheer force of willpower. She could easily outlast any common thug in a physical confrontation [The user has +3mHP. This ability does not take up an action slot.]
 
Devil's Handmaid: Avalon is a maid afterall. Capable of cracking skulls or no, she still has many mundane responsibilities besides taking care of undesirables who cross her master. Took a lot of practice before she could finally meet the master's high standards [Avalon gains a +3 bonus to all checks involving cooking or cleaning]
 
-Trumps
 
-Tricks
Hell's Dragoon (Trick): Avalon crouches down, gathering up her might, before pushing off the ground with immense force and making a soaring leap, landing safely at a new position.... [In and Out of combat, Avalon can make a leap of up to Str Meters in a vertical or horizontal direction as a free action, allowing her to quickly close or increase the distance between her and a target, or to hit flying targets with melee attacks. In the latter case, Avalon cannot take fall damage upon landing from this jump, so long as the length of her descent doesn't exceed that of her initial leap.]


Equipment:
Morning Star Subarmor: one of the finest products produced by the Venus Corporation in it's line of subarmors, meshed body suits meant to be worn under one's everyday attire. It provides discreet protection to the user through state of the art textile technology which hardens into a protective surface when struck by violent force. [Grants +3 Res while equipped.]
 
Morning Star Devestators: A matching set of bracers and anklets manufactured by Venus Co, made from high quality materials with even higher quality manufacturing techniques. These devices are activated whenever their internal senses detect the user punching or kicking, and upon impact launch a devestating shockwave that tears through the target. One would seldom know Avalon is even wearing them, given she discretely hides them under her Sleeves and stockings [Grants +3 damage when making Unarmed Melee Attacks]

Reserve:

Spoiler

Feather Duster: As a maid is wont to carry. Has a nice, sturdy handle made out of mahogany. The feathers are from some exotic bird whose name is too complicated for Avalon to pronounce 
 
Handkerchief: a small square of white cloth with a red trim. Useful for a variety of things, from cleaning, to a makeshift face mask, an accessory, etc. 
 
White Gloves: For those particularly delicate/ceremonial jobs where gloves are warranted/required out of formality. Made of a highly stain resistant material and water-proof as well, making them ideal for cleaning up.... particularly troublesome messes. 
 
Notepad & Pen: For writing down the master's instructions, whenever he gives particularly specific or long-term tasks.  
 
Avalon's Journal: A small, leather-bound journal which contains the last vestiges of Avalon's true personality, she's had it ever since she was young. Filled with a lot of memories, a lot of snark, and a lot of reflection about how things turned out, ideas she has had to get out of this torment, the results of said ideas, and many other things. She is forbidden from directly showing its contents to anyone due to her curse. 

 

Blank Loadout

Spoiler

Avalon 

 

27/27 HP

 

Essence: 5
Constitution: 2
Dexterity: 4
Intelligence: 2
Resistance: 5
Strength: 6
Synergy: 0 

Relevant Perks

Warpath (Level 2): [During Close Quarters Combat (CQC) related checks, Avalon rolls twice, and takes the better result. Additionally, her Ess is added to all Close Quarters Combat (CQC) related checks.] 


Kneel, or be knelt: [During Persuasion/ Intimidation checks, Avalon rolls twice for success and takes the better result. This perk can also be used to forcibly trigger such checks, using Avalon's Essence.]

 

Slots: 5

 

Actives

 

Passives

 

Trumps

 

Tricks

 

Equipment

 

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Eventual tert.

 

The Holy Devil Hunter, Sceleratis, and her personal sword, Folkvangr.

Spoiler

Name:  Sceleratis Eques


Age: 22


Gender: Female


Race: Artificial Devil


Sex: Female


Appearance: Sceleratis stands at a solid 5’6” in height, with rather long (going down to her back), messy brown hair, dull grey eyes, and rather pale skin. Her outfit generally consists of a large, bright grey trench coat that is opened up at the middle and has a long slit on the back left portion to allow Folkvangr’s sheath to remain out, with a white shirt and black vest underneath, along with black dress pants to add into that. Along with all of this, she wears black fingerless gloves on both hands, along with black boots.

 

Her Devil form is something that is a good two inches taller than her normal form, with a more angelic appearance than most, appearing as a inhuman woman wearing her normal trench coat, albeit covered with feathers and a black, armored chest, along with a blank faceplate covering her eyes and nose, leaving only the bottom of her black face visible. She has a gold halo standing upright, fused into the back of her neck and sticking upwards, with a small cut that disconnects the halo itself. Her legs, due to her coat being open, are clearly armored in rough black plating, with sharp, taloned feet the only uncovered part. Her arms are covered in white, feathery cloth that seem to fuse with her skin, with the only exception being the parts that drape off of them. Lastly, Sceleratis has two large wings covered in white feathers, with the further parts that let her fly being a more leathery black.

 

Personality: Sceleratis, despite her history and reputation, is a fairly sociable woman who prefers to become friends to those she works with. Though, while open and more than willing to lend a hand with most situations, she can be very insistent on striking off on her own from time to time to give people she meets time away from her to do her job of Devil Hunting, along with being a bit more uncomfortable when talking about her own past, mainly about topics concerning the Order of the Sword and Folkvangr. Despite all this, she does have a huge guilty pleasure of loving parties.

 

Merit: 0

HP: 26
Moves:

 

 

Stats:

Essence:

Constitution: 3

Dexterity:

Intelligence:

Resistance: 0

Strength: 5

Synergy: 5

 

 

Perks:

(Level 2) Devil Trigger:

"Alright... I'm motivated now!"

As an Artificial Devil, Sceleratis has access to a Devil form, which enhances her abilities to higher heights than normal. Sceleratis can use a free action to enter "Devil Trigger", which increases her actions/gear to become stronger at the cost of draining One Devil Trigger charge per turn that she is in it. At the start of every battle, Sceleratis has One Devil Trigger Charge, and gains one every turn she goes without Devil Trigger, up to a maximum of 1+Synergy.


Folkvangr:

"This is the last relic I was able to recover from the Order. It's weak now... But there's a reason they held onto it."

Sceleratis wields one of the Order of the Sword’s old treasures that she acquired after its destruction. Folkvangr is a sword older than time, though has been heavily sealed and weakened throughout it’s life and is unable to unleash a good amount of its power. Thankfully, the sword, even in its weakened state, is still rather powerful. This perk grants Sceleratis the ability to use Folkvangr, a weakened, bound sword that scales aggressively with merit and crafting. At the same time, at the end of every encounter that involves fighting or destroying something, Folkvangr gets a free level up.

 

(Flaw) She who Hunts Demons, is hunted in return:

"I've made a lot of enemies as a Devil Hunter, almost all of them being Demons. I wouldn't be surprised if some still wanted to take me on."

As the wielder of Folkvangr, past Holy Knight, and current Devil Hunter, Sceleratis is someone who is has gotten on the hit list of several powerful demons. Whenever Sceleratis is away from the party, she must face a "boss" who blocks her path to complete her goal. This can range from either a group of enemies to single, powerful opponents that she must defeat.

 

Actions:

-Actives


Forced Healing: While Sceleratis is capable of healing herself, her regenerative capabilities are not too noticeable unless she specifically focuses on it.

Outside of Devil Trigger:
Level 1: Sceleratis heals herself for 1d6+Syn health.
In Devil Trigger
Level 1: This action is now a free action, although it cannot be used more than once per move.

 

-Passives 


Knightly Training: Sceleratis has trained herself for many years under the tutalige of the Order of the Sword. That, with her experience as a Devil Hunter, has made her fairly mobile in combat.

Outside of Devil Trigger
Level 1: Sceleratis has a 5% dodge chance.
Level 2: Sceleratis has a 10% dodge chance.

In Devil Trigger: 
Level 1: Dodge chance is doubled.

 

Devil hunter: Sceleratis, as a Devil Hunter, is naturally more capable of using Devil Arms than other humans.

