Jump to content

[OOC] Trespassers of the Multiverse: Lost Footage


StormLord

Recommended Posts

There exists an untold number of universes, each with its own friendships, wars, gods, and demons. Each one with countless stories to tell. More are generated every instant, as new possibilities unfold and new minds are born with new ideas in a fractal expansion.

However, one of these many expansions went terribly, horribly wrong.

Horrific monstrosities, barely having a true form and defying all common or uncommon logic in description, were born in the gap between worlds. They ached to fill the gaping void within themselves with true existence, and so they fell upon the myriad worlds, devouring all that they ran across, some assuming the forms of familiar foes turned alien and some forcing their way into the hearts and minds of the people responsible for protecting the worlds they lived in.

 

Not that any of that matters to you.

 

You're here to sail your ship, turn a buck, and live to fight another day.

 

Spoiler

Lost Footage is being rebooted as a sort of ship/travel focused game where you play as a band of mercenaries taking jobs from around the multiverse.

System:

Spoiler

Name: (Should be self-evident.)

Age: (Should also be self-evident.)

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

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

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

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

Personality: (What are you like?)

 

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

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

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

Example Perks:

 

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

 

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

 

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

 

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

 

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

 

Goals:

 

Something new between this version and DC.  They act sort of like voluntary flaws or challenge limiters that grant special loot or additional Merit when completed, you cannot have more than one at any given time.

You invest Merit into a Goal during a Travel-phase and then attempt to complete a full plot without violating the conditions or limits imposed by it.  If you succeed you get the Merit or loot reward based on the difficulty of the Goal and how much Merit was invested, if you fail the Goal resolves and you get nothing.

Goal difficulty is determined on a character-by-character basis as "No healing" is much more difficult for the main support character than it is for the fighter with no healing abilities.

 

Example Goals:

 

Unstoppable: Fail no Str, Con, or Dex saves/checks during the plot.

 

Fly My Pretties: Get X minion kills.

 

Without a Trace: Complete the plot/Contract goal without it being able to be traced back to the party.

 

Good End: No Civilians were harmed in the completion of the plot.

 

 

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

 

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

 

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

 

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

 

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

 

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

 

Example Actives

 

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

 

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

 

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

 

Example Passives

 

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

 

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

 

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

 

Example Trumps

 

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

 

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

 

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

 

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

 

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

 

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

 

Players may start with 3 items of their choosing.

 

Resistance/Damage Reduction: There are two categories of damage types "Parent" and "Child". Damage reduction in one category grants 50% effectiveness in its Parent/Child category(s), Sibling categories do not benefit from this effect. This effect does not stack with itself or any other effects. (For example Slashing has the Child categories of Cutting and Tearing, if you have armor that grants 10 DR vs Slashing/Cutting it will grant 5 DR vs Tearing as an extension of Slashing but it won't boost Cutting to 15 DR.) Any damage dealt must now specify what damage type(s) it carries, this is mandatory.

 

List of damage types:

Spoiler

Slashing

-Tearing

-Cutting

 

Piercing

-High Velocity

-Low Velocity

 

Bludgeoning

-Crushing

-Sonic

 

Surface

-Heat

-Cold

-Chemical

-Friction

 

Internal

-Electric

-Poison

-Sonic

-Radiation

 

Outsider

-Positive

-Negative

-Corrupting

-Purifying

 

Energy

-Heat

-Cold

-Radiation

-Disintegration

 

Magic

-Arcane

-Necrotic

-Light

-Void

 

 

SHIPS ARE HERE!

Spoiler

Stats:
 

Mass: Mass is how heavy and sturdy a ship is, all but the smallest or lightest of modules add to this stat and having too much slows down the ship.

 

Power: Power represents the energy keeping your ship moving, be it a combustion engine, a magical reactor, or a glowing crystal.  Anyone that has a high energy draw reduces Power, but adding more engines can increase it.

 

Drive: Drive is the ship’s ability to maneuver and travel with higher values representing faster and more precise movement.  Add jet engines, sails, or other propulsion devices to increase Drive.

 

Firepower:  Firepower represents a ship’s ability to blow the competition out of the proverbial water.  Cannons, lasers, machine guns, and any other weapon increases Firepower and some may interact differently with the enemy’s Armor.

 

Armor: Armor is all about how good your ship is at taking a hit and not giving a shit.  Some types of weapons may be completely stopped by certain armor types, while some may not be affected by them at all.  Add tough materials, energy shields, or other devices to improve Armor.
 

Stock:  Stock represents various infinite or near infinite resources that modules in the ship produce and consume, while it can be almost anything some modules require specific types of stock(A chaingun can’t exactly shoot live rabbits).  Add resource collection to increase Stock.

 

Space: Space is well...space.  It represents how big the ship is and how many modules you can shove into it.  Improve hull size or add space warping to increase Space.

 

 

Movement:

A ship’s Drive-to-Mass ratio determines its movement speed and abilities.

A ship with more(or equal) Drive to Mass has standard speed a maneuverability.  

A ship with twice or more Drive to Mass is exceptionally fast and maneuverable, gaining some benefit to their armor or being flat out impossible to hit.

A ship with negative Drive to Mass can be sluggish or difficult to maneuver and likely isn’t going to be dodging or outpacing another ship any time soon.

A ship with less than half Drive to Mass moves at a snail’s pace with little to no maneuverability to speak of, but it still stands.

A ship with no Drive cannot stay aloft in the presence of gravity and is at the whims of celestial winds, void powers, or anything else that acts upon it.

 

Combat:

When a ship decides to attack another ship it(usually) brings down the full force of all available Firepower(weapons that are supplied, crewed, and can be aimed at the target) on the defending ship with the intent of inflicting Wreckages.

Wreckages reduce the defending ship’s stats in some way, usually by damaging or destroying modules.

A ship can only inflict as many Wreckages as they have weapons(unless specified otherwise) and if the Firepower of the attacking ship is less than the Armor of the defending ship the attacking ship can only inflict Wreckages to Armor modules.

 

 

Other effects:

Some effects commonly increase or reduce a ship’s Armor or Firepower.  Some Armor modules may be more effective against some damage types or completely ineffective against others.(Weapons only ever have Parent damage types.)

 

Some weapons may inflict more than one Wreckage, while other may not inflict any at all.

 

Crew members often have abilities which weight certain Wreckages over others or allow functions such as targeted attacks.

 

Making a targeted attack against specific modules of an enemy ship reduces the attacking ship’s effective Firepower, but also ignores Armor modules that wouldn’t protect the targeted modules(for example the sails on the deck of a ship wouldn’t benefit from the hull Armor bonus during a targeted attack.).

 

Bare Character sheet:

Spoiler

Name:

Age:

Gender:

Sex:

Race:

Appearance:

Personality:

 

Merit: 0

HP:

Moves:

 

Stats:

 

Essence:

 

Constitution:

 

Dexterity:

 

Intelligence:

 

Strength:

 

Synergy:

 

 

Perks:

 

 

Goal:

 

 

Actions:

-Actives


 

 

-Passives


 

 

-Trumps


 

 

Equipment:

 

 

 

Reserve:

Rules notes:

Spoiler

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

 

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

 

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

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

Standard Statuses:

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

-Poison: Deals damage over time, ignoring DR.

 

Dropping to Zero Health: This game uses a Wounds system.  By default each character can have up to three Wounds before they die.  Dropping to zero health or otherwise being incapacitated with usually(though not always) result in the character receiving a Wound.  Mechanically a Wound functions as a half-magnitude Flaw chosen by me or the GM of the current plot.  Wounds may be healed with sufficient time investment, fifteen Merit expenditure, or a combination of both.

 

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

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

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

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

 

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

 

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

 

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

Guidelines for Characters:

Spoiler

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

 

Discord Link

 

Master Doc Link

Link to comment
Share on other sites

Link to comment
Share on other sites

Deadlift, The Immense

Spoiler

 

Name: Deadlift       

       

Age: 58   

       

Gender: Male   

       

Sex: Male       

       

Race: Human

 

Appearance: A seemingly human individual who stands at 8 foot 5 inches tall.  Their body is deceptively lithe when relaxed, they wear only a pair of jeans and a belt, typically, with a wifebeater shirt in black covering their chest on occasion.   

When not holding back, their shirt is removed, and their body grows and inflates to monstrous size as they use more and more of their strength.

       

Personality: Obsessed with Strength, nothing else matters to this individual, quiet and succinct, they are torn between harming powerful individuals to prevent threats to their strength, and challenging them to prove their own strength.  They are known to enjoy meat and orange juice over ice.                        

 

 


 

       

Merit: 0

HP: 36/36       

       

Moves: 1       

   
Action Slots: 6

 


 

                

Stats:

       

                    

Essence: 0      

       

Constitution: 8

       

Dexterity: 0       

       

Intelligence: 0  

       

Strength: 8       

       

Synergy: 5       

 

 


 

 

Perks:

 

Witness True Power:

-

The user has 75% Extra Strength during Rolls that take place outside of Combat and Crafting.
 


To Make the Most Learned of Techniques Outmoded:

-

The user is considered to have 50% more strength when they do not have a weapon or attack with special effects equipped.
 

 

Strength Absolute:

-

Once per plot, the user may activate the trump “Strength Absolute”, which removes the downsides and conditionals of Strength Altering effects for one combat.
 

 

Flaws:

 


25% Should be enough:

-

The user’s strength is cut by 50% during combat.
 


 

 

Schemes:

 

 

Level 2: One Man Show: Defeat an encounter solo.

1.5X

Complete!

 

 


       

Actions:     

 

 

Merit Level 1 Passive: Untalented: The user’s strength makes technique a useless chore.

-

Merit Level 1: The user is considered to have +1 Base Strength for every empty Action Slot.

-

Merit Level 2: The user is considered to have +1 Base Con for every 2 empty Action Slots.

-

Merit Level 3: The user regenerates 1 Health per Empty action Slot each turn

-

Merit Level 4: The user gains +3 Strength, however, one point of this bonus is lost for each ally in the current combat, to a limit of gaining +0 Strength from this level.

 


Merit Level 1 Active: Powered Up Punch: The user throws a single brutal right hook.
-

Merit Level 1: Deals 2d6+Strength Crushing damage.
 


