Jump to content

[IC] TotMV:G^2: Clash of Fate: beginning/end (Group C)


Chevaleresse

Recommended Posts

Plans were laid, groups organized, diviners consulted and agreements settled. The party found their march to the outside largely unhindered; they'd dealt an incredible blow to the House Shienar war machine, and it seemed that enemy forces would rather avoid the demonstrably powerful troop marching toward their base of operations rather than try to bring them to a halt. . . or so it seemed, anyway. A detachment of Asterlux troops followed them; with the siege broken, they could finally spare the help. The sun was cresting the horizon as the party moved through increasingly hilly and rocky terrain. Remains of campsites, hurriedly abandoned, dotted the countryside, growing denser as they moved.

 

The "camp" above the mine, though, was reminiscent of a king's palace. Opulent golden items of all varieties practically littered the area, decorating the squat, practical facilities built outside the mine's entrance. A brilliant red carpet, kept incredibly clean despite the place's status as a mine-turned-army camp, led up to their adversary. A golden dais held stairs leading up to an ornate throne, and on the throne lounged a man dressed in a sort of finery, a (golden of course) goblet full of what looked like wine held lazily in one hand. He almost seemed to ignore the arrival of the group for a moment, gazing into his drink. He took a sip, finally deigning to glance at the party through red, catlike eyes. He leisurely placed the goblet aside, and turned his head to look at them more properly.

 

"Ah, so the mongrels have finally arrived." His eyes narrowed. "As if it was even permissible for them to gaze upon me, let alone - hah! - try to stage some sort of resistance!" It seemed like the so-called King of Heroes was about to burst into laughter at the very idea. "I've no patience for pest control. Begone with you. It disgusts me to even share the ground with you." The ground rumbled slightly, and the "dais" began to raise itself out of the ground, throne and all. Slowly enough that one could reach it, of course, but that may not have been the most immediate concern. An unholy screeching, chittering sound burst forth from within the mines, and the abominations the party had fought previously began to boil outward, a horrific mass of spiked limbs, all-too-human teeth, and unnatural movements rushing toward them.

 

Initiative

 

Atton: 14
Bridgett: 11
Bel Lahmu: 8
Venus:  5
Lesser Lahmu: 5
Ritsu:  4
Greater Lahmu: 4
Edmond:  2
Friedhold:  1
Alexandria:  The Worst

Status

 

Friedhold:  Healthy
Bridgett:  Healthy
Atton:  Healthy
Ritsu:  Healthy
Venus:  Healthy
Friedhold:  Healthy
Edmond:  Healthy
Alexandria:  Healthy


Gilgamesh: Healthy
Lesser Lahmu A: Healthy
Lesser Lahmu B: Healthy
Lesser Lahmu C : Healthy
Lesser Lahmu D : Healthy
Lesser Lahmu E: Healthy
Greater Lahmu A: Healthy
Greater Lahmu B: Healthy
Bel Lahmu A: Healthy, Flying
Bel Lahmu B: Healthy, Flying

Link to comment
Share on other sites

Venus

 

There was a feeling of being offended at their new enemy; though Venus was quick to correct himself, knowing that attention is earned and not given, and he deemed himself one capable of doing that if it so suited him. To be bored is to be experienced; and to lack appreciation, and there was a gut feeling in him that the armored man had plenty of both such that it otherwise gave some threat to his seemingly obnoxious, almost comical arrogance. Nonetheless, It was a performer's duty to keep a client amused; whatever boredom that was to be ceased would be over with in due time, lingering before disappearing like the sparks of a fuse before the explosive finality.

 

Venus fires Petal Hail on Greater Lahmu B, dealing 4d4 + INT + 2 damage (with 25% critical strike chance), and marking it; Venus' next damaging ability on Greater Lahmu B ignores damage reducing effects and deals level bonus damage. 

 

Relevant combat information(Don't mind the long stuff I'm going to copy paste this a lot for convenience anyway):

 

 

 


Stats:


Strength: 1
Dexterity: 5
Intelligence: 10
Constitution: 7
Synergy: 7

 

Cooldowns/ability usage: Petal Hail is placed on a four-turn cooldown and is reusable turn 6. 

 

Relevant combat perks:
Critical Strike (Inspiration): Venus has INT*2 critical strike chance on all damaging abilities, additively increased by Heart of the Rose. Total critical strike chance: 25%
Catharsis: Venus deals double damage to targets with 25% health or less.
Tetrastitch: Usage of different immediately damaging abilities consecutively increases Venus' damage up to a cap, rounded down. Current bonus: 2
Preparation: After performing four actions, Venus is rendered stunned/inactive for the next turn.

 

 

Link to comment
Share on other sites

Atton uncharacteristically decided not to respond to the gilded man's aimless prattling verbally as he instead decided to send a short message over the radio to the man who had served as the squad's leader in the previous battle, "Edmond I'm afraid that I'm not going to be of much use for anything other than a bit of supressing fire or extremely obvious advice right now, I can't exactly conjure up an inspiring speech or a piece of useful insight out of thin air can't I?," as he said this Private Jesus Kaltenbrenner proceeded to aim the .50 cal browning machine guns mounted on the half track and opened fire in the general direction of the horde of bel lahmu's. 

 

.50 cal, 1d6+[Dex/2]+3 damage to lesser lahmu A to C

 

Literally everything relevant on his sheet



Level: 5 (effective 7)

 

HP: 93

Init: +14

Craft Tokens left: (10 used out of 10)
7 Spent on starting equipment
3 granted for completing latest battle.

1 spent on failed attempt at upgrading Gunner

1 spent on mixed attempt at upgrading Banner of the Tenth Regiment.

1 spent on making M1 Garands exist again.

Stats:

Constitution: 9

Dexterity: 8

Intelligence: 15 (8+7)

Strength: 3

Synergy: 2

 

Half-track:
HP: 52

Stats: 7

Actions: Gunner, Combat Engineer, Armor Plating, .50 cal.

4 DR vs Piercing, Slashing, & Bludgeoning damage.

 

Perks:

 

M9 Half-track:

Atton enters combat with a Half-track that has HP equal to [Int*LVL]/2, it comes crewed as needed, and has half as many (rounded up) action slots as Atton.  The Half-track can be loaded with actions or equipment from Atton or his allies(where applicable). Atton may spend his turn acting or commanding the Half-track, if the Half-track doesn’t receive orders it automatically takes the “Defend” action.  The Half-track shares the same Init as Atton, effects that modify its Init instead modify Atton’s. Actions and equipment being used by the Half-track are inaccessible until the end of combat if the Half-track is destroyed. The Half-track’s base stats are equal to Atton’s level across the board, plus any bonuses from equipment it might be using.  The Half-track reappears fully repaired any time the party would get a full HP restore.

 

The Endless pursuit of Perfection: +1 Int per level.

 

Inspirational Speechwork: Richard is able to use the action “Never Give up!”

 

Proper Goddamn Food: The standard C and K Rations that Atton’s crew have had the displeasure of consuming for most of their military career are so fucking terrible, that the mere prospect of being able to survive long enough to return to base and eat a proper meal is enough to drive Atton and his crew to new heights. Atton's Level is considered 1.3x its normal value for the purpose of calculating everything but his AP and CT pools.

 

(Flaw) No Plan survives first contact with the enemy: Richard is unwilling (or more likely unable) to use any support actions in the first round of combat, this includes using his basic defense, or any action that does not involve attacking and the first support action used has an additional round of cooldown.

 

 

Actions: 18/18

Slots:

Atton: 7

Half-track: 4

 

Atton's actions:

Perk Backed) Never Give Up!: “Richard stands upon the highest platform he could find, and raises his silver sword in such a way that catches the light, golden wings appear and Richard appears to be wearing a golden horned helmet for just a few moments, this causes anyone watching to suddenly feel inspired”

Current: Heals 1d4+[Int]+[LVL] health to the entire group and removes one ailment, three round cooldown
Level 1: Heals [Int]+[LVL] health to the entire group, four round cooldown

Level 2: Healing increased to 1d4+[Int]+[LVL].

Level 3: This ability now has a three round cooldown.

Level 4: Now also removes one ailment from each ally.