Outside of Devil Trigger:
Level 1: When using a weapon with "Devil Arms" in it's name, Sceleratis adds 1d4 to their damage. However, if Sceleratis uses any other equipment, she can damage them as those weapons are not made to handle the might of a Devil.
In Devil Trigger:
Level 1: Damage boost adds another d4.


-Trumps

 

Trump: Demon Blood: Sceleratis, despite her years of training and growing, still has yet to awaken her true Demonic heritage. If Sceleratis would take a wound, she has a 1/3 chance of gaining a perk as well. This trump can only be taken once, and can only activate once.

 

 

Equipment:


Artificial Devil Arms: Adriel's Greaves: One of the pair of Devil Arms Sceleratis uses for Devil Hunting. Outside of Devil Trigger, the appear as solid white plated gloves and boots that cover the outside of her normal outfit, with lightly clawed fingers that don’t hamper too much with her ability to do anything.

 

In Devil Trigger, these gauntlets cause Sceleratis’s wings to vanish, with her gauntlets becoming more feathery and elegant, extending from her hands to near her shoulders, and from her feet to near her waist. These gauntlets are bound to Sceleratis.

 

Outside of Devil Trigger:
Level 1: Deals 3d6+Strength damage to 1 target.
In Devil Trigger:
Level 1: Deals normal damage, and allows Sceleratis to make an automatic follow up attack at half damage.


Devil Arm: Folkvangr: A sword that Sceleratis acquired after the destruction of the Order of the Sword. Folkvangr takes the appearance of a large, one handed blade with a winged hilt, dominantly blue with gold highlights around the hilt. It also comes with a sheath on Sceleratis’s left side, though is very unspecial in design, being a plain dark blue sheath.


Outside of Devil Trigger:
Level 1: Deals 1d6+Strength damage to 1 target. In addition, Folkvangr can attack at range, and uses Syn as the stat modifier.
In Devil Trigger:
Level 1: Folkvangr now deals an extra 2d6 damage to 1 target, along with a separate 1d4+Syn/2 fire damage for each hit. However, using Folkvangr for an attack also takes up a Devil Trigger Charge.

 

Tricks:

(Trick): Fighting with Style: While she hates to admit it, Sceleratis has a huge liking to showing off in a fight. In a fight, Sceleratis can check her “Stylish Rank” once every three turns. This rank simply shows how good she is doing, and is ranked going from D, C, B, A, S, SS, and SSS. Sceleratis’s rank goes up if she is killing/defeating enemies, attacking with different attacks, dodging attacks, taunting, and basically being “cool”, while her rank goes down if she gets hit or isn’t acting cool enough.

 

This Trick doesn’t take up an action slot to use, and can be activated with a free action.
 


Reserve:

Personal Cell Phone.
Wallet with 50 dollars from Fortuna.
 

 

Edited by GodofGamingRWBY
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  • 3 weeks later...

Fish Boy Sheet

 

Merit Record

 

+8 Total from Eye of Cuthulu fight
-6 From Serperior Blacksmith (level 5)

-1 From Form 0 Sunder Level 3

-1 From Rending Strike Level 2

+6 Total from the Boreal Strider fight

-1 From adding "Mircochip" to "Dash Tech Card"

-1 From Energy Basin Level 2 

-4 From Action Slot increase

+4 Total from the Angry Nimbus fight

-4 From Action Slot increase

+1 From Terraria Town Work

-1 From Form 0 Sunder Level 4

 

 

Toshiro Ren

 

Name: Toshiro Ren
Age: 23
Gender: Male
Sex: Male
Race: Hylotl
Appearance: He is a bipedal fishman who’s a little under 6ft. On his face he have 3 piercing red eyes, two where normal humans should be and one in the middle of his forehead. His scaly skin is a turquoise blue with black cheeks and white around his mouth, front neck and belly. On his head he has one long spinal dorsal fin that starts from the top of his forehead and ends at the bottom back of his head. The tip of the fin reached the ends of his shoulder blades. The spines are black and they are connected by white webbing. Clothing wise he wear a Hylotl traditional black umanori hakama and kimono with a white belt.

 

Personality: Very honorable due to his teachings while becoming a swordsman. He’s calm and collected and tends to be quite friendly. He’s quite confident in his abilities and looks for any way to improve his skills.

 

Merit Used: 18/19
HP: 30 

Energy: 8/110 (Base: 100, Capacity Increase: +10%)
Moves:

 

Stats: 21/21 +4 from Training

Essence: 1
Constitution: 5
Dexterity: 9 + 2
Intelligence: 9
Resistance: 1+8
Strength: 0
Synergy: 0

 

Perks:
Way of the Catfish: One of the paths of the Hylotl, where they train their mind and body must be in sync. When Dexterity or Intelligence increases the other stat will increase without having spend extra merit.

 

Way of the Swordfish: One of the paths of the Hylotl, where they train to end fights as swiftly as possible. Grants the Passive: Energy Basin.

 

Way of the Shark: One of the Paths of the Hylotl, where they train their grit to never yield in battle. Whenever an attack lands 25% of damage dealt to enemies is healed back to Toshiro. Must be at least 1 HP.

 

Flaws:
Natural Paralysis: The Hylotl body is not equipped to handle any kind of electric shock. Whenever Toshiro is hit with an electric attack he will be stunned on his next action.

 

Actions: 8 (6 Naturally, 2 Purchased)

-Actives
Rending Strike: A fundamental Hylotl sword technique using the long blade.
Level 1: Deals 2d6+Dex+[Equip Long Blade Bonus] damage

Level 2: Can now target up to 2 enemies with a 1 turn cooldown

 

Skewering Blade: A fundamental Hylotl sword technique using the off-hand blade.
Level 1: Deals 1d6+Dex+[Equip Off-Hand Blade Bonus] damage. Deals double damage if target was previously hit by Rending Strike this turn.
Level 2: Deals 2d6+Dex+[Equip Off-Hand Blade Bonus] damage.

Dash Tech: Give the user the ability to suddenly dash at great speeds a short distance forward.
Level 1:  Free action, Increase Dex by 1.5 for this round. 3 Round cooldown, must have a Dash Tech Card to use

 

 

-Passives
Energy Basin: (Perk Based) Everytime Toshiro makes an attack add Int amount of points into his energy pool. Actions may pull from this pool to make themselves more powerful or grant certain effects. However, points may not be gained when using point-based actions.
Level 1: Basin Size is 100 Energy
Level 2: At the end of combat all unused energy is stored for future use.

 

Serperior Blacksmith: Toshiro has spent much of his time foraging blades as he has training with them and has learned with ways of metal crafting and smithing.
Level 1: Toshiro gets +10% to checks dealing with Metallurgy and Blacksmithing. 
Level 2: Increases to +20% 
Level 3: Increases to +30% 
Level 4: Increases to +40% 
Level 5: Increases to +50% 

 

Arctic inclined Scales: (Trick): Living on ocean floor cities the Hylotl naturally are able to maintain body heat in the freezing depths of the oceans.

(Level 1): Toshiro can resist severely(but not supernaturally) cold environments without Con checks, he also gains +1 on checks to resist supernatural cold effects.

 

Natural Swimmer: (Trick): Being part fish swimming comes second nature to him.
(Level 1): Toshiro can move through still and slowly flowing liquids unimpeded and through fast moving liquids with a reduced penalty.

-Trumps


Form 0: Sunder: A stance taken to analyze a weakness in their foe and strike it. However, it take emmese concentration and cannot be used all the time.
Level 1: Spend a turn and 100 Energy to guarantee the next attack to deal triple damage and ignore Res. Toshiro may spend the energy cost next attack to continue it.
Level 2: Energy cost reduced to 80
Level 3: Energy cost reduced to 60

Level 4: Energy Cost reduced to 50

 

Equipment:

Dual Blade Belt:
Provides two action slots that may only be filled with one-handed bladed weapons and reduces the wearer's Init by 1.
Long Blade:
Blizzard Blade:
Long blade,
Deals 2d4+2 cold damage,
Cold Blooded: User gain 15% resistance to cold damage and weakness to fire damage,
Craft level 1: the user has a 20% boost to resisting mental effects that do not induce calm.
Craft level 2: When this weapon successfully deals damage it inflicts a Frostburn effect(not to be confused with IceFire) that deals 2d3 cold damage at the start of the user's next turn.  Due to high magic draw this item may start causing strange things to happen if the local ambience is worn thin.