Merit Level 2 Passive: Monster Suit: The user’s incredible malice and raw strength intimidate even the most fearsome opponents.  

-
Merit Level 1: Enemies whose health is brought below the user’s strength must save or be stunned.
-

Merit Level 2: If the user’s strength grows above an enemy’s health, they must also save or be stunned.
 

 

Merit Level 1 Passive: That’s not good enough: The user taunts weak enemies by using both verbal and physical taunts, such as attacking using only a single pinkie, or intimidating them with threatening displays of raw strength, attempting to draw out more of their power.
-
Merit Level 1: The user may increase the strength of an enemy by an amount of their choosing no higher than the enemy’s Essence Stat.  Once combat is concluded, the amount of strength given to them is used in calculating bonus Merit for the user.

 

 

Perk Level 1 Trump: Strength Absolute: The user decides to unleash 100% of their power on a worthy opponent.
-

Perk Level 1: Remove the downsides and conditionals of Strength Altering effects for one combat.  Once per Plot.
 

 


       

 

Equipment:   

 

Trick Level 3 Equipment: Reserve Sword: This weapon is blunted, and only used to hide how strong the user really is.

-

Trick Level 1: Deal 1d6+Strength Crushing damage.

-

Trick Level 2: While equipped, the user can decrease their strength by an amount of their choosing, and revert this effect at will.  Docking the user’s strength is considered when calculating Merit Bonuses.
-

Trick Level 3: While Equipped, the user may perform Non-lethal takedowns, instead leaving the target at 1 Health, and unable to fight further.

 

 

Trick Level 1 Equipment: Crude Steel Bracer: A plate of military grade steel crumbled around the user's arm provides a useful defense.

-

Trick Level 1: +6 Slashing Resistance

-

Trick Level 2: +2 More Slashing Resistance

-

Trick level 3: -4 Slash Resistance.  This item no longer takes up a slot.  This item is destroyed when unequipped.

 

 

Reserve:

 

Trick Level 1 Ability: Spiritual Flex: By forcing spirit energy into solid objects Deadlift can make them harder and more durable, like flexing muscles. Given some time and effort and Deadlift can make the infusion last long term, almost permanently.

-
Trick Level 1: The user can infuse Spiritual Energy into solid objects to increase their durability.

-

Trick Level 2: The user can infuse Spiritual Energy into gasses to form a thin membrane, a few feet across.  It cannot stop even a stiff wind.

 

 

Trick Level 1 Ability: Looking for Trouble: Deadlift unleashes Spirit energy as a bait for powerful enemies, drawing them out and making it easier for him to find them.
-
Trick Level 1: Deadlift can go looking for trouble in almost any area and draw out monsters to fight, if there aren't any monsters in the area his powers may cause monsters to appear. The encounter he actually finds is up to GM fiat and there is nothing preventing him from finding something more powerful than himself.

 

 

 

 

Link to comment
Share on other sites

Overconfidence is a slow and insidious killer.

 

Spoiler

Name:  Vratislav Najciemniejszy

Age:  29

Gender: Male

Sex: Male

Race: Human

Appearance:  A face, far too old looking for one of his age. Hair that is going gray in some places among the greasy, black, and shaggy mass on his head. His eyes seem to be eternally in shadow, though if one somehow got a peek through the shadows they’d be greeted with bloodshot cassiterite colored eyes. His fairly average body is obscured by a large fur lined coat, colored crimson and purple. Gold buttons go down the front of the coat, and certain areas with thick seams are colored gold as well. The coat hangs down to his ankles, the bottom flicked with filth that is better left without being guessed at. 

Personality:

 

Merit: 1

HP: 24

Moves:

 

Stats:

 

Essence:5

 

Constitution: 2

 

Dexterity: 3

 

Intelligence: 6

 

Strength: 0

 

Synergy: 5

 

Perks:
Tenebrous secrets: Study of his ancestor’s notes has left Vratislav singularly able to resist the machinations of dark entities.  Whenever he is targeted by harmful supernatural effects, he rolls his check to resist it twice and takes the better result.  Even if a supernatural effect wouldn't normally allow a check to resist it, Vratislav can still use this perk.

The path of the void: One day as I poured over many a tome of forgotten lore, I found one marked by a half circle, nothing more… Whatever you want to call it, Vratislav has (accidentally) caused portals to appear around his hamlet. Thankfully nothing especially troublesome tends to come out of them, but it does lead to some interesting options appearing at the stagecoach point looking for work. At the end of every plot, an number of minions equal to Vratislav’s plots divided by two (Minimum of 2) appear for hire. He also has access to a Base of Operations back on his world.

Virtuous: When faced with the stresses of battle, one either overcomes their fears, or succumbs to them. Members of Vratislav’s party have an Essence% chance when taking a wound to instead gain a perk for the duration of the plot and not take a wound.
 
Flaw:  Impoverished noble: Vratislav’s family was falling into ruin when he was a young boy, and unlike most nobles, he had no schooling in fighting. He cannot use attack actions or weapons in combat.

Schemes:
Improve the Hamlet(2 Merit):  The hamlet, as always, is in grave need of repair and maintenance. Scheme succeeds if Vratislav somehow improves the hamlet before the plot’s end.

Actions:

-Actives
Wonderful pack of provisions: Cure 1 of an ally’s status effects. 2 Turn cool down.

Prodigious Size does not Dissuade the Sharpened blade: Give +Int/2 to an allies next attack.

A nice snack: Vratislav sticks a light snack down an ally's gullet healing 1d4+[Int]/2. Also grants +10% to cooking checks

 

-Passives

Master Quartermaster: When procuring supplies, Vratislav has an ess/2% reduction to the price.
 
Competent ruler:  When improving and running settlements, Vratislav gets an additional +Int/2 to his rolls.
 

-Trumps

RUN AWAY:  Vratislav’s ultimate technique, reserved just for when things go especially poorly. Vratislav and his minions all run away, losing 1d10 HP but they are unable to be caught or stopped by enemies in the current encounter.

Equipment:

Bookeeping equipment: Exactly what it says, a blank book, a quill, and a jar of ink for book keeping. +3 to Governance checks.


-Equipment
RDX 10

Can of MEAT

 

Reserve:

6 hits of acid.

 

Rout1

Spoiler

Reactivated Organics Unit “Type 1”: The silent type, looks a bit grey in the face and practically reeks of turpentine at all times.  Doesn’t mind getting his hands dirty though, will gladly tear into anything you point him at barehanded, the challenge is keeping him from eating the corpses….

MHP: 28

Stats:
Str: 5
Dex: 3

Intelligence: 0
Con: 4

 

Rip and Tear: Deals 1d8+[Str] damage to one target.

 

Equipment:
Rusty old mail shirt: The only thing that the Blacksmith could spare for the... person. +9 Slashing resist.

 

Greg

Spoiler

Militech Guard “Greg”: This man looks like he’s seen some things.  He’s got something wrong going on with his right eye, hell that whole side of his head is fucked up.  He won’t eat much, or talk much, but he’s a good shot.  Trying to get anything out of him almost inevitably devolves into babbling about having some kind of “cybernetics” forced into his brain.

MHP: 24

Stats:
Str: 2
Dex: 6
Int: 1
Con: 2

 

Trick Level 1 Equipment: Militech Automatic Shotgun: A mechanized combination Shotgun and Coilgun.  A complex servo mechanism serves as the aim-assist and spread tightened. It fires Acidic Buckshot rounds, however, it's intense magnets and motors serve an interesting challenge to users.
-
Trick Level 1: Fire up to three shells at 2d4+[Dex/2] High-Velocity Piercing damage each.  
May only be fired ten times before it must be reloaded with a box of 00 buck. 
-
Trick Level 2: Fire up to three Shells at 1d6+Dex High-Velocity Piercing/Chemical Damage each. 
May only be fired ten times before it must be reloaded with a box of 00 Buck and Stomach Acid.  
30% chance to Jam when reloading, preventing it from being used until combat is not occurring.  
The user loses 1 point of Init for each metal item equipped, due to magnetic shenanigans.


Equipment:

Rusted Iron cap and padded shirt:  The shirt is stained by brown something, but no one in town will say what. +3 Bludgeon Resist +3 Cold resist

14 rounds of 000 acid buck

 

Link to comment
Share on other sites

 

The Orby Boi

Spoiler

Name: Morp

Age: Existed for 84 years in various worlds

Gender: Orb

Sex: Orb

Race: Orb of Unknown Origin

Appearance:

Morp appears as a 20cm diameter swirling orb of vapor, that floats around in the air. The orb is generally a swirling mix of grays and blues, but this can be consciously changed by Morp to other colors. When Morp speaks, his body lights up, scintillating with the patterns of speech. When Morp enters his vault or phases out, it appears as though the orb is shrinking and dimming until it’s gone. The reverse happens when Morp returns from his vault.

Personality:

Morp considers himself to be a purveyor of curiosities, but more importantly, knowledge. He was brought into the world through means which he is not aware of, and this initial state of confusion, loneliness, and complete lack of knowledge in the void left him with a great desire to collect all knowledge. Problem is, he’s not really that smart. Morp thinks that owning books inherently makes him smart, and that simply reading the words will make him intelligent. Hence, he will read stuff out of order, with no context, and not realize that he hasn’t made the best use of that book that he picked up on Biometric Security for humans.

Morp is easily swayed by offers of books from any party, and will often make trades that result in a net loss in the rarity and value of his collection in exchange for new esoteric books that he may never even read.

However, despite not being very intelligent, Morp has some business sense, which keeps him from blowing his whole collection on some rare book. This is mostly because he knows that there are other people who would take his collection for more books, and it doesn’t make sense to give it all up right now. Morp is also somewhat charismatic, in an inexplicable way. Perhaps he exudes a field of agreeability, perhaps he is never seen as a threat, perhaps the tone of his voice is just such that it makes people want to listen. He certainly doesn’t know.