 

Battle Plans: “Richard analyzes the current situation and formulates a cunning plan, one that is so cunning that it has recently managed to become the professor of cunning studies in Harvard”

Current: Boost the stat of choice of two targets by [LVL] for two rounds and reduces a cooldown of the targets’ choices by one, two round cooldown.

Level 1: Boost the stat of choice of one target by [LVL] for two rounds, two round cooldown.
Level 2: Increases the amount of targets by one

Level 3: Now also reduces a cooldown of the target’s choice by one.

 

Entrenchment: Atton orders some of his squad to quickly dig an entrenched position...complete with a bunch of sandbags to form a chest high wall.
Current: Create a trench large enough for two allies.

Level 1: An ally can choose to enter this trench as a free action, causing them to gain a 30% damage reduction against ranged attacks until they perform a non ranged action.

Level 2: The entrenchment is now large enough for two allies.
 

Forward March!: “Richard attempts to convince a friendly target that they can, and will move faster than they usually would by using a short speech”
Current: Increase the Init of two targets by [Int]/2.

Level 1: Increase the Init of one target by [Int]/2.

Level 2: Increase the number of affected targets by one.

 

That, is naught but a flesh wound: “Richard converses at length about how the friendly target can power through an injury that is affecting them”

Current: Restore 1d4+[Int] HP to one target and cure one ailment.
Level 1: Restore 1d4+[Int] HP to one target.

Level 2: Now also cures one ailment.

 

Banner of the 10th Regiment: A rather minimalistic banner depicting a symbol of a golden winged white cross and the words ‘10th Regiment’ written in stark white placed on a dark blue background that is held aloft on a sturdy metal pole. The sight of the banner flying freely (and a constant stream of motivational sayings) motivates Atton and his crew to move and act even faster.
Current: +6 Init

Level 1: Boost Init by 3 points.

Level 2: Init boost improved to +6.

Level 3: A megaphone attached to the top of the banner grants Atton an additional +3 boost to initiative....if he spends a turn to activate it that is, as he decided to place the mouthpiece at the top of the banner for some inexplicable reason.

 

 

M1 Garand: The standard issue firearm that pretty much every single WW2 American soldier on active duty has handled at some point in their life. It deals 1d4+Dex damage.

 

Halftrack's actions:

Combat Engineer: Specialist James Doherty is an almost constantly overworked Scottish man who prides himself in his ability to allow the squad’s M9 Half Track take a bigger load of punishment than it is used to without falling apart.
Current: 4 points of repair regen each round.

Level 1: Grants 3 repair healing to the user at the start of each round while equipped.

Level 2: +1 Regen each round.

 

Gunner: Private Jesus Kaltenbrunner is a textbook example of how not all Germans who fought in world war 2 were evil, or misled by patriotism and promises of racial superiority into fighting for the Axis forces, as some of them were Jewish, German expatriates, immigrants, or just decided that the Axis forces could go stuff themselves. Rather unfortunately he is also a terrible shot with any non fully automatic weapon...but he is improving somewhat.
Level 1: Increase damage dealt with ranged weapons by 3.

 

Armor Plating:

Current: +4 DR vs Piercing, Slashing, & Bludgeoning damage.

Level 1: Reduce incoming Piercing, Slashing, and Bludgeoning damage by 3 points, reduce user’s Init by 6-[Str], only usable by vehicles.

Level 2: Increase damage reduction by one point.

 

.50 Cal: Atton orders the squad’s gunner to man the M2 Browning and open fire on the enemy’s position.

Level 1: Deals 2d6+[Dex] damage to one target or 1d6+[Dex]/2 to three targets, only usable when equipped by the Half-track or Atton is in a stationary defensive position (Such as the one created by his Entrenchment action), one round cooldown.

Link to comment
Share on other sites

Friedhold:

HP: 64/64

 

Stats:

Con:4, Dex:2, Int:12, Str:4, Syn:8, Eve: 8/8, ADAM: 22.

 

Active Cooldowns:
None!


Effects:

Gains 2 Eve every turn,

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

For the most part Friedhold didn't speak, instead a soft buzzing started to fill the air around him, then a loud buzzing and by the time anyone looked over there was a swarm of massive wasps flying towards the man on the throne.

 

Friedhold uses ADAM boosted Insect Swarm III on Gilgamesh, dealing 18 poison damage every round for six rounds.

This costs four ADAM and four Eve, Friedhold gains 40% action failure chance next round.

 

Spoiler

Equipment/Tricks(1😞

 

Armored Shell Gene Tonic: A special tonic that once ingested makes the subject's body begin growing flexible plates of keratin just under the skin that protect vital organs.

+6 MHP.

Level 2: No longer requires an action slot.

Level 3: +2 MHP.

Level 4: +2 MHP.(total +10)

 

Eve Hypo: A large hypodermic needle and syringe containing a thick blue liquid.

Restore [Syn]/2 Eve, usable once per combat.

Level 2: Usable as a free action.

 

Actions(6):

 

Electro Bolt: Launch a bolt of electricity at your target.

Deals 3d6+[Int] electric damage, costs 3 Eve.

Electro Bolt II: Affected targets make a [Con] vs [Int] save, on failed save target is stunned.

Empowered Electro bolt: Arcs to a second target dealing 50% damage to it, costs 3 Adam.

 

Houdini: This Plasmid allows you to bend light around your body making yourself effectively invisible to the naked eye.

Reduces agro significantly and enemies can't target you, costs 2 Eve to start the effect and disables Eve regeneration for its duration.

Empowered Houdini: Allows the user to bend light around two additional targets or a small vehicle, costs 2 Adam.

 

Insect Swarm: Summon a swarm of wasps and bees that viciously attack a target.

A single target is swarmed taking 2d4 poison damage each turn for [Int]/2 turns, costs 4 Eve, may only have one swarm at a time.

Insect Swarm II: Now uses d6s.

Insect Swarm III: +1 die. (3d6 for 6 turns)
Empowered Insect Swarm: All dice rolls are taken as their max values, costs 4 Adam.

 

Radiance: A burst of healing light, learned from a specific spider-goddess.

Restore 2d6+[Int] HP to one target, costs 3 Eve.

Radiance II: +[Syn]/2 healing.

Empowered Radiance: Heal two targets instead of one, costs 4 Adam.

 

Undertow: Your arm becomes a writhing mass of tentacles that can be used to restrain enemies.

One target becomes stunned and three become knocked prone, costs 2 Eve.

Empowered Undertow: Double effect, costs 4 Adam.

 

Gravity Well: A smooth black orb that seems to weigh on the very fabric of reality, when thrown it creates vortex that sucks in nearby matter.

Choose a point, all nearby inanimate objects and up to 6 enemies are sucked into a vortex created at that point and dealt 1d6 damage for each other object of reasonable size caught in the vortex, enemies caught in the vortex have a 50% chance to become knocked prone, costs 4 Eve.

Empowered Gravity Well: All enemies caught in the vortex are knocked prone and have a 50% chance to become stunned, costs 4 Adam.

 

Link to comment
Share on other sites

Alexandria raises her left hand, and her distinctive, glowing, hexagonal shield assembles itself from motes of light before her.  "Should any of you be badly damaged or believe yourselves liable to attract a great deal of fire, you are strongly advised to seek shelter behind my shield.  Please do not put yourselves at unnecessary risk."

 

Spoiler

Alexandria brings all her actions except 'periscope', which is currently useless.

Relevant Passives:  

Current HP: 120/120 (+30 from 80s Magic Armor)

 

4 DR/-

 

Perks grant immunity to effects based on restricting her movements or moving her, and any effects that wouldn't work on an inanimate machine.

 

Creates a safe space which up to two allies can use, rerouting attacks from them to Alexandria.  Entering or leaving the space is a free action.

 

Link to comment
Share on other sites

". . . Alright." Edmond didn't state it, but he had very little idea what Atton was talking about. There were enough people here that he hadn't memorized the skillsets of every person present. He'd tried to get a good idea of most that he'd worked with, but still not all.

 

"I'll give some call outs, patterns and the like once I've got a better view." Edmond called out as he took off into the air.

 

Use Stress Testing to deal 1d4+INT on Greater Lahmu B, and increase damage by the next strike on it by 15%. Heal 10% MHP.