Short Blade:
Pink Phaseblade:  pulsing with strange energies.
Long or Short blade,
This weapon deals 1d4+2 Fire/Necrotic damage that ignores Res and attacks made with it inflict "Cauterize" for one round, reducing the effectiveness of healing by 25% on that target.
Craft level 1: As an action the user may create a wall of force that throws two targets back and deals 2d4+2 Fire damage to each, cooldown of one round.
 

Dash Tech Card: A highly advanced tech chip embedded in one’s body which allows for the user to do a superfast dash in a short distance.
+2 Dex
-Bound 

-Microchip: Due to this card’s small size and it being embedded into one’s body it goes with the wearer without much effort. (When the user has the “Dash Tech” action taking up an action slot this item takes no action slots, however, all future upgrades have lower effects)

 

-Hylotl Shibuichi Helm: A finely crafted Shogun style helm made from silver-copper alloy.
+2 Res,
Set Bonus: If equipped with "Hylotl Shibuichi Chest & Legs" this requires no action slot and the user chooses a resource pool they have, that pool has 10% higher max capacity.

 

-Hylotl Shibuichi Chest: A finely crafted Shogun style chest piece made from silver-copper alloy.
+3 Res.

 

-Hylotl Shibuichi Legs: A finely crafted Shogun style pair of greaves made from silver-copper alloy.
+3 Res.

 

-Iron Katana: A basic single edged sword made by a Hylotl blacksmith. +1d4 Damage
-Iron Knife: A basic knife made by a Hylotl Blacksmith. +1d2 Pure Damage

 

-Silver Katana: 1d6+2
-Silver Wakizashi:1d2+2 Pure damage

 

Blizzard Blade:
Long blade,
Deals 2d4+2 cold damage,
Cold Blooded: User gain 15% resistance to cold damage and weakness to fire damage,

 

Heavy Smith's Hammer: A large heavy hammer made of lead and iron, designed to help quickly pound out metal while forging.
+2 to forging and metalworking rolls.

 

Assault Rifle: 2d6+Dex Damage

 

Reserve:

100 pixels
30 Terraria Gold
1 Glass bottle of water
1 Burner Phone
1 Red Heart (Restores 2d6 HP to the user as a free action, usable once only.)
5 Standard Healing Potions (Heals 25 Hp, Free Action, can’t use healing items for 1 turn)
3 Swiftness Potion (+3 Dex in relation to moves-per-round, Free Action, Can’t stack
1 Endurance Potion (Reduce Damage for the rest of the encounter by 10%, Can’t stack, 3/3 Uses)
2 Tainted Temporal Alloy Ingots

5 Silver Ingots 
1 Fallen Star

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  • 2 weeks later...

He's a Hired Gun, but he doesn't leave his post when the cash runs out.

Spoiler

Name: Einar (Real name, Branson McHaggis. Previously went by Genocidicles while working.)
Age: 28
Gender: Male
Sex: Male
Race: Human
Appearance: This Cheery guy has round gray eyes that are like two pools of mercury. His fine, curly, brown hair hair is worn in a curly, fluffy style. He's got a beard and moustache. He’s tall for a normal guy, and a bit chubby on the suggestion that it would make people underestimate him. He typically wears sunglasses, a newsboy style cap in addition to his trench coat.
Personality: Some would say that having fun on the job isn’t professional. Einar isn’t in that camp, he rather enjoys his job and the “opportunities” it offers. In general he’s a rather cheery person, though he is considering retiring from the whole Hitman type of thing.
 
Merit: 0
HP:
Moves:
 
Stats:
 
Essence: 5
 
Constitution: 2
 
Dexterity:  8
 
Intelligence: 3
 
Resistance: 1 +3
 
Strength: 2
 
Synergy:  0
 
Perks: Flaw: Don’t throw your fucking guns you idiot!: All actions have a number of uses before they need to be “reloaded” taking two actions.
Paid Mods: Einar can craft mods for items which act as upgrades that can be freely added. This does not require the base item to use.
Holdout: Guns that Einar obtains are converted into active actions. 
 
 Akimbo:  Einar gets two extra moves per round. One must be used for guns, and one must be used for defensive actions.
 
Actions:
-Actives
 M1911: Einar’s Grandpa used one. This isn’t it, but damn does it work good. 3d4+dex. 9 Shots.
Colt Single Action Army “Erin”: Einar’s wife, and a devil she is. 1d8+Dex, Enemy rolls an essence check against damage taken, losing their next action if they fail. 6 shots.
Level 2: Deals 2d8+Dex damage
 
-Passives

 A good Defense: Anyone who asks Einar will know that the first rule of taking a hit is to have good armor. When Einar crafts a mod for Armor the roll is increased by five.
 
-Trumps
The Contender: Chambered for a .410 shell with rock salt as shot, this one is going to hurt. Deals 2d6+2xDex damage to a single target, Usable once per battle.
 
 
Equipment:
 Trench Coat: Einar’s personalized Trench coat, meant to hold any number of guns without them being seen. +3 RES
 Headset: Allows for communication at range, hands free!
 Cell phone: An android phone that’s pretty much brand new and kitted out to keep looking that way.
Reserve:
 

 

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My actual Tert.

Spoiler

Name: Dr. Francis Innocent Fenstermacher
Age: 30
Gender:Male
Sex: Male
Race: Human?
Appearance: A tanned man standing at a rather average height and looking rather rough and tumble, like a surgeon on a pirate ship, or perhaps a doctor in a frontier town. He has more hair on his face than his head, a short and very well kept black beard that’s only marred by the occasional scar along his jawline or cheeks contrasting the near shaved baldness of his head. There’s some small scarring down his spine and around the crown of his head, which to the trained eye would seem to be medical in nature compared to the majority of scars on his body. Green eyes, the kind that remind one of a snake peer out from the sockets in his head, but there’s a genuine kindness in them, assisted by the smile lines at the sides of his chapped lips. His attire consists of a lab coat that’s been stitched back together several times, some evidence of burns still exists as well as spots of blood that just couldn’t be removed. Under the coat, he wears a long sleeved light flannel shirt and faded blue jeans, his pants held up by a brown belt with a buckle proudly displaying the logo of what’s apparently the “Fenstermacher and Sons Medical Center”, though to get close enough to read it would require some unfortunate positioning. Finally, on his feet he wears a pair of beat up old shitkicker boots, though there’s obvious effort put into the maintenance of them.
Personality:

Merit: 0

HP: 24

Moves:

Stats: 21/21 total
Essence: 2
Constitution: 2
Dexterity:6
Intelligence: 8
Resistance: 1 
Strength: 1
Synergy: 1

Perks:
Flaw: Unscientific Method: Consumables made by this character start with unknown effects.

Swamp Medicine: Medical Items can be made into “Procedures”, consumables that must be used in the travel phase and last for the next plot. 

Eureka!: After every plot, Francis gains a number of breakthroughs equal to his INT. Breakthroughs can be used to enhance procedures in various ways, with costs dependent on how big of an enhancement it is. (I.e. Making procedures permanent for NPCs, removing downsides from procedures, not consuming consumables ect.)

Transplant: If the user would die, they play dead until they get a chance to swap their brain with a nearby corpse to leave combat.
 

Actions:

-Actives
 Stich it up!: Heals 1d6+Int HP and removes a random Debuff.
    More time for healing!: If a debuff can’t be removed, the move instead heals 2d6+Int


-Passives
A steady hand is key: When creating a procedure half of Francis’ Dex is added to the Blitz roll.
An Actual Doctorate: Francis rolls twice and takes the higher result when doing mundane medical work.

-Trumps
A True Breakthrough: Once per plot, if Francis has 1 hour of uninterrupted time, he can find a solution to a single medical problem the target has.


Equipment:
Field Surgery Box: A box full of supplies for disinfecting and stitching wounds, removing foreign objects, and keeping subjects sedated. Counts as a medical item that does not get consumed in procedures, but does not grant any bonuses.