 

 

Scheme, plot 1 (2 merit in): Steal an important book

 

Merit: 1

HP: 28

Moves:

 

Stats:

 

Essence: 8

 

Constitution: 4

 

Dexterity: 4

 

Intelligence: 0

 

Resistance: 1

 

Strength: 1

 

Synergy: 3

 

Perks:

Cabinet of Curiosities Level 1: Morp’s extradimensional vault. Here he stores the numerous curiosities that he collects, organized by field of study. The vault is the size of a small, approximately two story office building. Oddly enough, the décor inside is somewhat reminiscent of one too. Non-sapient items entities within 10 meters of Morp may be transported into the vault. Morp himself can also enter the vault if undisturbed, but no one else can. It's kind of a mess in there, and no one's allowed to see.

 

Cabinet of Curiosities Level 2 "The Collector": Morp has already collected a number of curious items before the start of the game. He may pull items from his collection. When he attempts to pull something out (requires a crafting slot to pull out something new), he chooses a specific category (necromancy, monetary items, arcane tomes, energy sources, etc), and a 1d4-1 is rolled. This is the number of items he has in that field. Then a statless check is rolled, and an item is removed if he has any in that field. The stat check determines the usefulness, danger, reliability, and understandability of the item. Generally, the “power” and or rarity of the item is high regardless of whether the check is a success or failure.

(One example for a failure would be the Tome of Summoning War Elephants, which doesn’t work without 50 base Syn, and fails if the user is in possession of a physical head. A powerful but extremely niche item with stat requirements that might make it weak by the point those requirements are reached.) Items pre-existing in Morp's collection are assumed to not pose a danger inside his vault, though they may become dangerous when handed out or used.

 

 

Inexplicably Persuasive: Diplomacy/Negotiation Ess checks for Morp are rolled twice, with the better result being taken.

 

 

Flaws:

Book Hoarder: Enemies and Allies may attempt to convince Morp to do something by the offer of a book that he does not own. This can be used to stop him from attacking in battle, convince him to give back some item he stole, hire him as a mercenary, buy items off him, gain intel on plans, etc. Morp will always accept the book and do what’s asked, provided it’s not too absurd (i.e., he won’t trade his entire collection for a single Dr. Seuss book). If two people have conflicting desires of Morp and both offer a book, he will go with the book that he deems rarer.

 

 

Actions:

-Actives

Trying its best: Morp phases into an enemy and attempts to grab gear and trinkets before leaving. Perform an Ess check to (generate and take?) take a small item from an enemy.

Level 2: Morp attempts to take some of the enemy's flesh on the way out. Deal [STR] damage, and include pieces of the enemy itself as possible loot when determining if Morp manages to steal anything.

 

Speedy Speed Boy: Morp may take a crafting slot to traverse [Dex]*2 kilometers.

 

-Passives


 

 

-Trumps

Last Minute Phase Out: Once per world, in response to getting hit with damage that would reduce Morp to 0 HP, he instead is returned to full HP.
 

Just work, please?: Morp makes an Ess check to permanently reduce the stat requirement on an action or item by 1. If the item or action has significant non-stat requirements, make a check to reduce those in a very minor GM fiat manner. Useable 3 times per world.

 

 

Equipment:

Tricks:

Morp Wasn’t Seen!: Perform an Ess check to convince people to forget and deny to themselves that they saw Morp.

 

Trade? Please?: Perform an Ess check to convince a person to make a trade for an item that they possess.

 

Hard Worker Morp: Perform an Ess check to convince someone that Morp has done something on a world worthy of being paid for. Gain currency on that world proportional to the success, and the target’s capacity to actually pay up.

 

Reserve:

 

Spoiler

The Collection:

1 Box of Heavy Machinery parts and 1 Repair Toolkit.

1 "Wires" From large robot

2 "Flux Rod" From large robot

 

 

Preexisting stuff:

 

Fields:

(Example, Morp does not have this) Neuroscience (2 items available, 1 viewed):

  • Staff of Burrowing Neurons (8, 13): An odd metal futuristic device that can convert simple, nonliving individual items of around a basketball size (best would be basketball sized rocks) that it touches into interlinked neurons, capable of communicating with other neurons on other worlds, in a very simple manner. The communication is only through pulses, in response to other pulses. Contextless Technology: Any attempt to modify or use this item take two crafting attempts due to the complexity of its use, and the lack of an instruction manual.

Energy Storage (1 item available, given away)

  • Energy Cell: Increases Dex by 1 when the user falls below 10% HP, bonus remains until the user unequips the Energy Cell

Magic Explosions (1 item available)

  • Vaal Detonate Dead: A Virtue Gem made by ancient Vaal Thaumaturges. Detonate a corpse dealing [Dex]+[Int]+[Corpes MHP] damage divided among all targets in the encounter. Requires 15 Dex and 7 Int to equip. Must be recharged with thirty souls after each use. Current souls: 30/30

 

 

 

 

Link to comment
Share on other sites

Dr. Kuronuma Hirata (eastern name order here, western in the sheet), has a problem....

 

Name: Dr Hirata Kuronuma, 'Dr.' Ishi
Age: ‘21’
Gender: Female
Sex: Female
Race: Human

Appearance: Hirata is a short 5’1”ish dyed silver haired Japanese ‘woman’ with a fairly slim figure and embarrassingly small proportions, seems to be someone who either appears younger than she actually is…. or claims to be a lot older than she actually is, presumably the latter instead of the former due to her habit of standing up on tiptoes to try and seem taller, and her… proclivities. She prefers to wear slightly frilly dresses with pockets sewn onto them, with what could only be described as a very warm and comfortable blanket hood worn over everything which she seems unwilling to part with. She moves in a slightly awkward and stiff manner, preferring to keep her distance to prevent herself from bumping into anyone and having to deal with any....awkward situations.


Doctor Ishi is a noticeably taller and older looking woman, who is never seen without her porcelain white face covering helmet with two rhombus shaped eye holes slanted at a 30 degree angle and a tokusatsu hero style mouthpiece (think power ranger) that opens up when she is speaking or eating, to ‘protect my true identity and such, but also because it’s cool’. She also carries around a pair of what appears to be round lensed welding goggles in the one place they would be most useful, her forehead, as she never seems to put them on for some reason. Her eyes seem to be nothing more than two red irises set on a completely black sclera, but that might have something to do with her mask. 

Other than her mask and goggles, Doctor Ishi seems to have no shortage of red hoodies with white gear like outlining around the hood, black sweat pants, and a white lab coat over the two that has more pockets than is necessary, with the whole outfit exposing basically none of her pale skin to the elements except for her neck, as she tends to wear brass colored insulated gloves. Unfortunately enough for the Doctor, her voice modulator is unable to mask her voice as that of anything other than a very excitable young boy.

Personality: A shy young woman in her 20s?, Dr. Hirata is honestly best described as a nerdy and unmotivated shut in who is content to sit on her understanding on the fields of robotics and cybernetics as long as the money lasts and the constant stream of entertainment she peruses is not interrupted, seeming to operate on some sort of low energy mode in between work save for the few moments where something catches her interest enough to fish her out of her anime fueled reverie.

 

She enjoys:
Creating and designing new robots, watching mecha and sci-fi anime and movies, relentlessly judging and dissecting said movies for ‘inspiration’ and arguing about them online, playing mecha fighting video games (Her favorite is still the original Zone of the Enders), listening to denpa genre music.

Her natural state: Buried underneath a weighted blanket burrito while hugging one of her body pillows and watching a new anime/playing a VN.

… Did IntSys convince you to join him in being a professional landfill? 😛
 

Dr. Ishi meanwhile, seems to be an older and yet more outgoing woman with a borderline anomalous level of understanding in her fields of study, culminating in the use of seemingly mundane everyday objects into seemingly improbable but perfectly functional mechanical objects,  a talent she is loath to admit to have shared with Hirata of all people.

 

Dr. Ishi seems to openly detest Hirata, often alternately referring to her as her dumber younger sister, a robotic clone she made once to find out what her life would be like if she was a failure, an extremely elaborate disguise, or the original personality of the body she took over to cheat death, an odd habit considering the amount of reverence and respect Hirata has for Ishi and her work.
 

No matter what evidence is raised to the contrary neither Ishi or Hirata will admit to being the same person, Ishi usually reacting with laughter and derision to any claims of the two of them being the same person, often citing their differences in height, build, age, personality, and voice as *obvious* proof to the contrary, often using the opportunity to throw a couple of jabs her way. Which ironically enough mirrors Hirata's own reaction to the very same question.
 

She Enjoys: Creating and designing new robots, sending her robot armies to fight against the best the world has to offer, disparaging Hirata/Humanity, piloting mecha, listening to (Fill this in later), posing on top of her latest mecha, Visual Kei, the Armored Core series (Armored Core: For Answer is her favorite)


Her natural state: Standing in front of a camera broadcasting the details of her latest scheme from the top of her latest death machine.

Merit: 2

Merit Log:
Gained 4 from defeating some Shadowy sorts on a space station

Spent 2 to obtain Kludge
HP: 22
Moves: 5
Stats:
Essence: 5
Constitution: 1
Dexterity: 6
Intelligence: 8+4
Strength: 1
Synergy: 0

 
Perks:
2001 IQ: Hirata has spent almost her entire life with studying and perfecting the art of robotics and cybernetics
When rolling crafting checks specifically involving creating or improving a robotic or cybernetic creation. Hirata rolls twice and takes the better result.
Level 2: The user is not penalized for using unfamiliar ingredients, or creating unfamiliar technology, beyond what is normal for such an ingredient in the hands of a knowledgeable individual.
Level 3: The user not only receives no penalties to crafting with unsuitable materials, or materials outside of their scope of mechanical engineering, they receive a scaling bonus based on how unsuitable the materials they are using are for the object they are attempting to craft.  This perk activates only when the user can justify using the material or technology in question.

Flaws:
Soon I will be invincible!: Hirata's reputation precedes her, often causing her (Along with any actively assisting her) to get dragged into an encounter with random "heroes" between plots, especially during crafts or projects.


Actions (5/5):
-Actives:
Mienai senkensha: Hirata can use her automatic assembly device to construct and send out extremely realistic spider robot things that can record and transmit audio-visual-scent/chemical-tremor (Or AVS/CT for short) back to her, allowing her to bug any place that can be reached by a spider, assuming that it wasn’t destroyed before it reaches the target by literally anything that can kill a spider, as she inexplicably decided to program her bugs to automatically malfunction if it detects a large enough concentration of chemicals commonly found in bug spray in the air.
Usable once per encounter, and requires an Intelligence check after every encounter to see if it gathers usable data and an essence check to see if it got destroyed immediately afterwards.