Spoiler

Level: 5

HP: 65

Init: Equal to your DEX(2) score

Constitution: --7
Dexterity:--2
Intelligence:
.--11
Strength:
--5
Synergy:
--5

Perks:

  

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

 

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

 

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

 

 

 

Slots 7?:

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

 

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

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

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

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

 

Stress testing: Edmond uses his engineering knowledge to strike stress points in enemy armor or bodies, causing damage that allies can capitalize on. Probably won't grant extra damage on stuff like blobs. Deal weapon damage and increase the damage of the next hit on the same enemy by 15%. 2 turn cooldown.

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

Level 2: Decrease cooldown to 2 turns

Level 3: Damage increase is now 15%.

 

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

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

Level 2: 1 turn cooldown.

 

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

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

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

 

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

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

Level 2: 1 turn cooldown.

 

Name: Arc Welder

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

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

 

Name: Light Kevlar

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

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

 

 

 

 

Link to comment
Share on other sites

Bridgett raised Mornings Arrow readying it to fire a volley of Magic Arrows a target like she would usually do but as she was about to fire Mornings Arrow Chimed "My Lady please proceed with caution. The reconfiguration as weakened your defense's a bit."  Bridgett lowered Mornings Arrow "Oh that's right thanks for reminding me." Bridgett said with a slight sigh she did like blasting things but the device was correct. She twirled her device in her and then tapped the bottom of on what would be the ground if she wasn't in the air, to begin with, and says "Hurstwic". Causing a light blue magic circle to appear under her Friedhold and Venus surrounding them in a light blue nearly transparent ward. If either of then felt this before it would feel a bit different as some of the magic of it slowly mended any damage they may have taken.

 

Bridgett uses Hurstwic without using cartridges giving her Friedhold and Venus 6 DR and 6 Regen.

Spoiler

Hurstwic: 4 Turn Cooldown. Applies `Hurstwic` to the user and two other allies. Hurstwic grants +SYN/2 damage reduction and SYN/2 regen, these effects scale only with the user's base SYN stat. `Hurstwic` has a 3 Turn Duration.

Cartridge Effect: Raise damage reduction to +SYN. Costs 3 cartridges.

Bridgett deploys a self-made barrier spell.

 

-Level 1: Applies `Hurstwic` to the user. `Hurstwic` grants +SYN/2 damage reduction, this effect scales only with the user's base SYN stat. `Hurstwic` has a 2 Turn Duration. 4 Turn Cooldown.

-Level 2: Increase Duration to 3 Turns. (2 -> 3)

-Level 3: Barrier may now be applied to an ally in addition to the user.

-Level 4: Reduce Cartridge Effect cost to 3 cartridges. (4 -> 3)

-Level 5: Hurstwic now grants SYN/2 regeneration, this effect scales only with the user's base SYN stat.

-Level 6: Increase the number of allies that may be targeted to 2. (1 -> 2)

 

 Bridgett stuff to remember

Spoiler

Bridgett brings all her stuff since she only has 7 things

 

Base Stats: 
Strength: 3
Dexterity: 6
Intelligence: 3
Constitution: 7
Synergy: 12

 

Barrier Jacket: Grants a pool of 24 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish. Bridgett's barrier jacket, a light blue dress with silver gauntlets, and boots. It has a short white coat over her shoulders that go to about the middle of her back.

Free Action: Heal the user for the HP of the pool, and reduce the pool's HP to 0. Bridgett reworks the wards of her Barrier Jacket, recovering her health.

Passive: Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes. Bridgett purges her Barrier Jacket, negating an incoming attack.

 

-Base Form: Grants a pool of 20 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish.

-Craft Upgrade: Adds the following Free Action: "Heal the user for the HP of the pool, and reduce the pool's HP to 0."

-Craft Upgrade (Reactor Purge): Adds the following Passive: "Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes."

-Craft Upgrade: Increase pool to 24 HP (20 -> 24)

 
 

 

Link to comment
Share on other sites

Ritsu: 60/60 HP

 

Looking at the enemies present, along with the party's targeting, Ritsu decided that dealing with the greater lahmus would be a sufficient start while her weapon begins to warm up.

 

Bleeding Blade ( 1d4+10+1d4 damage and 2d4+5 bleed damage for 3 turns) to Greater Lahmu A

 

 

Combat Information
 

Spoiler

 

Ritsu Stats:

Constitution: 6
Dexterity: 4
Intelligence: 10 
Strength: 10 
Synergy: 0

 

Chainsaw damage currently at: 1d4+ STR(10)

 

Equipped Gear for Action slots include:

Chainsaw (Weapon)

Red Eco Brace (Equipment)- adds 1d4 to melee attacks.

Precursor Mail (Armor)- 2 dr from elemental attacks

 

 

Link to comment
Share on other sites

Atton rakes the smaller monsters with machine gun fire, dealing [8] damage to them.

 

Bridgett casts a defensive ward over herself and a few of her teammates, bracing them for the onslaught to come. 

 

The flying beasts swoop down at Friedhold and Ritsu, dealing [11] and [9] damage respectively as they rake wickedly curved talons across the two. 

 

Venus fires a carefully placed shot at the second of the larger lahmu, dealing [26] damage. 

 

The lesser beasts swarm forward, ganging up on Ritsu in a barrage of claws and teeth for [33] total damage. 

 

Ritsu retaliates by striking at the first of the larger ones for [14] damage; her chainsaw tears open a ragged wound that immediately begins leaking blood.

 

The monster counters in turn, jabbing Ritsu with a sharpened limb for [11] damage. It bleeds for [9] damage.

 

The second of the beasts charges her as well; she barely manages to avoid the worst of the damage, but the limb still skims across her for a further [6] damage. 

 

Edmond shocks and burns the second Lahmu for [15] damage, leaving it vulnerable to further attack.

 

Friedhold sends an insect swarm to bite and harass Gilgamesh.

 

Alexandria raises her barrier.

 

Some sort of pulse rattles across the battlefield from another section of the battle. (Heads) The Lahmu nearby begin to twist and mutate.

The first two Lesser Lahmu are surrounded in a strange, eye-wrenching distortion of space and light. Somehow, after it faded, both of them looked to be a haphazard jumble of robotic parts, rather than organic ones.

The second two sprout an extra limb apiece, each one a clearly human hand. One clad in what looked like a sort of blue jumpsuit, the other mailed in what looked like bronze.

The first Bel Lahmu has something similar happen, this one covered in a black and skull-adorned armor.

The second sprouts a number of extra, fleshy wings, immediately picking up speed.

Greater Lahmu A's maw is filled with another layer of teeth, haphazardly grown in but sharp and dangerous-looking.

Nothing visibly happens to the second Greater Lahmu, but a field starts to rapidly expand from it. In it, light seems to be warped and inconsistent, illuminating the battlefield strangely. . . and perhaps more disconcertingly, the inanimate objects on the field (and Alexandria, perhaps worryingly) begin bleeding, oozing blood from every surface. This all seems to induce something in the creature, as it coughs up something *blindingly* bright.

 

Initiative

 

Bel Lahmu B: 18

Atton: 14
Bridgett: 11
Bel Lahmu A: 8
Venus:  5
Lesser Lahmu: 5
Ritsu:  4
Greater Lahmu: 4
Edmond:  2
Friedhold:  1
Alexandria:  The Worst

Gilgamesh: ?

Status

 

All: Slipping, 30% Miss Chance

 

Friedhold:  39/50 HP, Hurstwic (6 DR, 6 Regen, 3 turns remain)
Bridgett:  Healthy, Hurstwic (6 DR, 6 Regen, 3 turns remain)
Atton:  Healthy
Ritsu:  1/60 HP
Venus:  Healthy, Hurstwic (6 DR, 6 Regen, 3 turns remain)
Edmond:  Healthy
Alexandria:  Healthy


Gilgamesh: Lightly Wounded, Insect Swarm (5 turns remain)
Lesser Lahmu A: Wounded, Robotic
Lesser Lahmu B: Wounded, Robotic
Lesser Lahmu C : Wounded, Battle Continuation
Lesser Lahmu D : Healthy, Battle Continuation
Lesser Lahmu E: Healthy
Greater Lahmu A: Wounded, Bleeding (9 damage, 2 turns remain), Extra Teeth
Greater Lahmu B: Heavily Wounded, Marked, taking 15% more damage on next hit
Bel Lahmu A: Healthy, Flying, Battle Continuation
Bel Lahmu B: Healthy, Flying, Extra Limbs

 

Strange Device: Blinding

Link to comment
Share on other sites

Venus (65/65)

 

Venus fires Even Roses Have Thorns on Greater Lahmu B, dealing 4d4 + INT + 4 +5  damage (with 25% critical strike chance), and causing his attack to bleed Greater Lahmu B for INT over two turns as it is affected by a negative debuff. 