Catalytic potion: A potion made to lower the chances of surgeries being rejected. Described by Francis as “Making the cells more Wibbly Wobbly.” Halves debuffs of Procedures this item is used in if any.

Cybergator Skin: The metallic skin of a cybergator, preserved expertly.


Reserve:

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  • 2 weeks later...
Spoiler

Name: Firuza Majidova

Age: 22

Gender: Female

Sex: Female

Race: Human

 

Appearance: Firuza is an Uzbek woman (Central Asian; thusly, though she's visibly Asian, some of her features are fairly Caucasion-looking) who stands at 5'3", with a figure that is lithe but not quite slim. Her hair is black, straight, full, and sweeps down to around her chest level. Her eyes are blue, and her skin color is a tan tone, albeit not quite swarthy. She's usually smiling some variety of smile or grin, or smoking a cigarette. She speaks perfectly comprehensibly, but she does have an accent, and tends to pronounce her Rs strongly. She wears a purple padded jacket and and a turquoise shirt that one can see when the jacket's unzipped. She also wears a pair of light khaki combat pants, oftentimes a grey faceless motorcycle helmet, and a pair of white sneakers.

 

Personality: Perhaps the quickest and easiest way to describe the core of Firuza's personality would to call her devil-may-care. She gets happiness from very simple things like thrills, good food, and driving fast (but also cars in general), and this is paired with a tendency towards seeking adrenaline for the hell of it. Firuza is also rather blasé, as she usually rolls with the punches that life throws at her, and she is determined not to let things throw her off. This isn't to say that she can't be rather cynical at times, as she's no idealist, but she takes it all in a cheerful kind of way. Cheerfulness, indeed, is a fairly major part of her personality as well; she likes to be happy, she likes to have fun with things, and she finds that a cheerful attitude not only makes things better for everyone around her but more fun for her.

 

Merit: 0

HP:

Moves:

 

Stats:

 

Essence: 6

 

Constitution: 4

 

Dexterity: 8

 

Intelligence: 2

 

Resistance: 0

 

Strength: 1

 

Synergy: 0

 

Perks:

 

Perk: Go for the Car: Firuza seems to have a real way with finding vehicles, something she developed training in and for the Battlegrounds Tournament; finding a car in an unknown spot before it can get taken or damaged was rather vital to getting to drive one for most of the Tournament. Once per full plot (in other words, not a hunt or similar intermediate thing), Firuza finds a vehicle.

 

Wheel and a Prayer: Firuza's particular style of driving is fairly insane... but it's insane that works. This is because she is legitimately talented in the art of operating vehicles, and not only is she nimble and perceptive, but she's also got this sort of incredible confidence and optimism that somehow translates into her driving. Firuza's driving checks are all based off of her Dexterity and Essence combined.

 

Dig Deeper: Given that looting and scavenging are rather integral parts of the Battlegrounds Tournament, Firuza has developed not-insignificant skill in doing so, tending to find things in ways or places that others wouldn't think of. Firuza never gets just one thing when she successfully loots something; she always gets at least a second piece of loot.

 

Flaw: Prominent when Pedestrian: Firuza never has had a skill at minimizing her silhouette when on foot, nor of angling herself to protect herself; this trait caused her problems during the early part of the Tournament, and here it also might get her hurt. Firuza's RES does not apply when she is not in a vehicle.

 

Actions:

-Actives

Burning Rubber: It's far from unknown for Firuza to deal some serious damage to vehicles when she drives them, but it's for a good cause: she can pull off some absolutely wild driving, it's just that perhaps her vehicle can't so much. Firuza can sacrifice vehicle health to gain a bonus to driving checks, 7 HP per one point of bonus.
 

 

-Passives

Momentum, Literal and Figurative: Firuza is something of a wild driver, filled with energy... and she likes to go very fast. She's in her element when she's speeding along and on a roll, and it most definitely shows in her performance. Every time Firuza succeeds a driving maneuver she gets +1 to following driving maneuvers, until she fails one, at which point it resets.

 

-Trumps


 

 

Equipment:

Motorcycle Helmet: A black motorcycle, without mask or visor. Not only is it stylish, but it also is pretty good from keeping her brains from being shot out. Provides +5 on saves vs critical hit.

 

Pan: A remarkably thick frying pan. One might question its usefulness, but only until they found out that the pans in the Battleground Tournament can block sniper rifle shots! Once per world, if an attack would bring Firuza to 1 HP or less, the Pan blocks it.

 

Micro Uzi: An Israeli-made machinegun grabbed during the Battlegrounds Tournament, the Micro Uzi is a very small gun, practically a machine pistol. This means that it isn't the strongest weapon, but it also doesn't require two hands, perfect for a driver. Deals 2d6+DEX damage, and doesn't take penalties to attack checks when driving.

Reserve:

 

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Looks like Khepri has some competition...

 

and she's lost. Behold, my actual Tertiary!

Spoiler

Name: Oleander  

Age: 26 

Gender: Female 

Sex: Female 

Race: Blooded Witch (Human with first generation {50/50} Nymph Ancestry) 

 

Appearance: A lithe young woman, standing at 5”7, with a heart shaped facial structure, high cheeks, button nose and laurel green eyes. Pale copper locks flow down to her mid back, almost seeming to shimmer under certain lights. She often dresses in a chestnut-colored tunic dress, trimmed in verdant-green, with an matching green shawl wrapped around her shoulders, and cuffed leather boots. 

      In her primal form, her clothing vanishes seemingly absorbed into her body, and her skin takes on a green hue. Her ears elongate to elvish tips, and her face takes on a sharper, more regal structure as the sclera of her eyes fades to black and her pupils shift color to a vibrantly luminescent emerald. Her hair shifts into a lush mane of leaves, while a shroud of foliage sprouts from her body, covering her bust, buttocks and thigh. 

 

Personality:  A young witch who grew up immersed in the old ways, Oleander was raised to use her power for the sake of preserving and protecting the world around her. Despite losing so much already to those who have forsaken the old ways, she strives to be both a better witch and human being than those who so utterly destroyed her home and her Kin, going out of her way to show what good will and compassion she can. She tries to keep her focus on the present and work towards a better future, but there are times when even she can become lost in the fury of the past... 

 

Merit: 0 

Spoiler

 

 

HP: 24/24 

Moves: 4/average dex 

  

Stats: 21/21 

 Essence: 4 

 Constitution: 2 

 Dexterity: 4 

 Intelligence: 3 

 Resistance: 0 

 Strength: 2 

 Synergy: 6 

   

Perks:

Polymorph: As a blooded Witch, Ole's retains many of the inherent abilities of her nymph ancestry, besides a mere Chaos Heart. Chief among those abilities is the power to change her shape into that of any creature she's seen before. Just like a Nymph, while in a different form she can be virtually impossible to distinguish from a normal creature of that species via conventional means. But also like the nymphs, quite easy to distinguish should steel come anywhere near her [The first time a user encounters a creature of lesser might than their own, regardless through combat, direct observation, or non-hostile interaction, they acquire a "Template" of it recording the stats, traits, and abilities of its species/race/etc. The user may use acquired "Templates" to change their current form to that of whatever species of creature is recorded in them- this can be done freely outside of combat, but requires the use of an action during combat. Shifting back to their true form can be done as a free action, and occurs automatically if the user is knocked unconscious or killed. Templates cannot be directly upgraded such as via merit; however, upon finding a more powerful variant of the Template's species, the user may overwrite the Template with that variant's traits. 

     While transformed via a template, the user gains access to the abilities of said template, but loses access to any gear besides Shards of Memory. They retain their number of Action Slots, as well as their Synergy, Essence, and Intelligence, While their Dexterity, Constitution, Strength and Resistance all change to that of the species in question.] 