-Passives

This should work just fine: When crafting, the user may substitute one REQUIRED material for a superficially similar one, such as a rubber band to substitute a magnet or a rabbit and an elaborate VR system replacing an actual control AI.

 

Tinkā: Hirata gets a 10% bonus to checks when crafting a robotic or cybernetic creation.

Mashinshinajī: When using robotic or electronic equipment, the effectiveness of a single piece of equipment is boosted by 2, or by [Gm fiat] if No numerical values exist for that piece of equipment. This action does not take a slot.


-Trumps
Anata wa MECHA yūdesu: Once per World,  if Hirata has access to a living organism’s corpse and enough free time, she can attempt to use available materials and technology to create a cybernetic version of that creature under her control with an additional Intelligence vs Resistance craft roll to see if she can’t bring it back at about the same level of strength. ((Do you really want her to though?))

 

(Trump) Kludge: The user can make a craft check to construct something from literal scraps four times per world. 2/3 uses remaining
((Not like it'll help))
Equipment:

The Iron Mask: A porcelain white mask which is said to be anything and everything from a neural function enhancing device, a signal booster allowing one with the proper access codes to take control of the robot that wears this mask, and many other functions. What's known is that it serves as the control device for her suit of nanobot based power armor and the augmented reality monitor for her all white backpack computer/CNC Miller and assembly tool, and that it triggers a dramatic transformation when worn by a certain kind of person.
Grants +2 to Doctor Ishi’s Intelligence when equipped.

Howaitonaito: A blocky all white backpack based machine scavenged out of the parts for Toshiba Libretto 110CT, it functions as a computer and automatic assembly device that uses the augmented reality lenses she has on her mask for its display, the voice command system inside of her mask as a touchpad/mouse of sorts, and a toggleable augmented reality keyboard that responds solely to commands made by her gloves as it’s built in user interface, it contains all of the ‘secret research material’ she extensively studies inside of a locked room by herself, and also the programs and research notes and designs she has made over the years, and it can function as a CNC mill and all in one assembly tool.
Grants +3 to intelligence when creating or augmenting robotic or cybernetic creations cannot function if any of the previously mentioned items are broken or lost in any shape or form.

Pawādoāmā: Initially intended to be a carbon copy of the Hybrid Assistive Limb exoskeleton used to make walking less of a chore; a quick break to watch a super sentai show led to it becoming an elaborate non self replicating nanobot based set of transforming clothing that harden in response to physical trauma and automatically form a set of supports to allow her to transcend her previous physical limitations.
Grants a +1 bonus to Strength, Constitution, and Dexterity when equipped, takes two slots to equip.
 

Freeze Ray Apparatus: Kludged together out of a flashlight, a large pile of LEDs, and a magical frost shard. This freeze ray is just about ready to use, save for being in dire need of a good battery, and something to mount everything on.

Hyperion Transmurdera:
Deals 1d4+[Dex] damage with 60% miss chance, +4 damage and -20% miss chance for each consecutive use(miss chance reduction caps at 60%). 

Level 2(craft): The first time this weapon is used instead of firing the user may spin up the motor, this counts as two consecutive uses instead of one.  If the weapon stacks 6 or more consecutive uses the rubber band has a 50% chance to break and need to be replaced with another. 

 

Reserve:


Planned:

Hirata's blasting off once more!: All vehicles Hirata makes have conveniently located escape pods inside of them, allowing her to inexplicably survive what would otherwise be a certain exploding vehicle related death...and possibly anyone else inside of the vehicle.
 

Anata wa MECHA yūdesu Level 2: If the creature previously had 0 Int; it now has 3 by default.

 

Mashinshinaji levels
Level 2: The equipment is now boosted by an additional +1

Level 3: The equipment is now boosted by an additional +1 for a total of +4 or by [Gm fiat]

 

Jiko hakai: Hirata can choose to self destruct her creations at any time, sacrificing a chosen robot by causing their reactors to melt down/their circuits to overload with electricity/generally causing a massive explosion that deals GM fiat amounts of damage to a chosen target or targets.

 

Just hold still for a moment: The user may, once per plot, engage in advanced Experimental Surgery, using Objects and their own abilities to attempt to do something to a living creature, such as granting Stat Bonuses, Enhancements, or Healing.
Level 2: Theoretical implications: Receive one OOC warning from the GM if the user starts to make a grievous error per use of this trump.
Level 3: Hirata can now effectively utilize single purpose nanomachines as a key part of this surgery.

 

Fluff Items:

Drawing Tablet

Bag of rubberbands in bag

Regular tablet

Pajamas

Weighted blanket
Handful of LEDs

Breach of Hyperion standard EULA document

Current Goal

 

None

Character Art

 


Roboticist.thumb.png.c52b5d758f6fe3854e49f4d54e2c9fdd.png

 


 

Cybernetic creations

 

Dieselpunk Freeze-bot: A rough and crude robot that functions on an extracted brain and a steady stream of petroleum fuel. When equipped it enters combat alongside Hirata and takes actions after her init at her direction.
HP: 20
Fuel Tank: 5/5

Repair: Consumes fuel and scrap metal to repair lost HP, costs 1 unit of fuel.

Refuel: Extracts liquid petroleum fuel or bio-diesel from a nearby accessibly source.

Manuver: Change positions and dodge the next attack that would hit it before its next turn, costs 1 unit of fuel.

Freeze: Fires a ray of freezing energy at a target that deals 2d6+4 Cold damage and half as much init damage, costs 2 fuel.

Link to comment
Share on other sites

Spoiler

Name: Roy       

       

Age: ???       

       

Gender:  Male   

       

Sex:     Male

       

Race:     Human   

       

Appearance:     Roy appears to be a man in his late 20s or early 30s, but due to his status as a throne holder, and amnesiac it's impossible to say for sure.  He dons a white outfit, with red flowers around the hem of his tunic, stems woven so deeply into the fabric, and petals fused so closely, that at first glance they seem as nothing more then extremely well done imaging and embroidery. Bone plates and scales held together by various tendons and vines form light armor for his body, And A cape made of soft still living wood and plants of many different kinds falls from his back, hung up on his shoulders. A crown resting around his forehead is made from gold, in quite the intricate design of interwoven plant life.   

His eyes are gold, as all awakened throne holders, and his red hair easily stands out.

       

Personality:     Roy thinks of himself as the rightful ruler of reality, believing himself to be the only one capable of leading the world to paradise, and he holds a deep craving for the power of authority. In his own mind, he is the hero, a savior of humanity and all there brethren. And those who follow him would agree that he is a promising leader. To those who oppose him, he is a vicious man on a path of conquest. Someone who will not hesitate to cut down others and tear down cities, or manipulate others for his own gain.   

Does he bring healing and peace? Or destruction and war?
The answer is whatever gets him his paradise in the end.

He seems to have a soft spot for children, after all, who else is going to be living in his future paradise? Who will staff the offices and monitor the bio-drone guards? Certainly not the soldiers and bitter old citizens of his conquest.

Backstory: A mysterious man with no memory of the past, before being found unconscious in a forest. His status as a throne holder, One who holds a fragment of the creator in there soul, further complicates matters. As the thrones grant immortality to whoever possesses them it's impossible to tell how old he is, and there is no known record of any holder of the [Life] Throne. He was reported initially as being in a very ‘dazed’ state, as though he was not there. But rapidly recovered. Taking up the name Roy, he began to travel and use his biomancy to heal others, and make a living. However there was something which Roy took issue with.

Everywhere he looked humanity was suffering, under the watch of incompetent, shortsighted fools. Racism, poor management, lack of education, failure to provide food and medicine.
And every time he looked at a person of power, a deep craving whispered “That should be me. They are not worthy.”  Thus began his path of conquest.

It started in the small villages. Then it began to work its way up.
Sometimes it was the bloody slaughter of a garrison or oppressors.
Sometimes it was the promise of food and shelter, or healing
Sometimes it was the promise of power.
But one way or another, more and more were brought under his control.

He grew in power and brought many towns and villages under his banner, until the entire  independent state of Racaza was brought under heel. Though this new state, the united kingdom of life, waged war against the surrounding states, (Following there refusal to accept his generous offers) It became locked in a stalemate with the nearby areas. Until they finally were forced to conclude in a truce.

Frustrated by being unable to take over his neighboring states, Roy set about preparations.
Simply improving the ranks and producing more troops and weapons alone would not suffice. Nor would his state be widely respected or feared until he had made a truly great conquest. (Fools, any conquest of his was a great conquest) While researching more possible improvements and magics, Roy found a chance to expand in another direction, and claim more resources and troops then he had ever considered.

Roy was far from dumb enough to pass over the chance. Thankfully he had enough trusted individuals, some of his very own creation, to watch over things while he was gone.

       

                    

       

Merit: 0        

       

HP:        

       

Moves:        

       

                    

       

Stats:        

       

                    

       

Essence: 1

       

                    

       

Constitution:     3   

       

                    

       

Dexterity: 0

       

                    

       

Intelligence: 8

       

                    

       

Resistance: 0

       

                    

       

Strength: 3

       

                    

       

Synergy: 5   

       

                    

       

Perks:        

       

Master biologist: This character has a massive wealth of knowledge related to medical and biological matters.

  Provides 75% bonus to Int regarding all crafting and knowledge matters related to biology and medical things       

       

                    

Ascend: God’s Throne (Life)
 Grants the perk backed trump, Weave Of Life       

                    

Actions:        

       

    -Actives        

       

    Mutate: The user deals 1d6+SYN Mutation Stacks, when an enemy has more Mutation Stacks than health, they are rendered Helpless, and the user may make a Free Craft Check on them. Either way, the target is unable to continue battle, unless the status effect is cured or resisted.