 

 



Stats:

Strength: 1
Dexterity: 5
Intelligence: 10
Constitution: 7
Synergy: 7


Cooldowns/ability usage: Petal Hail is placed on a three- turn cooldown and is reusable turn 6. 

Even Roses Have Thorns is placed on a four-turn cooldown and is reusable turn 7. 


Relevant combat perks:
Critical Strike (Inspiration): Venus has INT*2 critical strike chance on all damaging abilities, additively increased by Heart of the Rose. Total critical strike chance: 25%
Catharsis: Venus deals double damage to targets with 25% health or less.
Tetrastitch: Usage of different immediately damaging abilities consecutively increases Venus' damage up to a cap, rounded down. Current bonus: 2
Preparation: After performing four actions, Venus is rendered stunned/inactive for the next turn.

Link to comment
Share on other sites

"Alexandria, you feeling alright? You're bleeding, somehow." Edmond called out as he passed over, heading towards Ritsu. Numerous other ripples were visible, some sort of reality distortion? They had effects--some obvious such as a gain in speed by one creature, some form of armoring for another, and teeth--other things were not so clear.

 

"Watch for the variations! This warping's giving varied effects even to similar monsters! Try to take down the one with the light!" As he reached Ritsu, Edmond worked about rapidly re-soldering connections, aligning axles and pistons, and generally trying to assist Ritsu in getting behind cover.

 

Use Strenuous G-Force (Free Action), and take 17 (Reduced by 32.5% to 11 HP) to move at the 19 spot in the Initiative. There, heal Ritsu with Quick Tune-Up for 2d6+INT HP. Edmond regens 10% of his max HP.

Spoiler

Level: 5

HP: 65

Init: Equal to your DEX(2) score

Constitution: --7
Dexterity:--2
Intelligence:
.--11
Strength:
--5
Synergy:
--5

Perks:

  

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

 

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

 

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

 

 

 

Slots 7?:

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

 

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

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

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

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

 

Stress testing: Edmond uses his engineering knowledge to strike stress points in enemy armor or bodies, causing damage that allies can capitalize on. Probably won't grant extra damage on stuff like blobs. Deal weapon damage and increase the damage of the next hit on the same enemy by 15%. 2 turn cooldown.

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

Level 2: Decrease cooldown to 2 turns

Level 3: Damage increase is now 15%.

 

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

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

Level 2: 1 turn cooldown.

 

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

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

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

 

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

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

Level 2: 1 turn cooldown.

 

Name: Arc Welder

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

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

 

Name: Light Kevlar

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

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

 

 

 

 

Link to comment
Share on other sites

Friedhold:

HP: 53/64

 

Stats:

Con:4, Dex:2, Int:12, Str:4, Syn:8, Eve: 6/8, ADAM: 22.

 

Active Cooldowns:
What's a Cooldown?


Effects:

Gains 2 Eve every turn,

40% Action failure chance due to his flaw ADAM Ghosts

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

After blasting the man on the throne with dozens of poisonous insects and taking a minor beating from the various monsters here about Friedhold decided it was time to dive for cover and try not to die.

 

Basic Defense, reduce incoming damage by 50%.

 

Spoiler

Equipment/Tricks(1)

 

Armored Shell Gene Tonic: A special tonic that once ingested makes the subject's body begin growing flexible plates of keratin just under the skin that protect vital organs.

+6 MHP.

Level 2: No longer requires an action slot.

Level 3: +2 MHP.

Level 4: +2 MHP.(total +10)

 

Eve Hypo: A large hypodermic needle and syringe containing a thick blue liquid.

Restore [Syn]/2 Eve, usable once per combat.

Level 2: Usable as a free action.

 

Actions(6):

 

Electro Bolt: Launch a bolt of electricity at your target.

Deals 3d6+[Int] electric damage, costs 3 Eve.

Electro Bolt II: Affected targets make a [Con] vs [Int] save, on failed save target is stunned.

Empowered Electro bolt: Arcs to a second target dealing 50% damage to it, costs 3 Adam.

 

Houdini: This Plasmid allows you to bend light around your body making yourself effectively invisible to the naked eye.

Reduces agro significantly and enemies can't target you, costs 2 Eve to start the effect and disables Eve regeneration for its duration.

Empowered Houdini: Allows the user to bend light around two additional targets or a small vehicle, costs 2 Adam.

 

Insect Swarm: Summon a swarm of wasps and bees that viciously attack a target.

A single target is swarmed taking 2d4 poison damage each turn for [Int]/2 turns, costs 4 Eve, may only have one swarm at a time.

Insect Swarm II: Now uses d6s.

Insect Swarm III: +1 die. (3d6 for 6 turns)
Empowered Insect Swarm: All dice rolls are taken as their max values, costs 4 Adam.

 

Radiance: A burst of healing light, learned from a specific spider-goddess.

Restore 2d6+[Int] HP to one target, costs 3 Eve.

Radiance II: +[Syn]/2 healing.

Empowered Radiance: Heal two targets instead of one, costs 4 Adam.

 

Undertow: Your arm becomes a writhing mass of tentacles that can be used to restrain enemies.

One target becomes stunned and three become knocked prone, costs 2 Eve.

Empowered Undertow: Double effect, costs 4 Adam.

 

Gravity Well: A smooth black orb that seems to weigh on the very fabric of reality, when thrown it creates vortex that sucks in nearby matter.

Choose a point, all nearby inanimate objects and up to 6 enemies are sucked into a vortex created at that point and dealt 1d6 damage for each other object of reasonable size caught in the vortex, enemies caught in the vortex have a 50% chance to become knocked prone, costs 4 Eve.

Empowered Gravity Well: All enemies caught in the vortex are knocked prone and have a 50% chance to become stunned, costs 4 Adam.

 

Link to comment
Share on other sites

"Are you okay?" Bridgett asked Mornings Arrow "I'm fine My Lady, please proceed with caution please though."  Mornings Arrow replied.  "Okay let's target the one with all the teeth with Magic Arrow," Bridgett said as she got ready to fire a volley of magic at the beast with all the teeth. "My Lady I suggest targeting the glowing object that appeared on the field instead. " Mornings Arrow chimed giving advice to her master "Really? Yeah, that's probably a better idea okay then...Fire!!!" Bridgett called switching her target to the glowing object instead of the beast.

 

Bridgett uses all five shots of  Magic Arrow on the glowing object on the field causing the blinding. Dealing 4 damage to it 5 times

 

Spoiler

Magic Arrow:(current shots 5)A basic shooting spell shots 5 bolts of magic that deal 4 damage each with a cool sown of 2 turns. Shots can be separated to different targets. Can use 3 cartridges to change the type of damage dealt to Lightning damage
Base: 2 shots at 4 damage each cooldown of 2 turns
Level 2: + 1 shot 
Level 3: + 1 shot
Level 4: + 1 shot

2

Bridgett stuff to remember

Spoiler

Base Stats: 
Strength: 3
Dexterity: 6
Intelligence: 3
Constitution: 7
Synergy: 12

 

Barrier Jacket: Grants a pool of 24 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish. Bridgett's barrier jacket, a light blue dress with silver gauntlets, and boots. It has a short white coat over her shoulders that go to about the middle of her back.

Free Action: Heal the user for the HP of the pool, and reduce the pool's HP to 0. Bridgett reworks the wards of her Barrier Jacket, recovering her health.

Passive: Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes. Bridgett purges her Barrier Jacket, negating an incoming attack.

 

-Base Form: Grants a pool of 20 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish.

-Craft Upgrade: Adds the following Free Action: "Heal the user for the HP of the pool, and reduce the pool's HP to 0."