 

Heart of Chaos: Blank, formless, and full of nigh infinite possibilities, Chaos is the power responsible for forming the physical world, and it's mighty circulation from the stars, into the world, and back into the stars again is what is responsible for maintaining the world. All creatures capable of manifesting Arcane Might owe that might to the personal star they bear within their hearts, which just like it's brethren in the heavens, serves as a rift directly into the realm of Chaos from which all flows. Not all Hearts of Chaos are equal however, as the size and might of the rift varies with each individual... but those who are desperate, or foolish, enough to stretch the limits of their heart may do so. For a price... [The user possesses a Chaos Heart within them- essentially a personal portal to a realm of infinite energy and possibilities. By stretching the limits of their heart, the user may perform a "Breach" when casting spells; doing so will grant them a bonus of {Synergy} to a roll of their choice related to the spell in question (such as damage/healing, status checks, quality, etc.) but will require them to make a standard Essence Check. Failing this check causes them to suffer {Syn} pure damage in exchange for their boost; succeeding in the check causes them to receive the boost without penalty.] 

 

Witch of Memory: It is not unheard of for those bearing a Heart of Chaos to manifest unique talents thanks to the arcane energies flowing out of them. After all, Chaos is a force of infinite possibilities, and is known to mutate into new forms with great ease. Oleander had to face the destruction of her home before her's manifested, but once it did she realized her soul was far more sensitive to the power of residual emotion and memories long past… and by fusing those imprints with raw Chaos, she could create shards of great beauty, and terrifying potential. [Oleander has an inherent sense for emotional and memory imprints tied to an area. Once per world, she may draw upon the imprints of a particular area and fuse it with her own power to create a physical constructs known as a "Shard of Memory". Shards of Memory are soul-bound pieces of gear whose unique powers vary depending on the emotional/memory imprints they were created from, and are the only pieces of equipment Ole can keep access to while Polymorphed. Shards are always created at level 1, though Oleander may upgrade them with merit, or attempt to craft existing shards into new ones by using her Synergy.  She starts with one shard already obtained.] 

 

Flaws: 

Nymphbane: Ole's ancestry is stronger than most witches of the modern day, and while this grants her greater control over Chaos, it also curses her with their crippling bane. The marriage of something wholly unnatural- IE, Refined Metal -with the most basic building block of all lifeforms- Carbon -creates something that is simultaneously false, yet still bears the essence of life... Steel. An abomination in the eyes of the Nymphs. An abomination because it burns their skin from merely touching it, causing no end of immense pain and agitation. To bring steel into the domain of a Nymph and brandish it against her is among the greatest insults one can inflict. [Oleander takes 1.5x damage from steel weapons and attacks. Outside of combat, whenever her bare skin comes into contact with steel, she must make a Con save or take pure damage based on the amount of skin in contact and quality of the steel in question.] 

 

Actions:

5 Actions

5 Slots

 

-ACTIVES

Entangle: Reaching out and extending their power over nearby roots, vines, branches, etc, the user ensnares unwitting opponents in place… [The user forces a Syn vs Dex check against the target. Upon failing, the target becomes "Ensnared" and cannot take any movement/melee-based actions until they succeed in another Syn v Dex check against the user, which they may choose to use their action to attempt. 2 CD.] 

 

Transfusion: The user reaches out to the environment around them and gathers up the ambient life force flowing through it. Focusing on a target, they redirect some of the flow into their body, healing wounds as if they never occurred. [Restores 1d4+Syn HP. In areas lush with life, adds 1 more Di to the amount restored; in barren/lifeless areas, only HP equal to the Di is restored] 

 

Treestride: The user walks behind a tree and to any onlookers seems to simply vanish, reappearing behind a completely different one that was nowhere near it. Sometimes, they don't even reappear at all. [The user may merge with any tree in their immediate vicinity. Once merged, they may choose to remain hidden in said tree or to teleport to another tree whose roots are directly or indirectly connected to it (The average root system is academically estimated to extend out approx. 1.5x the height of the tree).  Emerging from the tree can be done as a free action; if the tree is destroyed, the User will automatically jump to another one in range. If there are no others in range, the user will be forced to emerge] 

 

-PASSIVES

Forest Queen: [The user gains a 10% boost to all their stats when in Heavily Forested Areas, with a minimum of 1.] 

 

The Old Tongue: The Dryad blood within Oleander opens her ears to the voices of nature's children. Where others would only hear roars and growls, she can discern intelligible speech. [The user may converse with animals as if they speak the same language. This passive doesn't take up a slot] 

 

-TRUMPS

 

Tricks:

Revitalize (Trick): Oleander exhales a breath laden with her own vital essence onto dead and dying flora, attempting to infuse them with new life. [The user may make a Syn-based check to try and revive and heal dead or damaged plant life around them, with GM determined difficulty depending on the size and number of plants in question.] 

 

Dance upon air (Trick): By tapping into the Nymph Blood flowing in her veins, Ole can easily glide through areas that would impede ordinary people, such as across the surface of a lake, up a steep hill or mountain side, over a pit, etc. [The user is able to project a thin barrier of air up {Syn/2 feet} beneath their body, and project their own power against said barrier as a means of controlled propulsion. This allows them greater mobility by hovering and gliding over obstacles such as steep terrain, pits, and water.] 

 

Equipment:

Atropos (perk-backed): A Shard born from a place where many witches died, where chaos was allowed to pool and grow stagnant, corrupt. A place that symbolized the death of natural magic, and the world it sustained. At will, it transmutes into a vicious blade which can sunder the very bonds of chaos itself, disrupting the structure given to spells. It's crystalline face shimmers in the light, dancing with the memories of it's holder. [Soul-Bound. This Shard of Memory counts as a spell upon use. At will, transmutes into a vicious scythe that deals 2d6+Syn Magic/Slashing damage; upon hit, the user may choose to make a Syn-based check to dispel all magic-based effects on the target] 

 

Witch's Hat: A wide brimmed hat adorned with many charms and trinkets hailing from many different places. It seems to radiate a strange energy... [+3 Res while equipped] 

 

Reserve: 

 

Ole's Known Templates:

Spoiler

In-depth record:

See the Glenori Bestiary

 

Basic Roster:

-Common House Cat

Blank Loadout:

Spoiler

Oleander

Current Template: True Form

 

24/24 HP

<Constant Stats>
Essence: 4

Intelligence: 3

Synergy: 6

<Template Stats>
Constitution: 2
Dexterity: 4
Resistance: 0
Strength: 2

 

Relevant Perks

Polymorph: [The first time Ole encounters a creature of lesser might than her own, she acquires a "Template" of it recording the stats, traits, and abilities of its species/race/etc. She may use acquired "Templates" to change her current form to that of whatever species of creature is recorded in them- this requires the use of an action during combat. Shifting back to their true form can be done as a free action, and occurs automatically if the user is knocked unconscious or killed. While transformed via a template, the user gains access to the abilities of said template, but loses access to any gear besides Roses of Memory. She retains her Synergy, Essence, and Intelligence, While her Dexterity, Constitution, Strength and Resistance all change to that of the species in question.] 

Heart of Chaos: [The may perform a "Breach" when casting spells; doing so will grant them a bonus of {Synergy} to a roll of their choice related to the spell in question (such as damage/healing, status checks, quality, etc.) but will require them to make a standard Essence Check. Failing this check causes them to suffer {Syn} pure damage in exchange for their boost; succeeding in the check causes them to receive the boost without penalty.] 

 

Slots: 5

 

Actives

 

Passives

 

Trumps

 

Tricks

 

Equipment

 

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  • 1 month later...

Posting sheet~

 

Spoiler

Name: Onyx Rivers of Mourning
Age: 20
Gender: Female
Sex: Female
Race: Fae/Quickling Origin Phased
Appearance: Onyx Rivers of Mourning looks… well, edgy. Long silver hair that falls down below her shoulders, red eyes, pale skin, clad in something between a robe and a dress that shows far too much skin to be practical, though anyone with an appreciation for the female body would hardly be complaining, given the body that it’s showing off. She also has ears that taper to a fine point, and generally is seen with a strange, arm-mounted stone slab with several slots in it for mounting Glyphs.
Personality: Onyx Rivers of Mourning is… a little hard to read sometimes. It seems like there’s a personality there, slowly developing, but it’s almost like she’s barely more than a blank slate, at least at the moment. She’s growing, however, as she experiences things and gets to know herself.
 