   

                    

    Regenerate: The user cast a regeneration spell. The target gains the “Regenerating”  Buff. (Regenerating: At the end of the round this buff was placed, and at the start of all subsequent rounds, the target is healed for 2d4 damage. Last 4 rounds) Cooldown: 3

 

Bio-scan: The user cast a spell that allows them to scan a nearby living creature or sample. The user gains information on body structure and composition, the function of various parts, genetic information, and other such things. In addition this allows the user to spot various anomalies in the body.    8 uses per encounter

 

Divider Black: The user gathers a large amount of magical energy around there weapon, and darts forward to impale a target. Applying a tall blade of magic to the end of there weapon.    Deals weapon damage+SYN+STR     Cooldown 2

   

 

       
 

    -Passives

       

           

                    

       

                    

       

    -Trumps        

       

    (Perk-backed) Weave Of Life: The user temporarily attains a dominance over certain portions of reality. Through this, they are able to create life with immense ease.     Once per plot the user may assure a critical success and moderate quality on any biological craft of their choosing.   

                    

       

                    

       

Equipment:        

       

    Venom    : A living spear made up of bone, wood, and other odd biological compounds. It has a barbed bone tip, and spikes on its side near the end. Glossy pods are embedded within this spear, and produce poison, which is then stored and released into targets.   It seems to hold a limited, animalistic awareness. Occasionally letting out humming sounds or rattling around, and it seems to become very antsy when separated from its master. The flowing ribbon from the butt of the spear is actually both a limb, and an exotic sensory organ, that uses magic to gather sensory data.

Deals Str damage when attacking. The next round, the target that was struck by this weapon takes 2d4 poison damage.

Merit level: Focus: This spear doubles as it’s master’s staff. So long as it is equipped (Or in the inventory when outside of combat) All biological magic rolls gain +3

 


   

 

PBA (Personal butterfly assistant): A bio-computer made in the image of a butterfly (though it seems to have little spider legs on where its head would be, but placed as though they were like mandibles.) It is fully functional, comparable to, and in some ways superior to most mundane modern systems. When inactive, it resembles a colorful sleeve, and can be mistaken for part of its owner’s clothing. Additionally it has a grappling hook esque function built in. Allowing it to fire a thick sticky cord of a silk like substance, on which its owner can swing, or draw in. Where it produces and stores all this silk is a mystery. Does not require an action slot.

       

Portable bio lab: A briefcase containing valuable tools and chemicals for biological study and tinkering. Along with enchanted storage containers to keep samples in.
     Provides a +2 bonus to bio crafting and studying outside of battle and allows samples to be easily stored. In addition, the owner may roll to pull one requested, reasonable item from this case, once per battle.                     

       

                    

       

Reserve:


 

The biomancer arrives! All hail king Roy!
And his current scheme isssssss
 

Spoiler

Ecosystem Master: Create or stabilize at least one new eco-system
(2 merit)x1.5

 


 

Link to comment
Share on other sites

"They will try to kill you. Kill them back."

 

 


Name: Chelchis, Wolf Baron
Age: 37
Gender: Pirate
Sex: Female
Race: Eliksni

Appearance: Chelchis stands at roughly eight feet tall (currently), and this impression of great size is only aided by the distinctive helmet worn by many Fallen Captains and Barons, with shapes like ears or horns fanning backward from the head. She is clad head to toe in armor showing the signs of battle and long wear, complete with a long, deep blue mantle bearing the sigil of the House of Wolves. (Look here to get a general idea.) Like all members of her race that haven't been docked, she possesses four arms, the upper two of which are more powerful than the lower, and four bright blue eyes. Beneath their helmet lies insectile mandibles. She physically cannot speak most human languages, but wears an automated translation device to translate her natural one. 

Personality: Proud, slightly arrogant, and quick to anger. Has a strong distaste for humans. Believes that might makes right, though cunning is not to be neglected. True to the name of her House, a savage, fierce, but reliable ally. Mistaking anger for stupidity makes her angry. Prone to greed at times, though somewhat paradoxically quite willing to share what is necessary.

Merit: 1 (3 gained total)

HP: 30

Shields: 22

Minions: 5
Moves: Equal to your Dex, divided by the average dex of this encounter, calculated at the beginning of combat. Minimum 1.
Stats: 

 

  • Essence: 5
  • Constitution: 5
  • Dexterity: 3
  • Intelligence: 4
  • Strength: 3
  • Synergy: 1

Perks:

 

  • Ruins of Utopia: This character takes no penalties for using substandard crafting materials.
  • Captain's Guard: This character has a persistent, regenerating shield that has health equal to 75% of their normal maximum HP, which refreshes after not taking damage for a turn, and takes double damage from electrical attacks. It does not benefit from other damage reduction effects.
  • Kratocrat: This character has minion points equal to their ESS. A minion point may be spent to perform a Minion Action. This can also be targeted by enemies; upon attacking the Minion Pool successfully, one minion point is lost.
  • Flaw: Etheric Life: This character must consume any magic that seems to be available for consumption, and suffers GM-determined penalties for attempting to not do so.

 

Schemes:

Test of Strength: Cannot use minion points at all this plot.

 

Actions:

Blink: Chelchis teleports a short distance, dodging the next incoming attack. (This buff lasts indefinitely.) 1 turn cooldown. 

 

Spider Climb: If Chelchis has at least two limbs free, she can climb on walls without further penalty. 

 

Fire Support: Chelchis spends a number of minion points to execute attacks for her as a free action once per turn. This action has varying effects per level, and any level can be freely used.

-Dreg Rush (Level 1): Chelchis spends a single minion point to call a squad of Dregs armed with shock knives, which deal 1d4 damage to up to three targets. This automatically intercepts the first attack made on Chelchis this turn, and this turn only. Dregs deal Slashing/Cutting and Electrical damage.

-Wire Snipers (Level 2): Spending two minion points, Chelchis calls in sniper fire for 3d6 damage to a single target. These snipers deal Piercing (HV) and Electrical damage.

 

Four Arms: This passive grants two action slots for equipment only. 

 

Trumps:

A Baron's Treasure: Once per encounter, Chelchis can draw a 1d6+stat weapon of reasonable size from her person. Weapons created this way incur disadvantage if used in crafting checks. Uses of this can be stored between encounters, and can be regained by consuming the weapon drawn. 

 

Equipment

Scrap Cannon: Deals 1d6+STR damage. Halved damage against targets considered far away. This weapon negates one stun per encounter due to reduced, easy reloads.  Deals Piercing (HV) and Heat damage. 

 

Fallen Captain Armor: Grants 10 damage reduction against Piercing damage.

 

Shield Capacitor: Can be used to instantly regenerate shields. 5 turn cooldown.
 

Link to comment
Share on other sites

The Observer without a world, Harmony.

Spoiler

Name: Harmony
Age: Take a lucky guess.
Gender: Female
Sex: Female
Race: Human?
Appearance:  Standing at an average 5’3”, Harmony takes the appearance of a young adult woman with medium length brown hair, largely unkept but still managing to avoid her face. While they’re unimpressive on their own, her green eyes are unnaturally bright, practically shining even in darkness.

As for her outfit, Harmony wears a form fitting black shirt that covers her entire torso and arms, with a large green line running up the middle. The sleeves are the only part of the outfit that aren’t form fitting, instead spreading out, ending with intricate yellow markings on the end of the sleeves. Though, the shirt can be hard to see due to the fact that Harmony wears a grey shawl that bears a particular emblem, one that resembles an eye surrounded by leaves and bars. In addition to this, she wears an open green skirt around her black trousers that falls to her ankles, and black boots.


Personality: Primarily distant, Harmony enjoys spending her time casually trying to learn more about her surroundings, along with using what she knows (or doesn’t know) to mess around with other people. Along with pride in her standing, Harmony also sees others as, simply, pieces of art, only wishing to see the most interesting aspects of people, no matter what those aspects may be. Oftentimes she will create music or paintings based off of what inspires her as well, though she will dabble in whatever hobby interests her in the moment, as long as it doesn’t bore her.

 

Merit: 0

HP: 28 HP
Moves:

 

Stats:
Essence: 5
Constitution: 4
Dexterity: 2
Intelligence:
Strength: 1
Synergy: 5

 

Perks:

(Level 2) Observer of the End: Harmony, as an Observer, has seen the beginning and end of major parts of history more times than she can actually count, and half of them have had her own interference happen at certain points. Even so, she keeps watching, focusing on the aspects of history that interest her the most.At the start of her turn, Harmony can use a single free action to “Observe” a single entity in combat. For that turn, buff/debuff timers will be frozen and unable to tick down. 

 

The Painter’s Eye: Throughout the years, Harmony has come to see worlds and time as nothing more than a piece of art, that one should make as interesting as possible. As such, she willingly uses her powers to do just that, subtly shifting events to entertain herself, perhaps more so than other Observers. Allows Harmony to use the “Phenomenon Intervention” trump.


(Flaw) Price of an Onlooker: Though strong, Harmony’s position makes it so she can only record history, or discreetly nudge it in a certain direction. Otherwise, they are forbidden from directly interfering with events on their own accord, unless she is forced into it by an outside force. Harmony is only able to deal damage equal to the amount she’s taken in the previous turn, and can only target enemies with actions unless she has been attacked or targeted by a negative effect.

 

Goal: 


Actions:
-Actives

Melodic Stream: Harmony manifests her Drive to create a floating stream of water that heals a single target for 2d4+Syn HP
Level 1: Heals one target for 1d4+Syn HP
Level 2: Increases healing to 2d4+Syn.

 

Art Shift: Harmony forcibly Observes a less favorable possibility for a being, a slight misstep, or perhaps a simple bit of bad luck, bringing it into reality.
For one turn, Harmony reduces the effectiveness of one stat of a single target by 25%.

 

Divination: Focusing her gaze upon a single individual, Harmony reinforces one’s connection to reality, with the side effect of slightly boosting their normal capabilities.
Harmony designates an ally, adding her Essence to their damage/healing actions. This action cannot stack.

 

-Passives

 

-Trumps
Phenomenon Intervention: Once per plot, Harmony can designate any ability check that happens, both in and out of combat. Once an ability check is designated, Harmony can choose to either auto succeed the check or auto fail it. 
Level 2: If the check in question manages to meet Harmony’s result regardless of her intervention, she will gain this trump back.

 

Equipment:

Ars Armagus: Fluctus: Harmony swings with her personal Ars Magus, which takes the form of a spear, dealing 2d6+Syn arcane damage.