-Craft Upgrade (Reactor Purge): Adds the following Passive: "Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes."

-Craft Upgrade: Increase pool to 24 HP (20 -> 24)

 

Hurstwic Cooldown 4 turns remaining  

Valkyrie Breaker Currently at 2[WD]+1d8 of damage

Link to comment
Share on other sites


Atton uses Battle Plans to buff Atton's and Venus's Intelligence stat by his level and reduce a cooldown of their choice by one round, Atton will attempt to choose to reduce Battle Plan's cooldown to give it the standard two round cooldown.


Loadout


Level: 5 (effective 7) 
HP: 93/93 
Init: +14 

Stats: 
Constitution: 9 
Dexterity: 8 
Intelligence: 15 (8+7) 
Strength: 3 
Synergy: 2 


Half-track:
HP: 52 
Stats: 7 
Actions: Gunner, Combat Engineer, Armor Plating, .50 cal. 
4 DR vs Piercing, Slashing, & Bludgeoning damage. 

Perks: 
M9 Half-track: Atton enters combat with a Half-track that has HP equal to [Int*LVL]/2, it comes crewed as needed, and has half as many (rounded up) action slots as Atton.  The Half-track can be loaded with actions or equipment from Atton or his allies(where applicable). Atton may spend his turn acting or commanding the Half-track, if the Half-track doesn’t receive orders it automatically takes the “Defend” action.  The Half-track shares the same Init as Atton, effects that modify its Init instead modify Atton’s. Actions and equipment being used by the Half-track are inaccessible until the end of combat if the Half-track is destroyed. The Half-track’s base stats are equal to Atton’s level across the board, plus any bonuses from equipment it might be using.  The Half-track reappears fully repaired any time the party would get a full HP restore. 

The Endless pursuit of Perfection: +1 Int per level. 
Inspirational Speechwork: Richard is able to use the action “Never Give up!” 
Proper Goddamn Food: The standard C and K Rations that Atton’s crew have had the displeasure of consuming for most of their military career are so fucking terrible, that the mere prospect of being able to survive long enough to return to base and eat a proper meal is enough to drive Atton and his crew to new heights. Atton's Level is considered 1.3x its normal value for the purpose of calculating everything but his AP and CT pools.   

 

(Flaw) No Plan survives first contact with the enemy: Richard is unwilling (or more likely unable) to use any support actions in the first round of combat, this includes using his basic defense, or any action that does not involve attacking and the first support action used has an additional round of cooldown. 

 

Actions: 18/18 
Slots: 
Atton: 7 
Half-track: 4 

Atton's actions: 
Perk Backed) Never Give Up!: “Richard stands upon the highest platform he could find, and raises his silver sword in such a way that catches the light, golden wings appear and Richard appears to be wearing a golden horned helmet for just a few moments, this causes anyone watching to suddenly feel inspired” 
Current: Heals 1d4+[Int]+[LVL] health to the entire group and removes one ailment, three round cooldown
Level 1: Heals [Int]+[LVL] health to the entire group, four round cooldown 
Level 2: Healing increased to 1d4+[Int]+[LVL]. 
Level 3: This ability now has a three round cooldown. 
Level 4: Now also removes one ailment from each ally. 

Battle Plans: “Richard analyzes the current situation and formulates a cunning plan, one that is so cunning that it has recently managed to become the professor of cunning studies in Harvard” 
Current: Boost the stat of choice of two targets by [LVL] for two rounds and reduces a cooldown of the targets’ choices by one, two round cooldown. 
Level 1: Boost the stat of choice of one target by [LVL] for two rounds, two round cooldown.
Level 2: Increases the amount of targets by one 
Level 3: Now also reduces a cooldown of the target’s choice by one. 

Entrenchment: Atton orders some of his squad to quickly dig an entrenched position...complete with a bunch of sandbags to form a chest high wall.
Current: Create a trench large enough for two allies. 
Level 1: An ally can choose to enter this trench as a free action, causing them to gain a 30% damage reduction against ranged attacks until they perform a non ranged action. 
Level 2: The entrenchment is now large enough for two allies.

Forward March!: “Richard attempts to convince a friendly target that they can, and will move faster than they usually would by using a short speech”
Current: Increase the Init of two targets by [Int]/2. 
Level 1: Increase the Init of one target by [Int]/2. 
Level 2: Increase the number of affected targets by one. 

That, is naught but a flesh wound: “Richard converses at length about how the friendly target can power through an injury that is affecting them” 
Current: Restore 1d4+[Int] HP to one target and cure one ailment.
Level 1: Restore 1d4+[Int] HP to one target. 
Level 2: Now also cures one ailment.

Banner of the 10th Regiment: A rather minimalistic banner depicting a symbol of a golden winged white cross and the words ‘10th Regiment’ written in stark white placed on a dark blue background that is held aloft on a sturdy metal pole. The sight of the banner flying freely (and a constant stream of motivational sayings) motivates Atton and his crew to move and act even faster.
Current: +6 Init 
Level 1: Boost Init by 3 points. 
Level 2: Init boost improved to +6. 
Level 3: A megaphone attached to the top of the banner grants Atton an additional +3 boost to initiative....if he spends a turn to activate it that is, as he decided to place the mouthpiece at the top of the banner for some inexplicable reason. 

M1 Garand: The standard issue firearm that pretty much every single WW2 American soldier on active duty has handled at some point in their life. It deals 1d4+Dex damage. 

Halftrack's actions: 
Combat Engineer: Specialist James Doherty is an almost constantly overworked Scottish man who prides himself in his ability to allow the squad’s M9 Half Track take a bigger load of punishment than it is used to without falling apart.
Current: 4 points of repair regen each round. 
Level 1: Grants 3 repair healing to the user at the start of each round while equipped. 
Level 2: +1 Regen each round. 

Gunner: Private Jesus Kaltenbrunner is a textbook example of how not all Germans who fought in world war 2 were evil, or misled by patriotism and promises of racial superiority into fighting for the Axis forces, as some of them were Jewish, German expatriates, immigrants, or just decided that the Axis forces could go stuff themselves. Rather unfortunately he is also a terrible shot with any non fully automatic weapon...but he is improving somewhat.
Level 1: Increase damage dealt with ranged weapons by 3. 

Armor Plating: 
Current: +4 DR vs Piercing, Slashing, & Bludgeoning damage.
Level 1: Reduce incoming Piercing, Slashing, and Bludgeoning damage by 3 points, reduce user’s Init by 6-[Str], only usable by vehicles. 
Level 2: Increase damage reduction by one point. 
  
.50 Cal: Atton orders the squad’s gunner to man the M2 Browning and open fire on the enemy’s position. 
Level 1: Deals 2d6+[Dex] damage to one target or 1d6+[Dex]/2 to three targets, only usable when equipped by the Half-track or Atton is in a stationary defensive position (Such as the one created by his Entrenchment action), one round cooldown. 

Link to comment
Share on other sites

Ritsu [1/60]

 

Ritsu had expected some aggression her way, but not the bulk of the enemy forces all at once. As she attempted to do damage control, she decided to rely on some cover while fixing herself up in the meantime.

 

"I'll be making use of some of this space for the time being it seems," she remarks to Alexandria as she begins some repairs.

 

Ritsu uses Intervention (free action) to move to Init spot 19, Enter Alexandria's barrier (free action) and use Restoration on herself (heals 2d4 +10[INT] + 1 status ailment)

 

Stats and Stuff

Spoiler

 

Ritsu Stats:

Constitution: 6
Dexterity: 4
Intelligence: 10 
Strength: 10 
Synergy: 0

 

Chainsaw damage currently at: 2d4+ STR(10)

 

Equipped Gear for Action slots include:

Chainsaw (Weapon)

Red Eco Brace (Equipment)- adds 1d4 to melee attacks.

Precursor Mail (Armor)- 2 dr from elemental attacks

 

 

Link to comment
Share on other sites

  • 1 month later...

Alexandria uses her basic block.  Shield Modulation causes it to apply before other forms of damage reduction.  Her armor gives her DR 4/-.  She can do this while keeping her Hard-Light Barrier up.

Link to comment
Share on other sites

Ritsu dives for cover behind Alexandria's barrier and patches herself up for [15] HP.