Merit: 15
HP:
Moves:
 
Stats:
 
Essence: 1
 
Constitution: 3
 
Dexterity: 3
 
Intelligence: 6
 
Resistance: 1
 
Strength: 1
 
Synergy: 7
 
Perks:
 Rapid Inscription - Glyph Actions and Tricks, and the Cast Glyph Spell Action take only 1/3 of a Move to activate
 Quickling - When calculating Moves, this character adds their Synergy to their Dexterity.
 
Actions:
-Actives
Glyph: Air/Vi (Origin) - The most basic of Air Origins, which suggests Force and Vacuum. Adds 1.5xSYN to spell damage when used as a component and changes the resulting spell to deal Wind-aspected damage.

Glyph: Gravity/Go (Origin) - Changes the nature of the Glyph Spell to one of attraction and compression. adds 2x SYN damage to the resulting Glyph Spell and changes its elemental type to Gravity.

Merit Level: Increases SYN scaling to 1.5xSYN

Merit Level: Increases SYN scaling to 2xSYN
Glyph: Shoot/Ae (Command) - The simplest of attack commands, Ae generally conjures needle-like projectiles which quickly move to strike their target. Adds 1d6 to damage when used as a spell component and hits a single target.

Merit Level: Increases dice scaling to 2d6

Merit Level: increases dice scaling to 3d6

Merit Level: Increases dice scaling to 4d6
Merit Level: Increases dice scaling to 4d8
Glyph: Object/Ou (Command) - A utility glyph which commands construction. Able to create things such as platforms, steps, or other such temporary objects, or in the hands of a master and with the right glyphs, even permanent edifaces.

Glyph: Enchant/In - Imbues an item with the power of the attached element, granting bonus damage or resistance of that element type based on the Elemental Glyph attached + 1d4

Glyph: Move/Me (Command) - A utility glyph which commands movement. generally used with Air-aspected Glyphs to manipulate surroundings, though limited use can also be achieved with other Glyph types.

Glyph: More/At - Causes the Glyph Spell to hit an additional target in exchange for reducing the damage of each attack by 25%. This cannot strike the same target twice.

Merit Level: Removes the 25% damage penalty.
Cast Glyph Spell - Triggers invoked Glyphs to cast a spell which is defined by their individual components. Only one Origin and one Command Glyph can be used for any spell, though as many Addition glyphs (including multiples of the same glyph) can be used.

 
-Passives

 
 
-Trumps

 
 
Equipment:
 Trick Glyph: Arcane/Ma (Origin) - The most basic of 'Origin' Glyphs, the Arcane damage type is characterized by nothing in particular, being neither strong against nor weak against any known material, being essentially a projection of raw magical energy. Adds 1/2 of SYN to damage scaling when used as a spell component.

 

Extraction:
Extraction: By breaking down a magical item Rivers can create a single piece of Phase Essence.
Roll a quality check with a high chance for "Diluted Phased Essence"with no elemental affinity, an unnatural amalgamation of various types of magic.  It acts similarly to normal Phased Essence but requires far more processing to become usable and a low chance for "Raw Phase Essence" with an appropriate elemental affinity.
Level 2: Now a high chance for typed Raw Phased Essence and a low chance for Diluted Phase Essence.
 
 Glyph Board: A specially made stone board with slots for inserting Glyph Stones. Adds 2 additional Action Slots which can only be filled with Glyph Actions or Trick Glyphs.
 
Reserve:

Least Arcane-Phased Essence: Not useful in its raw form, but able to be infused into objects to produce items of worth. Most notably, it can be combined with elemental reagents and a proper base to craft additional Glyphs.

Raw Ice-Phased Essence: The most basic form of Essence. Can be Refined to produce Essence to be used in crafting.

Gel x 38

Purity Sparks x 15

Lightning Sparks x28

For Essence Economy:

Spoiler

Least Essence:
1 Raw Essence

 

Lesser Essence:
10 Least Essence

 

Petty Essence:
10 Lesser Essence

 

Minor Essence:
10 Petty Essence

 

Major Essence:
10 Minor Essence

 

Large Essence
10 Major Essence

 

Principal Essence

10 Large Essence

 

Prime Essence 
10 Principal Essence

 

Continues to ”True, Transcendant, Inifinite,” And finally ”Nexus”

 

Edited by Ragnarok97071
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  • 3 weeks later...

TURNZ OUT DA DEMON GAL 'AS BEEN TAKEN OUT OF DA EQUASHION. DA ORKZ ARE 'ERE NOW!

 

Spoiler

Name: Captain-General Commander Commissar Centurion Warlock Nob Warboss Azgrurk the II of the 423rd Brigade. (Or just "Warboss Azgrurk")

 

Age: Oi, ya don’t go askin’ an Orkz age ya zog!

 

Gender: Male

 

Sex: Ork

Race: Ork 

 

Appearance: At 8’5” feet in height (when hunched over, which he always is), with an extremely large frame, Azgrurk is an imposing figure, with large teeth that jut out from his jaw (with two especially large tusks), clearly hastily put on metal plating on the top left side of his head, and overall covered in a junk mech suit, his left hand notably having four large metal claws on it. In addition, he even wears a hat that is used by Imperium Commissars.

 

Personality: Loud and arrogant, Azgrurk fits the general Ork population very snugly. At least, at face value. While… Orkish, Azgrurk is also strangely intelligent for an Ork, and a lot more friendly than most to his allies. He tends to be rather strict with other Orks however, but ultimately has a lot of pride in being an Ork. Because, in his words, “ORKZ ARE DA BEST!”

 

Merit: 0
HP: 36
Moves:

 

Stats:
Essence: 6
Constitution: 8
Dexterity: 1
Intelligence: 0
Resistance: 2
Strength: 6
Synergy: 0

 

 

Perks:
An Ork’s Belief
“YA ‘UMIES GOT ‘ER GUD OL’ RELIGION AN’ ZOGGIN’ JUNK UP DERE, BUT WE ORKZ GOT OUR OWN STUFF TOO!”


Orks in general have a strange ability to make reality work in strange ways, if they believe it should work. Grants Azgrurk the passive “We Orkz make deze things work!”

 

(Level 2) Azgrurk’s Orks
“OI! DERE’Z MA BOYZ! LOOK ‘ERE ‘UMIES, DIS IZ WOT REAL ORKZ LOOK LIKE!”


As an Ork, Azgrurk is capable of releasing spores to reproduce, creating more Orks that follow the “Biggest, Baddest Ork around” (Azgrurk). However, as he is careful with this since too much Orks cause too much problems, he can only release these spores when he’s sufficiently wounded, as they’re released when he heals himself up. Azgrurk restores one wound per plot,  and whenever he does, he creates a random amount of Squigs, Orks and Orky life forms.

 

(Flaw) What’s subtlety?
“YEAH, WE’RE GONNA TRICK DEM WIFF OUR SEKRET PLANZ!” - Azgrurk, informing the enemy mid battle about his secret plan.

 

Orks are loud. Always. With no exception. Naturally, Azgrurk alerts everyone around him to his presence and machinations, due to the fact that he cannot be quiet.


Actions:

-Actives 

 

Grab: Azgrurk reaches out with his claw in an attempt to grab an opponent.
Level 1: Azgrurk forces a STR V STR check against a single target. If he wins, the target is “Grabbed”, and is unable to take any physical actions, until Azgrurk either lets them go or they win another STR V STR check. Can only be used against targets capable of fitting into his hand.

 

Smash: Azgrurk slams his large claw into the ground.
Level 1: Deals 1d6+STR damage against one target.
Level 2: Deals doubled damage if used when Azgrurk has a target “Grabbed”.

 

Orky Constitution: As an Ork, Azgrurk is capable of fighting and healing his wounds, even during the middle of combat. As long as he takes a breather.
Level 1: Heals Azgrurk for 1d6+Con health.

 

Settle Down
Azgrurk calms down, dumping all of his Anorky stacks as he remembers how to aim.