 

Crystalized Seithr: A gemstone made entirely out of Seithr, originally made during Harmony’s boredom. Despite its state, the gem is still good at absorbing malevolent magic. Grants the owner 2 DR against arcane, void, and corrupting sources.

 

Onlooker’s Shawl: Harmony’s prized possession, a reminder of her position and the responsibilities it entails. Grants the user +2 Ess


Reserve:
Painting supplies
A flute
Writing supplies as well

 

Link to comment
Share on other sites

Yoko Hitomi (western name order here, eastern in the sheet), VIOLENCE MONK of the Dragon Clan, from Legend of the Five Rings much like Satomi.

Spoiler

Name: Hitomi Yoko

Age: 22

Gender: Female

Sex: Female

Race: Human

Appearance: Yoko stands at 5'0", actually a couple of inches tall by the standards of Rokugani women, but her build is most certainly not that of a slim, tiny waif. She is built with muscles that are notable and defined, but which don't get in her way, streamlined and lithe even as they're solid and present. She also appears Asian, though she is from Rokugan, not from Earth's Asia. Her hair is black, wavy, and falls down to the middle of her neck, whereas her eyes are green and usually either shining with amusement or with violent fury. Or violent amusement. Yoko isn't technically a samurai, but rather a monk, and the clothing she wears isn't a kimono like most Rokugani of her caste level wear but is instead a set of a green, flowing, loose-legged pants, and a sarashi wrapped around her chest, but abnormally, stopping two inches below it, which makes her muscular build very much visible. Aside from sandals when the terrain is rough, she wears nothing else. This also makes her tattoos visible -- an intricate pattern of lines and orange and yellow ink makes a tattoo of a fierce, fiery blaze on her stomach, whereas a mottled white-and-grey disk above her bosom and near her heart marks a full moon tattoo, just as intricately detailed.

 

Personality: Yoko isn't actually an exceptionally angry person most of the time, though she won't slow down or balk for most of anything: usually, she is a presence, exuding force of will and daring those around her to come at her, a mocking smile writ upon her face as she stares whoever she's with down. This is because she is utterly self-assured, quite easily amused, and does in fact often consider herself over much of the world -- she usually follows her own ideals after all, of being beholden to nothing, not obligations nor beings of grand power, and of carrying herself through her own strength. She will usually launch herself into violence at the drop of a hat as long as she thinks there is a reason to do so, as she believes firmly that the chaos in one's soul, channeled through violence, and unchained from all else, is the path to enlightenment. She isn't stupid, either, as she is in firm connection with the Void -- the connection of nothingness and everythingness to her soul and her awareness of the world around her, seeking to use these things around her to violence things better, and to ascend to another state. She's actually quite jolly in how she acts normally, her easy amusement and her willingness to smile actually charming in the right contexts, but it's clear that she's sizing up everyone she meets and considering if she could fight them... and to those she thinks she could push right over, her derision is clear.

 

Merit: 0

Changelog: 2 Merit gained in Mutant fight.

1 Merit spent on Hands of Stone

1 Merit spent on Violence, One on One

Spiritual Resistance gained from training.

2 Merit gained in Scav fight.

2 Merit spent on Essence

HP: 28

Moves:

 

Stats:

 

Essence: 5

 

Constitution: 4

 

Dexterity: 4

 

Intelligence: 1

 

Resistance: 0

 

Strength: 6

 

Synergy: 2

 

 

Perks:

Child of an Ise Zumi: Born to an ise zumi monk and a kikage zumi monk, from a young age Yoko had access to the houses of the tattoo masters of the Dragon Clan, and for her violent nature and promising martial arts, she received the Blaze Tattoo. Yoko gains the Blaze Tattoo Trump.

 

Gift of the Lady: Yoko is a kikage zumi, a monk of the Hitomi Tattooed Order, and thusly has a unique connection with the moon and the way it shines upon the human spirit and its chaos, which has caused her to manifest the Full Moon tattoo on her chest just under her collarbone. Yoko gains the Full Moon Tattoo Trump.

 

Blessing of Bishamon: Yoko has drawn the eye of Bishamon, the Fortune of Strength, despite her lack of morality -- she lives by might applied in the service of strengthening the spirit first and foremost, after all, and may have a key role to play in the multiverse. This has allowed her to develop and leverage her might to a large degree as she has grown. Yoko gains the Strength of Bishamon Trump.

 

Flaw: Ascetic: Despite how utterly unorthodox and renegade she is for a Rokugani, she IS a Dragon Monk and is devoted to enlightenment above all else, eschewing material comforts and wealth in favor of the pursuit of simple violence. Yoko can't carry more two pieces of gear in her loadout.

 

Schemes:

 

Enlightenment Through Violence (2 Merit): Yoko tries to solve her problems for the plot through violence... ALL of them, through violence. Such is the way of the Kikage Zumi, and the path to the elusive enlightenment. Yoko must solve as many non-combat scenarios as she can through applying violence to people, creatures, or inanimate objects, and she gets more merit the better she does. If she doesn't personally resolve a non-combat encounter through violence, she fails the Scheme.

 

Actions:

-Actives

Hands of Stone (Level 2): Yoko performs a punch from the Dragon Clan's Kaze-do martial art, a quick and precise punch... but with her own strength, martial skill, and Hitomi values of violence instead of Togashi Kaze's philosophy of non-lethality... it's a brutal blow. Yoko deals 3d6+Str damage to an opponent.

Level 2: Damage upgraded from 2d6+STR to 3d6+STR

 

Nerve Strike: Yoko performs a punch that is a bit more standard to Kaze-do -- a nerve strike which isn't meant to damage the opponent so much as temporarily incapacitate them and cause them to falter. Of course, Yoko being Yoko, this is inevitably SURROUNDED by violence. Yoko stuns an opponent for 1 turn. 3 turn cooldown.
 

Violence, One on One (Level 2): Perhaps there's a more poetic term for this, and if you asked Yoko she would surely know it, but at the core what this is is a grapple, engaging in very close combat with an opponent. Yoko applies the "Grappled" status to her opponent and the "Grappling" status to herself if she wins a DEX check, forcing the enemy to only be able to target her (and forcing Yoko only to be able to target the grappled enemy or herself) unless the enemy spends an action to free themselves and wins a DEX check. 

Level 2: Yoko can still target herself when grappling.

-Passives


Move with Air (Level 2): Yoko draws upon her Air ring, honed by her training in the kikage zumi order, and puts her reflexes to use in dodging incoming blows. Yoko has a 10% chance to dodge incoming attacks.

Level 2: Dodge chance increased from 5% to 10%.

 

Training; 17 vs 14,
Luck; 73,

Spiritual Resistance: Yoko attempts to make her body more resistant to poisons by shifting their effect from her Earth to her Void, an area of her soul she is far more aware of and skilled with. Of course, even this is far from fully reliable, as this kind of thing is only common among very specifically trained monks and bushi of schools and orders Yoko is not part of. Yoko may choose to use her Ess in place of her Con when attempting to resist poisons.

 

-Trumps

Blaze Tattoo (Perk, Level 1): The power of the Blaze Tattoo inscribed on Yoko's stomach contains the power of the Fire Ring, the flickering sharpness and power contained within the body and spirit. It also can set her fists ablaze with magical fire that makes her blows something to behold, of vigor and of the aggressive power of the spirit. Yoko adds DEX+SYN damage to all unarmed attacks for the rest of the battle. Once per World.

 

Full Moon Tattoo (Perk, Level 1): The clarity and strength of the spirit of the Full Moon represents that Yoko is not merely violent, but clear-minded and devoted to the pursuit of the elevation of her spirit. It also allows her to deal blows that shake the spirit of others, trembling their very ability to use the techniques within them. Yoko targets an opponent with one of her unarmed attacks, and upon hitting removes their ability to use a non-gear technique she has seen for the rest of the battle. Once Per Battle.

 

Strength of Bishamon (Perk, Level 1): Yoko is capable of dealing an amount of damage in some of the wilder blows that she puts out that can surpass what one might expect even with her musculature. She is not dependent on Bishamon to do so, for his blessing is a subtle thing that has affected her growth, but her strength has been augmented for this in a manner that is a tinge supernatural. Yoko uses Strength of Bishamon at the same time that she uses an unarmed attack, giving the attack a 20% miss chance but adding STR damage to it. Once per Battle.

 

Equipment: 

Simple Monk's ClothingAn extraordinarily simple set of monk's clothing, and nearly all Yoko will ever have on her at any given time, a set of loose and flowing green pants, and a white sarashi. These aren't anything special, particularly, but they ARE strategically chosen to work well with Yoko's tattoos and to afford her an excellent range of movement. +2 Dex.

 

Dark StoneThe one and only possession of Yoko's beyond the clothes barely even on her back, this is a small and exceptionally dark gemstone she keeps within her sarashi. It isn't obsidian, nor is it even magical -- it's a possession left by the dead mother Yoko never truly knew, and a source of meditation and reflection on heritage, death, the moon, and Void. +2 Ess.

 

Hadaka Jime (Trick, Level 1): Yoko engages the "Hadaka Jime", or "naked strangle" (no, she is not naked when doing this), known as Autumn Leaves to Kaze-do practitioners for the way the victim's face reddens... basically, while grappling, she wraps her bicep around the opponent's neck and begins choking them. Can only be used on an opponent she is grappling. Yoko deals 1d6+STR damage, but every turn she uses it in a row on an opponent it gains 1d6 damage.

 

Link to comment
Share on other sites

She's here~

Spoiler

Name:  Zoe Walker

Age:  Good question!

Gender:  Female

Sex:  Female

Race:  Human, more or less

Appearance:  Zoe Walker is a worn human woman who appears to be in her early forties, with well-tanned skin and a lot of scars.  She has piercing green eyes, and vibrantly red hair (probably dyed) streaked through with metallic silver, the legacy of minor overuse of magic.  Her left arm and a fairly large chunk of her torso in that area, including her left breast, have been replaced with mechanical prosthetics that integrate with her battle armor, a heavy set of protective gear modelled after both medieval and modern designs.  She generally carries as many weapons as she thinks she can get away with.