 

Edmond also darts in for a quick tune-up, straining himself for a net [5] damage but healing Ritsu for [22] HP.

The second of the flying beasts swoops at Venus, dealing [4] damage.

 

Atton forms a quick plan involving himself and Venus, boosting the effective intelligence of each by 7. 

 

Bridgett blows the strange object apart with her Magic Arrow. It detonates violently, damaging the nearby Greater Lahmu for [13]. 

 

The first Bel Lahmu dives at Atton, snapping at him with too-human teeth for [13] damage before flying off. 

 

Venus fires a shot at Greater Lahmu B, blowing a hole clean through it for [71] damage! It collapses limply. Venus also recovers back to full health. 

 

Three of the lesser Lahmu jump at Ritsu again, but they clatter against Alexandria's barrier instead, dealing [11] damage to her. The other two leap at Venus, dealing [6] damage altogether.

 

The remaining Greater Lahmu manages to swipe at Edmond as he flies past, dealing [10] damage to him.

 

Alexandria routes power to her shields.

 

Friedhold ducks and covers.

 

Gilgamesh looks vaguely annoyed by the bugs swarming him.

 

Initiative

 

Bel Lahmu B: 18

Atton: 14
Bridgett: 11
Bel Lahmu A: 8
Venus:  5
Lesser Lahmu: 5
Ritsu:  4
Greater Lahmu: 4
Edmond:  2
Friedhold:  1
Alexandria:  The Worst

Gilgamesh: ?

Status

 

All: Slipping

 

Friedhold: 45/50 HP, Hurstwic (6 DR, 6 Regen, 2 turns remain), Defending
Bridgett:  Healthy, Hurstwic (6 DR, 6 Regen, 2 turns remain)
Atton:  80/93 HP, +7 INT (2 turns remain)
Ritsu:  38/60 HP, Behind Barrier
Venus:  59/65 HP, Hurstwic (6 DR, 6 Regen, 2 turns remain), +7 INT (1 turns remain)
Edmond:  50/65 HP
Alexandria:  Healthy, Barrier Deployed, Defending


Gilgamesh: Lightly Wounded, Insect Swarm (4 turns remain)
Lesser Lahmu A: Wounded, Robotic
Lesser Lahmu B: Wounded, Robotic
Lesser Lahmu C : Wounded, Battle Continuation
Lesser Lahmu D : Healthy, Battle Continuation
Lesser Lahmu E: Healthy
Greater Lahmu A: Wounded, Bleeding (9 damage, 2 turns remain), Extra Teeth
Greater Lahmu B: A work of art
Bel Lahmu A: Healthy, Flying, Battle Continuation
Bel Lahmu B: Healthy, Flying, Extra Limbs

Link to comment
Share on other sites

Taking the the blow, Edmond spun around in the air to target the creature. The remaining of the two large ones, and it looked like it could go down pretty quick with some concentrated fire.

 

 

Use Stress Testing to deal 1d4+INT on Greater Lahmu A, and increase damage by the next strike on it by 15%. Heal 10% MHP. Incoming stabbing and projectile damage reduced by 5%.

Spoiler

Level: 5

HP: 65

Init: Equal to your DEX(2) score

Constitution: --7
Dexterity:--2
Intelligence:
.--11
Strength:
--5
Synergy:
--5

Perks:

  

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

 

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

 

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

 

 

 

Slots 7?:

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

 

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

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

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

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

 

Stress testing: Edmond uses his engineering knowledge to strike stress points in enemy armor or bodies, causing damage that allies can capitalize on. Probably won't grant extra damage on stuff like blobs. Deal weapon damage and increase the damage of the next hit on the same enemy by 15%. 2 turn cooldown.

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

Level 2: Decrease cooldown to 2 turns

Level 3: Damage increase is now 15%.

 

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

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

Level 2: 1 turn cooldown.

 

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

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

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

 

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

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

Level 2: 1 turn cooldown.

 

Name: Arc Welder

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

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

 

Name: Light Kevlar

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

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

 

 

Link to comment
Share on other sites

Venus tosses his spherical Curtain at Lesser Lahmu E, dealing 2d4 + INT (17) + 8 damage and causing its attacks to have DEX + SYN/2 + INT/2 chance of missing Venus (total chance: 16%)

 

 

 

Stats:

Strength: 1
Dexterity: 5
Intelligence: 10 (+7)
Constitution: 7
Synergy: 7


Cooldowns/ability usage: Petal Hail is placed on a two- turn cooldown and is reusable turn 6.  

Even Roses Have Thorns is placed on a three-turn cooldown and is reusable turn 7. 

 

Curtain is put on a three-turn cooldown and is reusable turn 7.  


Relevant combat perks:
Critical Strike (Inspiration): Venus has INT*2 critical strike chance on all damaging abilities, additively increased by Heart of the Rose. Total critical strike chance: 39%
Catharsis: Venus deals double damage to targets with 25% health or less.
Tetrastitch: Usage of different immediately damaging abilities consecutively increases Venus' damage up to a cap, rounded down. Current bonus: 8
Preparation: After performing four actions, Venus is rendered stunned/inactive for the next turn.

 

Link to comment
Share on other sites

Friedhold:

 

Stats:

Con:4, Dex:2, Int:12, Str:4, Syn:8, Eve: 8/8, ADAM: 22.

 

Active Cooldowns:
What's a Cooldown?


Effects:

Gains 2 Eve every turn,

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

 

Friedhold uses Gravity Well on the remaining Bel LahmuGreater Lahmu, and as many more Lesser Lahmu as he can(Up to 6 targets total).

Each effected target takes 5d6 damage and has a 50% chance to be Knocked Prone(lose active defenses and interrupt charging actions).

This action costs 4 Eve.

 

 

Spoiler

Equipment/Tricks(1)

 

Armored Shell Gene Tonic: A special tonic that once ingested makes the subject's body begin growing flexible plates of keratin just under the skin that protect vital organs.

+6 MHP.

Level 2: No longer requires an action slot.

Level 3: +2 MHP.

Level 4: +2 MHP.(total +10)

 

Eve Hypo: A large hypodermic needle and syringe containing a thick blue liquid.

Restore [Syn]/2 Eve, usable once per combat.

Level 2: Usable as a free action.

 

Actions(6):

 

Electro Bolt: Launch a bolt of electricity at your target.

Deals 3d6+[Int] electric damage, costs 3 Eve.

Electro Bolt II: Affected targets make a [Con] vs [Int] save, on failed save target is stunned.

Empowered Electro bolt: Arcs to a second target dealing 50% damage to it, costs 3 Adam.

 

Houdini: This Plasmid allows you to bend light around your body making yourself effectively invisible to the naked eye.

Reduces agro significantly and enemies can't target you, costs 2 Eve to start the effect and disables Eve regeneration for its duration.

Empowered Houdini: Allows the user to bend light around two additional targets or a small vehicle, costs 2 Adam.

 

Insect Swarm: Summon a swarm of wasps and bees that viciously attack a target.

A single target is swarmed taking 2d4 poison damage each turn for [Int]/2 turns, costs 4 Eve, may only have one swarm at a time.

Insect Swarm II: Now uses d6s.

Insect Swarm III: +1 die. (3d6 for 6 turns)
Empowered Insect Swarm: All dice rolls are taken as their max values, costs 4 Adam.

 

Radiance: A burst of healing light, learned from a specific spider-goddess.

Restore 2d6+[Int] HP to one target, costs 3 Eve.

Radiance II: +[Syn]/2 healing.

Empowered Radiance: Heal two targets instead of one, costs 4 Adam.

 

Undertow: Your arm becomes a writhing mass of tentacles that can be used to restrain enemies.

One target becomes stunned and three become knocked prone, costs 2 Eve.

Empowered Undertow: Double effect, costs 4 Adam.

 

Gravity Well: A smooth black orb that seems to weigh on the very fabric of reality, when thrown it creates vortex that sucks in nearby matter.

Choose a point, all nearby inanimate objects and up to 6 enemies are sucked into a vortex created at that point and dealt 1d6 damage for each other object of reasonable size caught in the vortex, enemies caught in the vortex have a 50% chance to become knocked prone, costs 4 Eve.