 

 

-Passives

We Orkz make deze thingz work!
“WOT YOU MEAN DIS ‘ERE SHUDN’T WORK? YA GOT A SCREW LOOSE IN DERE?”

 

As an Ork, Azgrurk has a stubborn belief on how things should work, even if they aren’t capable of doing so. However, sometimes… They just do. When Azgrurk believes something should be capable of doing something it can’t, an automatic roll is made using his Essence vs a DC (GM Discretion). If he succeeds, the thing in question is affected by what he believes it should be capable of doing.

 

Anorky
“DAKKA DAKKA DAKKA DAKKA DAKKA DAKKA”


Everytime Azgrurk fires a gun, he gains +1 damage to all guns and a 1% chance to miss. This can stack indefinitely, and “Anorky” stacks pass over to other encounters.

 

-Trumps

W... W...  WAAAAAAAAAAAAAGHH: 
“SOMETIMEZ, DA ONLY SOLUSHEN TO A PROBLEM, IS TA HIT IT TO DEATH!”

 

Azgrurk may choose to withhold going on a plot for a round.  They instead pick a location and begin a WAAAGH through it, going berserk with them, all their resources, all their allies, and constantly spawning orks that spawn more orks.  This lasts the duration of a plot cycle, and may result in ungodly destruction and devastation to the area.  Azgrurk must justify why he would feel the need to completely obliterate a place, beyond "WAAGHZ ARE KOOL".  A GM may choose to narrate this WAAAGH play by play if they so choose, or boil it down to a single roll or series of rolls to determine the results, if they so choose.

 

Equipment:

 

Ork Mechsuit: The suit of metal Azgrurk wears, enhancing his already “Orky” abilities.
Level 1: Gives Azgrurk +3 Resistance.
Level 2: Now bound, and gives Azgrurk +1 Strength.

 

(Trick) Ork Intimidation: One of the things Orks do really well is this: Making other species fear them.
Level 1: Azgrurk gets a +1 to Intimidation Rolls.

 

Lightning Mauler: A scarred and partially fused assault rifle, the barrel glows with a yellowish aura.

Deals 3d6+[Ess] Electric damage, ignores the first 4 points of Res, cannot be altered by traditional means.

 

Reserve:

Random parts. A lot of random, worthless parts.
 

 

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  • 11 months later...

Is it still weebshit if it's crossed over with Western media?

 

Name: Thunderlord
Age: ?
Gender: F
Sex: N/A
Race: Some midpoint of Exo and T-doll
 
Appearance: A mottled, tattered cloak in blues and grays conceals most of Thunderlord's appearance at a glance, though a black box of some variety lies haphazardly across the left side of the back and shoulder - it might be some kind of radio. The blue, gray, and black color scheme continues across her clothing, which is simple, practical, and suitable for long journeys. It emphasizes ease of movement over protecting the wearer, though it still does the latter. Her eyes are an electrical blue, and while she is quite short at only 4'7", she has a presence that gives one the impression of much greater height. She is never seen without her namesake weapon.
 
Personality: Quiet and quite grounded, if occasionally too occupied with thinking about the future to deal with the present. Enjoys exploration of both places and ideas. Liable to act without actually telling anyone what she's doing.
 
Background: Thunderlord's origins are shrouded in mystery even to herself. She was constructed by Conway with inspiration from a strange robotic being now incorporated in her frame and an exotic machine gun he found after a night of heavy drinking, but beyond that she has only hints.

 

 


HP: 13

 

 

Current Merit: 0

Total Merit: 0
 
Stats:

  • Essence: 3
  • Constitution: 1
  • Dexterity: 7
  • Intelligence: 3
  • Resistance: 1
  • Strength: 1
  • Synergy: 2

 
Perks:
They Rest Quiet on Fields Afar. . .: Grants the soulbound item "Thunderlord."
. . .For This Is No Ending. . .: Thunderlord has HP and all HP-boosting effects reduced by 40%, but will resurrect a full turn after taking lethal damage, once per encounter.
. . .But The Eye: Whenever Thunderlord is resurrected, she regains the usage of all actions that are usable more often than once per encounter, and all ramping actions are set to their maximum.
 
Flaw: No Firewall: Thunderlord is vulnerable to cyberattacks, and enemies lacking any explicit ones but having the capability can use an action to roll an opposed INT check to stun her for a round.
 
 
 
Actions:
 
-Actives
Flickshot: Thunderlord rakes her fire across the enemy's weak point, dealing increased damage. Doubles critical chance on wielded weapons, and deals an extra die of damage should the weapon not have a critical chance.  2 turn cooldown.
 
Akimbo: Snaps off a shot with a one-handed weapon as a free action. 3 turn cooldown.

 

Agility: Thunderlord dodges and mitigates incoming attacks, granting a pool of temporary HP equal to her DEX. This temporary HP does not stack or decay.


-Passives
One with the Gun: Adds half of Thunderlord's INT to crafting attempts involving firearms. Double this bonus if it is a light machine gun or similarly-sized weapon.
 
-Trumps
 
 
Equipment:
Thunderlord: A powerful machine gun, and the chassis around which this particular T-doll was designed. It has a devastating combination of damage and rate of fire, each shot increasing the speed with which the next arrives. Deals (1+n)d8+DEX damage, where n is the number of times the weapon has been attacked with previously, up to a maximum of 2+the number of worlds that Thunderlord has cleared. Damage resets if the user does not fire it at least once in a round. (Worlds Cleared: 0)
-Soulbound
-Merit Level: Increases die to 1d10. This is the maximum die size for this weapon.
 
Incredibly Old Cloak: Has a lot of. . . character. Increases wearer's DEX by 1 for the purpose of saves and other evasive purposes, and 2 for the purposes of stealth.
 
Throwing Knife: An old, but well-cared for knife balanced for throwing. Deals 1d4+DEX damage. 25% crit chance if used at range.
 
 
Reserve:

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This should be everything...
Time to break some rules of canon
 

Spoiler

Name:     Takumi lagoon   

       

Age: 20       

       

Gender: Male       

       

Sex: Male       

       

Race: Third Gen Reyvateil?    

       

Appearance: A young man of average height and lean build, with blue and white hair. He has a scar on his right arm, where some particularly vicious wildlife managed to slice it open in his younger years. Though he favors plain clothes, his recent travels have resulted in him wearing his signature armor far more often. His Installer port resting on his chest, seems to include lots of overlapping circles and triangles. But this is hidden by his shirt.

       

Personality: A helpful, if somewhat snarky, individual with a confident attitude. Though recent events in his life have both dampened his mood a bit, and introduced some confusing new emotions, he is eager to see what new possibilities his awakened powers have opened up.  He is still holding out hope that his unusual nature and late awakening exempts him from the short lifespan of his female counterparts, but carries multiple doses of diquilty on his person, just in case.

As he grew up in the Great Fang during the Third Era, He has been imbued with a deep disdain for corruption and totalitarian regimens. Following the revival of the planet, he found a deep wonder for the ocean and the world.   

Backstory: An inhabitant of the region Sol Cluster which surrounds The Tower of Harvestasha.   After the death of his parents when he was a child, he was taken in by his grandmother.

Growing up he was quite the tinkerer and later became a technician in charge of maintaining agriculture equipment. Becoming known around his village for being quite the handyman and also not the worst to have around in a fight if it came to that.

Shortly after the resurrection of the Reyvateil Origin Tyria, the subsequent reformation of clustania and revival of the planet, he got a Job at The Archia think tank as a technician and research assistant. Three years later far more recently, taking one of his regular vacations from work he returned to his village to find his childhood home burning down. His grandmother having died in her old age, while working in the kitchen. The emotional shock reached a fever pitch which fully activated the unsuppressed reyvateil genes in his DNA. Although this event should have manifested in Border Disease, he instead found himself singing EXEC_HYMME_TEARS=AND=WAVES/. A song which gave form to his complex emotions.