 

Personality:  Being the product of a horrific accident with mind magic, Zoe Walker wasn’t the sanest person around even before she started messing with time for her own amusement.  Now, the best description might be “nuttier than a fruitcake”.  Zoe Walker frequently talks to people who aren’t present, don’t actually exist in her universe, or have been dead for centuries.  Sometimes she addresses people as if they’re someone completely different.  She’s ruled by her impulses, and occasionally by the voices in her head that constantly demand a wide variety of unethical activities.  She’s egotistical, narcissistic, petty, and volatile on a good day.  And yet she’s also loyal to her friends and her word well past the point of sanity.  She might insist on payment for services rendered, but for a good cause she’ll never demand more than her employer can afford, even if that’s just an IOU note.  She revels in destruction, yet people unrelated to the action are almost never dragged in.  She professes to murderous psychopathy, yet saves far more lives than she ends.  Zoe Walker is a self-contradictory enigma wrapped in layer upon layer of hallucinations, irrational behavior, and sanity-cracking magic; it wouldn’t be unfair to say that even she isn’t sure precisely who she is.

 

Merit: 0

HP:  24

Moves: 7/average dex

 

Stats: 

 

Essence:  4

 

Constitution:  2

 

Dexterity:  7

 

Intelligence:  3

 

Strength:  2

 

Synergy:  3

 

 

Perks:

Precognitive Reflexes:  Zoe Walker always knows what’s going to happen ten seconds before it does, giving her a massive advantage in agility and hand-eye coordination in most situations.  Whenever she successfully trains a stat, she also trains her future sight, increasing her dexterity by +1.

 

Cassandra’s Tears:  Zoe Walker can choose to not use 1 of her moves in a round.  In this case, the unused move instead negates an incoming source of harm that would hit her or the vehicle she is piloting.

 

Arcane Backlash:  By overdrawing on magic, Zoe Walker has taken some of that magic into herself.  Delving too deep into the secrets of fire and time magic have rendered her immune to heat and void damage.  She also no longer ages, though this doesn’t alter the durations of effects on her.

 

Get her Monologuing (Flaw):  Zoe Walker’s intelligence may not be her highest or second-highest stat.  Characters with a higher intelligence than Zoe Walker can choose to spend their full round to get her monologuing.  Once this has been done, Zoe will only take actions to talk until she is dealt damage totaling at least 20% of her MHP or an ally spends a full round snapping her out of it.  Zoe will only fall for this once per encounter.

 

 

Goal:

 

 

Actions:

-Actives:

Aim for the Squishy Bits (Level 1, Active):  Zoe divines the best possible place to attack someone with an equipped weapon and then does it.  Make an attack with an equipped weapon or vehicle weapon that has a 10% chance for a x2 damage critical hit.  Usable once per round.

 

Advanced Trolling (Level 1, Active):  Zoe messes with target enemy’s mind, convincing them to focus their attacks on her this round.

 

Arming Sword (Level 2, Equipment, Active):  Zoe cuts or thrusts with her trusty sword, dealing 1d6 + strength cutting or low velocity piercing damage.  Zoe can equip but not unequip this item as a free action.

 

Field Medical Kit (Level 1, Equipment, Active):  Zoe uses her stowed medical supplies and military training to treat a target’s wounds, restoring 1d4 + intelligence HP to them.

 

Mooglish Magic Manual (Level 1, Equipment):  A mid-level magical textbook written entirely in the all-but-indecipherable language Mooglish.  Once per plot per user the book grants a +5 bonus to learning/improving a trick based on one of the following elements: Fire, Ice, Thunder, Wind, The Stars, The Planets, or Time.

 

NOPE (Level 2, active):  Zoe Walker has had enough of this scrap.  She time travels forward to her next action, skipping all events that happen between then and now entirely.  Despite having time traveled, Zoe remains aware of all events that happened between when this action is used and when she arrives.

 

Barfy Vector Rokgun (Level 1, equipment, active): A red SMG with moderate damage, poor accuracy, and an enormous magazine capacity. Deals 2d6+[Dex]+[Int/2] Chemical/Piercing damage to one target or half as much to two. Has a (30-[Str]*3)% miss chance.

 

Ted-las Scraprifle: A rifle assembled from scrap parts found in an old crate, has strange properties. Deals 1d12+[Dex/2] Tearing damage to one target. Every third time this weapon is used in combat instead of firing the user throws it out and it explodes into a shower of twisted shrapnel that deals 3d12 Tearing damage to one chosen target and one random target. Afterward a new version of the weapon appears in the user's hands.
 

 

-Passives:

Arcane Forge (Level 1, Passive):  Zoe Walker receives no penalties when making crafting checks to work with metal for not having the appropriate tools.

 

Plate Mail (Level 1, Equipment, Passive):  Grants 2 damage reduction against cutting, high velocity piercing, and crushing sources.

 

Exotic Language Proficiency (Trick, Passive, Level 1): Zoe Walker can speak Mooglish. Doesn't require a slot to equip.


 

 

-Trumps:

Burning Purge (Level 1, Active):  Zoe uses fire magic to burn all status ailments, debuffs, and diseases from target ally, dealing them 1 heat damage.  The target is rendered immune to cold damage for 1 round.  This action may be equipped in multiple slots.  After use, this action removes itself from the slot it was equipped into.

 

Chain Lightning (Level 1, Active):  Zoe channels metal magic to warp magnetic fields and hurl a lightning bolt at a group of enemies, dealing 2d4 + essence electric damage to up to three enemy targets.  This action may be equipped in multiple slots.  After use, this action removes itself from the slot it was equipped into. 

 

I Know a Guy who Knows a Guy (Level 1, trump): Once per plot, Zoe can get in touch with her sketchy, sketchy buddies, employees, acquaintances, and frienemies to requisition an item of her choice. Time magic allows this item to arrive immediately. Zoe will always get something at least vaguely similar to what she asked for, but aside from that the normal crafting rules apply.

 

 

Reserve:

 5 lb of iron filings

5 lb of charcoal

1 Smartphone from the far future

1 Nintendo Holo XLS

1 prosthetic arm

Several mechanical organ replacements

Blazing Shard (contains a fiery essence)

 

Link to comment
Share on other sites

You may have heard of the legend of a dimension-traveling samurai on a quest to collect the legendary blade weapons of every plane of existence. But, have you heard of another legend of a dimension-traveling mage, on a quest to collect the legendary magical weapons of every plane of existence?

 

Spoiler

Name: Shamhat

Age: Unknown

Gender: Female

Sex: Female but honestly could you even tell with her appearance

Race: Humanoid

Appearance: Shamhat clocks in at 2.2 meters tall. She is wrapped in a robe weaved from a black robe, a white robe, a red robe, a green robe, and a blue robe, with the black and white fabric featured most prominently on the outside. The hat she wears also feature the five colors, and resembles a typical wizard hat. Her face, and just her skin in general, is surrounded by a perpetual black aura, though her yellow eyes still manage to glow through it. She also wears a thick pair of red gloves and boots, leaving the rest of her body almost entirely seamless. She holds a Sage's Staff in her left hand, and a Gravity Rod in her right hand.

 

Personality: Shamhat is an egotistical mage who takes pride in her weapon collection and her techniques. She travels across dimensions by collecting the legendary weapons in each of them, and for every legendary weapon she acquires, she seems to get a little stronger. She absolutely won't let go of them, though. Her sheer will binds every legendary weapon she recognizes to her, to the point where the weapons become pretty much part of her. In fact, it could be said that most of her power comes not from herself but her control over all the weapons. Outside of weapon collecting, she tends to work with major factions in the worlds, whether it be the "good guys" or the "bad guys." Opportunistic, but she couldn't be bothered to care about the ins and outs of every world out there, anyway.

 

 

 

Merit: 0

HP: 28

Moves:

 

Stats: (21)

 

Essence: 4

 

Constitution: 5

 

Dexterity: 4

 

Intelligence: 8 + 2 = 10

 

Strength: 0

 

Synergy: 0

 

 

Perks:

Weapon Magus: Shamhat may only use weapons soulbound to her. She can also choose to soul-bind a weapon to herself permanently once per World (Preferably one that's legendary enough). In return, bound weapons are treated as her actives, and begin with +1 Merit Level upon soulbound.

 

Multicast: +1 Action per round. Every enhancement increases the action count by one.

 

 

Schemes:

Weapon Collector: Acquire and bind a relatively high-tier weapon to Shamhat. (2 Merit)*1.5

 

Actions: (Asterisks are used to indicate starting soulbound weapons. As per the perk Weapon Magus, these weapons begin at Level 2.)

-Actives

* Gravity Rod / Gravity: A magical rod adorned with an ominous, purple pearl. Said to have cost men and women across many lands weeks of continuous and torturous grinding to craft. And then Shamhat stole it. It possesses the power of the spell Gravity. Crushes a target with heightened gravity, dealing damage. Damage scales with the percentage of the target's remaining HP.

- Base: Inflicts 1d6+(1d6+INT)*(Target's current HP)/(Target's max HP) Crushing damage to one target.
- Level 2: Inflicts 2d4+(2d4+INT)*(Target's current HP)/(Target's max HP) Crushing damage to one target.
- Level 3: Inflicts 2d6+(2d6+INT)*(Target's current HP)/(Target's max HP) Crushing damage to one target.

 

* Sage's Staff / Cura: A purple staff with a golden ring on its tip. Said to be one of the twelve Sealed Weapons used to defeat an ancient, interdimensional necromancer. The heroes in that world apparently did not seal the weapons back properly after using them again to defeat a new evil, and so Shamhat took advantage of it and swiped the staff away. It possesses the power of the spell Cura. Heals multiple targets. Can also be used to deal damage to undeads equal to the amount of healing it would've done.

- Base: Restores INT HP, but weakens by 30% for every additional ally healed, to one or more allies. [Damage Type: Light vs Undeads]

- Level 2: Restores 1d4+INT HP, but weakens by 30% for every additional ally healed, to one or more allies. [Damage Type: Light vs Undeads]

- Level 3: Restores 1d6+INT HP, but weakens by 25% for every additional ally healed, to one or more allies. [Damage Type: Light vs Undeads]

 

Barrier: A spell that heightens one or more allies' defenses temporarily.