Empowered Gravity Well: All enemies caught in the vortex are knocked prone and have a 50% chance to become stunned, costs 4 Adam.

 

Link to comment
Share on other sites

"Boost mode and then start charging Valkyrie Breaker." Bridgett said to Mornings Arrow. "Yes My Lady." it chimed back

 

Bridgett uses Boost mode with 2 cartridges to increase damage by 10% for each cartridge used as a free action and begins charging Valkyrie Breaker.

 

Mornings Arrow. Bridgett's Personal device. It sets the dice for actions that use dice to 2d4.  As a free action can use boost mode to increase damage done by 10% for each cartridge used for 3 turns with a cooldown of 5 turns. Can use up to 2 cartridges in this ability.


-Base Set Damage die for actions that  use them to 1d4
-Craft level: Boost Mode: as a free action Increase Bridgett's damage by 10% for each cartridge used For 3 turns with a cooldown of 5 turns. Can only use a max of 2 cartridges when used.
-Craft level: increase the damage die by 1d4

 

Bridgett stats and  stuff to remember 

Spoiler

Base Stats: 
Strength: 3
Dexterity: 6
Intelligence: 3
Constitution: 7
Synergy: 12

 

Barrier Jacket: Grants a pool of 24 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish. Bridgett's barrier jacket, a light blue dress with silver gauntlets, and boots. It has a short white coat over her shoulders that go to about the middle of her back.

Free Action: Heal the user for the HP of the pool, and reduce the pool's HP to 0. Bridgett reworks the wards of her Barrier Jacket, recovering her health.

Passive: Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes. Bridgett purges her Barrier Jacket, negating an incoming attack.

 

-Base Form: Grants a pool of 20 HP. For every hit, 4 points of net damage will be subtracted from this pool instead of the wearer. 3 Turns after being reduced to 0 HP, the pool will fully replenish.

-Craft Upgrade: Adds the following Free Action: "Heal the user for the HP of the pool, and reduce the pool's HP to 0."

-Craft Upgrade (Reactor Purge): Adds the following Passive: "Once per encounter, when an attack would otherwise reduce the wearer to 0 HP, negate that attack, and reduce the pool's HP to 0. All benefits of this item are lost until the pool replenishes."

-Craft Upgrade: Increase pool to 24 HP (20 -> 24)

Hurstwic Cooldown 3 turns remaining  

Valkyrie Breaker Currently at 2[WD]+2d8 of damage

Magic Arrow Cooldown 2 turns remaining

Link to comment
Share on other sites

Atton quickly blared out "Come on! That can't possibly be the best you can do," At Friedhold to try and get the man to consider not being a turtle.

 

Forward march on Friedhold and Atton, increasing their Initiative by Atton's Intelligence/2. Regenerate 4 points of HP this round due to his combat engineer.

Loadout



Level: 5 (effective 7) 
HP: 93/93 
Init: +14 

Stats: 
Constitution: 9 
Dexterity: 8 
Intelligence: 15 (8+7) 
Strength: 3 
Synergy: 2 


Half-track:
HP: 52 
Stats: 7 
Actions: Gunner, Combat Engineer, Armor Plating, .50 cal. 
4 DR vs Piercing, Slashing, & Bludgeoning damage. 

Perks: 
M9 Half-track: Atton enters combat with a Half-track that has HP equal to [Int*LVL]/2, it comes crewed as needed, and has half as many (rounded up) action slots as Atton.  The Half-track can be loaded with actions or equipment from Atton or his allies(where applicable). Atton may spend his turn acting or commanding the Half-track, if the Half-track doesn’t receive orders it automatically takes the “Defend” action.  The Half-track shares the same Init as Atton, effects that modify its Init instead modify Atton’s. Actions and equipment being used by the Half-track are inaccessible until the end of combat if the Half-track is destroyed. The Half-track’s base stats are equal to Atton’s level across the board, plus any bonuses from equipment it might be using.  The Half-track reappears fully repaired any time the party would get a full HP restore. 

The Endless pursuit of Perfection: +1 Int per level. 
Inspirational Speechwork: Richard is able to use the action “Never Give up!” 
Proper Goddamn Food: The standard C and K Rations that Atton’s crew have had the displeasure of consuming for most of their military career are so fucking terrible, that the mere prospect of being able to survive long enough to return to base and eat a proper meal is enough to drive Atton and his crew to new heights. Atton's Level is considered 1.3x its normal value for the purpose of calculating everything but his AP and CT pools.   

 
(Flaw) No Plan survives first contact with the enemy: Richard is unwilling (or more likely unable) to use any support actions in the first round of combat, this includes using his basic defense, or any action that does not involve attacking and the first support action used has an additional round of cooldown. 

 

Actions: 18/18 
Slots: 
Atton: 7 
Half-track: 4 

Atton's actions: 
Perk Backed) Never Give Up!: “Richard stands upon the highest platform he could find, and raises his silver sword in such a way that catches the light, golden wings appear and Richard appears to be wearing a golden horned helmet for just a few moments, this causes anyone watching to suddenly feel inspired” 
Current: Heals 1d4+[Int]+[LVL] health to the entire group and removes one ailment, three round cooldown
Level 1: Heals [Int]+[LVL] health to the entire group, four round cooldown 
Level 2: Healing increased to 1d4+[Int]+[LVL]. 
Level 3: This ability now has a three round cooldown. 
Level 4: Now also removes one ailment from each ally. 

Battle Plans: “Richard analyzes the current situation and formulates a cunning plan, one that is so cunning that it has recently managed to become the professor of cunning studies in Harvard” 
Current: Boost the stat of choice of two targets by [LVL] for two rounds and reduces a cooldown of the targets’ choices by one, two round cooldown. 
Level 1: Boost the stat of choice of one target by [LVL] for two rounds, two round cooldown.
Level 2: Increases the amount of targets by one 
Level 3: Now also reduces a cooldown of the target’s choice by one. 

Entrenchment: Atton orders some of his squad to quickly dig an entrenched position...complete with a bunch of sandbags to form a chest high wall.
Current: Create a trench large enough for two allies. 
Level 1: An ally can choose to enter this trench as a free action, causing them to gain a 30% damage reduction against ranged attacks until they perform a non ranged action. 
Level 2: The entrenchment is now large enough for two allies.

Forward March!: “Richard attempts to convince a friendly target that they can, and will move faster than they usually would by using a short speech”
Current: Increase the Init of two targets by [Int]/2. 
Level 1: Increase the Init of one target by [Int]/2. 
Level 2: Increase the number of affected targets by one. 

That, is naught but a flesh wound: “Richard converses at length about how the friendly target can power through an injury that is affecting them” 
Current: Restore 1d4+[Int] HP to one target and cure one ailment.
Level 1: Restore 1d4+[Int] HP to one target. 
Level 2: Now also cures one ailment.

Banner of the 10th Regiment: A rather minimalistic banner depicting a symbol of a golden winged white cross and the words ‘10th Regiment’ written in stark white placed on a dark blue background that is held aloft on a sturdy metal pole. The sight of the banner flying freely (and a constant stream of motivational sayings) motivates Atton and his crew to move and act even faster.
Current: +6 Init 
Level 1: Boost Init by 3 points. 
Level 2: Init boost improved to +6. 
Level 3: A megaphone attached to the top of the banner grants Atton an additional +3 boost to initiative....if he spends a turn to activate it that is, as he decided to place the mouthpiece at the top of the banner for some inexplicable reason. 

M1 Garand: The standard issue firearm that pretty much every single WW2 American soldier on active duty has handled at some point in their life. It deals 1d4+Dex damage. 

Halftrack's actions: 
Combat Engineer: Specialist James Doherty is an almost constantly overworked Scottish man who prides himself in his ability to allow the squad’s M9 Half Track take a bigger load of punishment than it is used to without falling apart.
Current: 4 points of repair regen each round. 
Level 1: Grants 3 repair healing to the user at the start of each round while equipped. 
Level 2: +1 Regen each round. 

Gunner: Private Jesus Kaltenbrunner is a textbook example of how not all Germans who fought in world war 2 were evil, or misled by patriotism and promises of racial superiority into fighting for the Axis forces, as some of them were Jewish, German expatriates, immigrants, or just decided that the Axis forces could go stuff themselves. Rather unfortunately he is also a terrible shot with any non fully automatic weapon...but he is improving somewhat.
Level 1: Increase damage dealt with ranged weapons by 3. 