He had, by miracle or chance, developed a valid connection to the Tower despite the odds and even manifested reyvateil powers . Although, some of the other irregularities in his abilities, such as his unheard of ability to rapidly and frequently craft Song Magic on the fly, are a bit harder to explain. Regardless, with these odd anomalies stacked on top of each other Takumi is truly one of a kind.


 

       

                    

       

            Merit: 0        

       

            HP:        

       

            Moves:        

       

                    

       

Stats:                 

   
           Essence: 5 (6)

       

    Constitution:     3   

           

    Dexterity:  3   

       

    Intelligence: 4   

       

    Resistance: 1 (6)   

       

    Strength: 3   

       

    Synergy: 1   

       

                    

       

            Perks:    
One of a kind, Singer of songs: This individual is a medley, who during a period of emotional shock realized there connection to the Tower Harvestasha. Rather than being driven insane by the faulty connection their coincidently valid address gave them the ability to craft song magic. Further irregularities in the connection to the Tower, make the rare event of conscious spontaneous crafting, a regular occurrence.
           Begin the game with one “Song Magic” A powerful ability that can charge up over time, or maintain or repeat an effect for as long as it is sung. Other types may exist? Once per plot at any time, The user may use there current or recent emotions, thoughts, and feelings to craft a new song.

       

One of a kind, Install: As Takumi is effectively a male ravetial for all intents and purposes, it's only natural they would have an Installer port. This marking on their bodies sends and receives signals to the Tower, but it also acts as a port to the grhapnode component in his body. In his own world, one would be able to insert certain crystals to amplify their abilities. While other worlds don't seem to exactly have such things surely nothing can go wrong from sticking the local flavor of magic gems and fancy rocks in….Right?
                 This character starts with an “Install Slot”, and has one additional slot for every Song Magic he has. By inserting various macguffins and pehbotium of relatively reasonable size into his body he may alter his stats, boost his songs, or cause other effects.


 

Don't overthink it: Requirements for crafts are less strict, at the cost of an additional Random Stuff roll

                    

(Flaw) Error, Connection Disrupted: The connection to the Tower requires a mirroring of the mind. If this character is damaged or Debuffed by a Psychic attack, their connection to the tower is disrupted, stunning them for two turns, and ending any song they are singing at the time. Chargeable songs that would normally activate an effect on completion are also canceled entirely.   

       

                    

       

                    

       

Actions:        

       

    -Actives        

       

            Hail of bullets: Unleashes a hail of gunfire that deals weapon damage+2d6+Int split across up to three targets

             Rend: The user slashes into something with their sword, and a large amount of force and will. Dealing weapon damage+2d6+Ess

                    

           

      -Passives        

       

           

   

        -Trumps    
   

       (Perkbacked, Song Magic) EXEC_HYMME_TEARS=AND=WAVES/. : A song of healing born out of grief. Aid the body in healing, and realign the targets Static D-waves with a manifestation of emotions.
                        Once activated the user begins to sing, and up to three targets are healed for 1d4 healing, and at the start of each subsequent round that the user continues to sing this song another set of targets are healed. Each subsequent round increases the amount of healing by one dice, up to a limit of 4d4 per turn. This healing is split evenly among all targets.
             Once per battle.
             Merit level 1: At the initial activation, each target is cured of one status effect, randomly chosen from those afflicting them.

 

           

                    

       

                    

       

    Equipment:

                         Sky Cutter: A strange weapon, it looks vaguely like some sort of hand held minigun, on a totally unfitting grip. In the center of it, facing the same direction as its barrels is what seems to be an exhaust port, Which expels so much air with such force that it is somewhat visible to the naked eye, and its only made more so by the grit mixed into its air currents.  Forming a deadly blade of wind able to cut even steel.
         Deals 1d3 damage. When used as a sword, Half of the damage dealt is piercing. When used as a gun, All damage dealt is ice/explosive.

       

                    

        Silver Kind: A combination of clothes and armor, that combines silky blue fabric, with a silvery polished metal.
          Equipment level: +3 Res
          Merit level 1: +2 Res
          Merit level 2: +1 Ess

 

                        

    Reserve:

                     

                              (Trick) Tower Convey: Even when not processed and amplified by the Tower, feelings hold power.

The user may at will, attempt to craft a song from there emotions or recent emotions. If successful this song will be registered in the tower. And can be sung back perfectly at will, with all the instrumentation expected from the tower's functions.


Though these songs hold little tangible magic and induce only incredibly simple and weak effects at best but they may be useful in some other fiatable way such as communication, entertainment, or diplomacy.

 

 

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The Earthbender arrives:
 

Spoiler

Name: Lee

Age: 19

Gender: Male

Sex: Male

Race: Human(Bender)

Appearance: Very gruff, muscular, and blocky, with tanned skin and coarse brown hair.  Very much like a dwarf the height of a normal human. Most of his clothing is tan or brown with accents of olive greens.

Personality: I hate these things.

 

Merit spent: 0/0

HP: 26+8

 

Stats:

Essence: 3

Constitution: 3

Dexterity: 4

Intelligence: 2

Resistance: 2+2(4)

Strength: 3

Synergy: 4

 

 

Perks:

 

 

 

Balance: If your highest base stat and lowest base stat have five or fewer points of difference training failures still grant at least one stat point and successes grant at least two.

 

Earthbending(Augmented): Lee is extremely lucky, he was gifted enough to be born with the ability to “bend” one of the four elements(in this case Earth).  At its base this ability allows Lee to manipulate dirt, rock, and other such materials through his willpower, focus, and martial talent. With sufficient practice and dedication or in a time of need Lee can also learn “sub-schools” of Earthbending, these are techniques to bend things that might not normally be considered “Earth” such as Metal, Crystal, or Lava.
Grants the action “Bend”.

At any point Lee can make an Ess check to attempt to learn a new sub-school of Earthbending, he can only learn one new sub-school per plot.
Known schools(associated stats): Earth(Syn), Metal(Ess).

 

 

Flaws:

Train Until you Bleed: Lee uses a nigh brutal training regiment to keep himself in a top physical and mental state.

 

 

Stat points cost three times as much to buy with Merit, but training is unaffected.

 

Actions:

-Slots: 5

 

 

-Actives

 

Bend: Attempt a fiatable action using the currently active elemental stance, checks may be made with any combination of the following stats: Dex(for precision, direction, and reflexes), Syn(for magnitude and force), and/or Ess(for complexity or particularly resistant materials).

May also spend a move to change the currently active elemental stance.

Taunt: This will surely draw their ire.

For one round one target must take aggressive actions that affect this character.(In the case of AoE attacks and similar, this character must simply be one of the targets)

 

Martial Arts: To learn bending requires great control and discipline, these are most often found with extensive martial training.

 

Lee can deal 1d6+[Str] damage with his bare hands, this action doesn’t take up a slot.

 

 

-Passives

 

Toughness: Sticks and Stones.

+8 MHP.

 

Endure: Earthbenders are known for their ability to endure great hardship and suffering, some even to a supernatural degree.

 

At the start of each round if Lee suffers from any ailments(such as status debuffs) the most adverse has its duration reduced by one.

 

-Trumps

 

Rebound: I will remain even after the mountains crumble and the lands shatter.

 

Lee gains Temporary HP equal to his MHP, this THP is consumed first and lasts until the end of the encounter, if Lee would be struck with a fatal blow Rebound automatically activates if it is available, usable once per plot.

 

 

Equipment:

 

Heavy Stone Discs: A long cylindrical leather pouch that is strapped to your belt and contains dozens of thin stone discs, a deadly weapon for an Earthbender but likely no more effective than a rock off the ground for most people.

May be used with Bend(Earth) to deal 2d6+[Dex] damage to one target.

 

Padded Steel Vest: A simple green and tan padded vest made mostly of Metalbent steel fibers.

 

Provides 10% Physical damage reduction while on land or near bendable metal, 20% damage reduction if both are true.

 

Earth & Metal Bending Scrolls: A series of intricately detailed scrolls collected by Lee that describe hundreds of Earth & Metal bending techniques from basic to advanced.

 

When given time to consult the scrolls the difficulty of checks related to learning or using Earth or Metal bending are vastly reduced.

 

Reserve:

 

 

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