Armor Plating: 
Current: +4 DR vs Piercing, Slashing, & Bludgeoning damage.
Level 1: Reduce incoming Piercing, Slashing, and Bludgeoning damage by 3 points, reduce user’s Init by 6-[Str], only usable by vehicles. 
Level 2: Increase damage reduction by one point. 
  
.50 Cal: Atton orders the squad’s gunner to man the M2 Browning and open fire on the enemy’s position. 
Level 1: Deals 2d6+[Dex] damage to one target or 1d6+[Dex]/2 to three targets, only usable when equipped by the Half-track or Atton is in a stationary defensive position (Such as the one created by his Entrenchment action), one round cooldown. 

Link to comment
Share on other sites

Ritsu [38/60]

 

Despite being patched up a bit, Ritsu decided to spend a bit more time in repairs, just in case she was bombarded by enemy attacks once more. She revs her chainsaw once more to prepare it for the ensuing fight, then begins further repairs.

 

Restoration on herself (heals 2d4 +10[INT] + 1 status ailment)

Spoiler

 

Ritsu Stats:

Constitution: 6
Dexterity: 4
Intelligence: 10 
Strength: 10 
Synergy: 0

 

Chainsaw damage currently at: 3d4+ STR(10)

 

Equipped Gear for Action slots include:

Chainsaw (Weapon)

Red Eco Brace (Equipment)- adds 1d4 to melee attacks.

Precursor Mail (Armor)- 2 dr from elemental attacks

 

 

Link to comment
Share on other sites

"Activating communications uplink; accessing Walker Arms priority channel," A tiny turret pops out of Alexandria's shoulder, and shines an apparently harmless, purple laser dot on Gilgamesh's chest.  "Hey, Zoe, you see this guy?  He needs to disappear.  What assets do you-  Oh, really?  Excellent."  Speaking louder, the android addresses her allies.  "Attention.  Orbital Friendship Cannon strike incoming.  Anyone who has some time would be advised to contribute positive feelings to the cannon strike to increase its power."

 

The Orbital Friendship Cannon strike will arrive in 3 rounds and strike Gilgamesh, dealing 2d6 + Alexandria's intelligence base damage and suppressing two random defensive effects on Gilgamesh for 1 round before dealing damage.  Every person who spends an action contributing to the cannon strike (no more than one per ally) increases the damage by 2d6 + their best attacking stat, and adds a property of one of their attacks aside from 'hits every enemy' to the cannon strike.  Alexandria's intelligence is 8, and she can fire the cannon without lowering her Hard Light Shield since technically Zoe Walker is the one attacking, not Alexandria.

Link to comment
Share on other sites

The second of the Bel Lahmu dives at Venus, swiping at him twice for [12] damage total. 

 

Atton gives a short inspiration speech to himself and Friedhold, causing them both to pick up the pace. 

 

Bridgett enters Boost Mode and prepares an elaborate spell.

 

The first Bel Lahmu also homes in on Venus, impaling him in the leg for [10] damage.

 

Friedhold tosses another microsingularity into the beasts, dealing [17] damage to both Bel Lahmu, the remaining Greater Lahmu, and the first three Lesser Lahmu in the press. The two flying beasts are grounded, and having some difficulty taking off again. 

 

Venus detonates a bomb right in the gullet of the remaining un-mutated Lesser Lahmu, blowing it apart instantly. He heals for 6 HP.

 

The Lesser Lahmu all turn their attention to Venus as one of them explodes, and they rush toward him in a mass, clawing and scratching for [11] damage total.

 

Ritsu, having wisely decided to stay behind the protective rectangle, patches herself up again for [16] HP. 

 

The remaining Greater Lahmu literally chews on Venus's face for [8] damage. 

 

Edmond aggressively probes the Greater Lahmu for weak points, dealing [12] damage. 

 

Alexandria calls in the Orbital Friendship Cannon, feeding a heavily-armed friend some targeting data.

 

A final attack splashed against Caster's throne, and the ancient Sumerian hero-king finally stood up, expression gone from vague boredom to a twisted rictus of rage. "ENOUGH!" His voice rang out sharply though the battlefield, and a tremor accompanied it. "You mongrels have sullied my si̛g͞ht for f̶a̴r t̴o̡o ̷ļon͝g̸!̵" The tremors intensified, and something disturbing started to become clear. The earth beneath the heroes was quite still. It was a tremor in the air, perhaps even the very fabric of reality. "Įt ̴i̛s̷ tim̵e ̛f҉or͜ y͝ou̧ t̸̀o͏ ̶͝l̴e͢a̛rn ͢y̵͜͞ou̵͝r̸̡͡ ̢́͞pl͏͏a͠c̵̨͞ę̵́!̴̛" The man's voice was becoming more and more distorted, unnatural, but with a strange singsong note behind it. Something started to leak from the space beneath the golden throne, a sort of unholy mud that seemed to twist one's eyes from simply viewing it, something indescribably foul and alien. 

https://www.youtube.com/watch?v=Gv6Y0z8-m78

Gilgamesh shouted one last time, but what he said couldn't be heard over what sounded like a woman singing. The shaking of space intensified, and Gilgamesh seemed to fold in on himself before. . . something else took his place. His form twisted first into what seemed to be a woman's, with red eyes and pale blue hair, before twisting further and further into truly monstrous proportions. Arms lengthened turned an ugly mixture of red and black, not unlike the corrupted forms of the other Servants. The legs flowed outward, becoming less limbs and more one continuous structure as "Gilgamesh" bent to stand on all fours. The torso of the creature seemed almost human, if now scaled up to gigantic size, but the head looked more like something a dragon might see in its nightmares, with a maw running partway down the neck full of razor-sharp teeth and flesh replaced with armored plates and scales. Two massive horns sprouted from the head, curling backward over the beast.

Tiamat had come.

 

Whatever it was that was now flowing out of Tiamat, it had some kind of effect on the monsters on the field.

 

The first Lesser Lahmu sprouts jet engines. The second sprouts folds out a set of razor blades. The third undergoes a similar roboticization process to the one that had happened earlier to the first two, though the odd arm sprouting from it seemed unchanged. The fourth grows a set of clawed hands. 

 

The first Bel Lahmu's claws burst into flames. The second explodes, splattering the other one and the Greater Lahmu with more mutagenic goop, causing both to seem revitalized as more limbs sprout from them.

 

The remaining Greater Lahmu additionally grows an armored shell. 

 

Initiative

 

Atton: 21

Bel Lahmu B: 18
Bridgett: 11
Bel Lahmu A: 8

Friedhold:  8
Venus:  5
Lesser Lahmu: 5
Ritsu:  4
Greater Lahmu: 4
Edmond:  2
Alexandria:  The Worst

Tiamat: ?

Status

 

All: Slipping


Friedhold: 45/50 HP, Hurstwic (6 DR, 6 Regen, 2 turns remain), Defending
Bridgett:  Healthy, Hurstwic (6 DR, 6 Regen, 2 turns remain)
Atton:  84/93 HP, +7 INT (1 turn remains)
Ritsu:  38/60 HP, Behind Barrier
Venus:  24/65 HP, Hurstwic (6 DR, 6 Regen, 1 turns remain), +7 INT (1 turns remain)
Edmond:  50/65 HP
Alexandria:  Healthy, Barrier Deployed, Defending


Tiamat: Lightly Wounded, Insect Swarm (3 turns remain), Targeted for Friendship by Alexandria (2d6+8)
Lesser Lahmu A: Near Death, Robotic, Wings
Lesser Lahmu B: Near Death, Robotic
Lesser Lahmu C : Near Death, Battle Continuation, Robotic
Lesser Lahmu D : Healthy, Battle Continuation, Extra Limb
Lesser Lahmu E: Over there, and over there, and also over there
Greater Lahmu A: Wounded, Bleeding (9 damage, 1 turns remain), Extra Teeth, Extra Limbs, Shell
Greater Lahmu B: A work of art
Bel Lahmu A: Healthy, Battle Continuation, Extra Limbs
Bel Lahmu B: Exploded
 

 

 
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...