- Base: Increases one ally's general DR by INT/4 for three turns.

- Level 2: Increases general DR by INT/4 for three turns, but duration shortens by one turn for every additional ally targeted, to one or more allies.

 

-Passives

None.
 

 

-Trumps

Shamhat Transform!: Once per world, Shamhat may transform into her true form for the remainder of the encounter, growing six additional arms and getting taller in the process.

- Base: +2 ESS, +4 INT. Cooldown-less Triplecast (Use three spells in one turn) for the remainder of the encounter. All rolls take the higher result out of two rolls. Enemies shit bricks, if applicable.

 

Equipment:

Robe of All Trades: A robe weaved with fabric from several robes that belonged to mages of certain trades of magic. +2 INT.

 

 

Reserve:

 

Link to comment
Share on other sites

  • 2 weeks later...

and here we go

Spoiler

Name: Yvette

Age: somewhere in her early 20's not that you need to know

Gender: female

Sex: female

Race: Human so it seems 

 

Appearance: Yvette is a young woman with light fair skin and large blue eyes and pouty lips that give her a very innocent look. She has long curly slivery blond hair that drapes gently around her round face and along her neck stopping just above the center of her back. She stands at the height of 5'5" with her usual black high heels giving her another 2 inches and accent her long legs rather nicely.  She has a slim figure with a bit more than modest sized breasts which are accented by both the very alluring necklace and the rather close-fitting dress she wears. Her current attire is that of a tight-fitting white dress and black high heels. The top of the dress accents Yvette's breasts with a dull back and light red outer corset by pushing them up a bit. The skirt of the dress ends just before her knees and is slit on the right side allowing her a bit more movement. The dress its self is made of high-quality fabrics hinting at the privileged life that she has lived. 

 

Personality:  Yvette is exceedingly lazy when dealing with anything outside of the experiments and the research she likes to perform involving the demons she summons. That attitude along with her stunning looks has lead many to believe that she is just a stupid spoiled brat who only enjoys the privilege that her family's wealth provides her. A belief that she is more than happy to let others keep after all would that such a girl would be one of her worlds foremost experts on demons and the cause of many who have thought has such to have accidents.

 

Merit: 0

HP: 22

Moves: 1

 

Stats:

 

Essence: 6

 

Constitution: 1

 

Dexterity: 0

 

Intelligence: 8

 

Strength: 0

 

Synergy: 6

 

 

Perks:
Portal to hell or the like: Yvette can do a ritual to create a portal to hell or a similar plane. In order to create the portal, she needs Power, Offering, and Catalyst. Power is the only one of the three that is always needed.

 

Power: is a raw source of power (electricity, a nuclear reactor, a raw source of synergy or the like) needed to open and maintain the portal. More power the bigger the portal is and the more powerful of demons, devils or what not can come through.

 

Offering: Is basically bait for drawing things or specific things to the portal. Not always needed but having it increase the odds of something coming through the portal that is actually interesting.

 

Catalyst: An item used to key the portal in on a specific plane or world. If one is not used the portal will default to the 7 Hells or the Abyss(from Dungeons and Dragons lore). 

Bindings of the Beast: Do to dabbling in the arts of demon and devil summoning she knows how to bind such creatures to her service. Yvette has bindings equal to her Int*2. Each creature has a binding value based on its "Type" well normally this would be based on their level of demon or devil (aka a low-class devil like an imp would have a cost of 1) but due to there nature such creatures could have a variable cost due to other factors. 

 

Demons and Devils are separated into three main types Strong, Smart and Pure. Strong are physically powerful one whose main stat is Synergy.  Smart ones are well smart their main stat is Intelligence. Pure ones are ones of pure emotions and their main stat is Essence. Yvette cannot bind demons if their main stat is higher then her stat of the same type.

Demon Maid Jezzabelle:  Due to certain circumstances Yvette has gained the service of the demon Jezzabelle as her maid. Jezzabelle is exceedingly loyal and will protect her mistress no matter what. Yvette gains the Permanent minion Demon Maid Jezzabelle. Jezzabelle is created like a normal character though only has one Perk and 2 actions. She only gains Merit if Yvette invests it from her own pool. After all, a maid can't outshine her Mistress. Jezzabelle doesn't count towards Yvette's bind count nor is she affected by Curse your sudden yet inevitable betrayal, therefore, doesn't have a betrayal condition.

 

Flaw: 
Curse your sudden yet inevitable betrayal: Any creature that Yvette binds comes with a betrayal condition when met causes them to well betray her. Well, she knows the most basic of conditions for low-level creatures but due to the nature of those creatures, they can have very different conditions. 

 

 

Goals:

 

 

Actions:

-Actives
It's in the fine print(Level 1): Yvette can stun one of her minions or former minions for one turn. When stunned it taunts creatures equal to its Essence. Cooldown of 2 turns.

 

Hellfire Ignition(level 1): By opening a small portal to hell with her own powers Yvette burns an enemy with hellfire dealing 2d6+Int disintegration damage.

 

Defense is imperative(Level 1): Yvette chooses one of her minions for the next 2 turns any attack targeting Yvette targets the minion instead.  Cooldown of 3 turns.

 

Dark Blessing(Level 1): Yvette targets one minion and picks one of its stats that minion gains a buff to that stat equal to half of her Int for 2 turns. Cooldown of 2 turns.

 

Demonic Infusion: (crafting action) Yvette binds the soul of a demon to an object allowing the object to obtain some traits from the demon.

 

-Passives

 -Trumps

 

-Tricks
Contact other Plane/Outsider: Yvette's modified version of the spell lets her contact and converse with outsiders she knows. Allows her to make a check to try and contact any outside she knows. If she knows at least one of its true names the check has advantage.


 

 

Equipment:
Ring of Swift Winds (level 1): A enchanted ring that allows to wearer move faster. Grants a +4 to Initiative.

 

Custom made Battle Maid uniform (level 1): A maid outfit Yvette had custom made for Jezzabella. Made for both battle and performing maidly duties.....and is also really cute. Grants +9 slashing DR. (currently being used by Jezzabella.)

 


 

 

 

Reserve:

Demon maid

Spoiler

Name: Demon Maid Jezzabella

Age: its a secret

Gender: female

Sex: demon female

Race: demon

 

Appearance: Jezzabella looks like a young girl around 18 years old with slightly sun touched skin, long straight black hair held in a close ponytail by a large white bow matched with a lacy maid's headdress. She stands around 5'4" and is currently wearing a short-skirted maid uniform cut just low enough to give a view of her modest cleavage.  The uniform is complemented by a pair of white stockings that end midway up her thighs and held up by black garter belts.  Her feet are covered by a pair of armored boots that end right before her knees. Her arms are likewise covered with a pair of lightly armored gloves. The only hints of her demonic origins are her Yellow eyes, the small fangs in her mouth and the thin pointed black tail that she has that the uniform was made to incorporate so it wouldn't be lifting her skirt up all the time. 

 

Personality: Jezzabella tries to act the cold and aloof but unfortunately she is unable to hide her sweet and timid nature more than a few minutes due to r something popping out and scaring her more often than not causing her to run over and hide behind Yvette. During those moments it's very easy to notice Jezzabella's deep love for Yvette. During battle or whenever she believes Yvette is in danger her, she can get very cruel and merciless to those who endanger Yvette.
 

Merit: 0

HP: 26

Moves: 1

 

Stats:

 

Essence: 1

 

Constitution: 3

 

Dexterity: 5

 

Intelligence: 2

 

Strength: 8

 

Synergy: 2

 

 

Perks:
In Eternal Service: Due to the circumstances that bound her to Yvette as long as Yvette is alive, Jezzabella can't die. As long as Yvette is alive when Jezzabella is reduced to 0 hp she isn't killed instead she is removed from combat and revives at 50% hp after the encounter is over.
 

 Actions:

-Actives
Demonic Armament Matronit: Jezzabella summons her demonic weapon from hell.  It takes the form of a large axe. equips Matronit to Jezzabella Matronit Deals 2d6+Str negative damage.

 

 

-Passives


 

 

-Trumps
My Duty to the Mistress: If Yvette is reduced to 40% or lower hp Jezzabella can choose to use a free action to send Yvette to a designated safe place on the world. Usable once per Plot.

 

 

Equipment:
Custom made Battle Maid uniform (level 1): A maid outfit Yvette had custom made for Jezzabella. Made for both battle and performing maidly duties.....and is also really cute. Grants +9 slashing DR
 

 

 

Reserve:

 
 

Yvette's Demons

Link to comment
Share on other sites

"And I like killing them because it's fun, so just you pray"
While I hope that Hirata doesn't die, I'm almost ready for that eventuality.

 

Name: Father/Paladin/Inquisitor/Bishop/Executor/Peacekeeper/Knight/Sir/ S. Sampson
Age: 34
Gender: Male
Sex: Male
Race: Human

 Appearance: A tall and broad shouldered man with a tanned and rugged appearance wrapped in a classical white hemmed and inner collared black cassock that jingles slightly as he moves, he tends to accessorize with a prominent silver cross necklace, partly to show his faith and profession, but mostly to taunt the demonic and undead opponents who would have been able to exploit his obvious weakness… if they could stand touching it for long enough to yank the man where they wanted to move him, his hands are covered in white gloves at all times.

His short and spiky blonde hair has started to turn white at parts, and he has stopped trying to keep his facial hair any shorter than a stubble around the edges of his face. His blue eyes used to be framed behind a pair of round lensed glasses, but then someone pointed out that it made him look like a John Lennon fan, or maybe they just said that it made him look like a hipster and he made the John Lennon fan comment himself. His jaw is squarish and located just under a mouth that smiles whenever he fights anything.
 

Personality:
Merit: 0
HP: 32
Moves: 6
Stats:
Essence: 2
Constitution: 6
Dexterity: 4+2
Intelligence: 1
Resistance: 0
Strength: 2
Synergy: 6
 

Perks:
Important Historical Relic, found wanting: Samuel wields the Knife of Saint Bartholomew, an ancient relic said to be the very same knife that was used to flay the saint's skin off of his flesh in small strips before his beheading and redundant crucifixion. While this knife predates the existence of the catholic church itself and is still coated in the blood of an actual saint and martyr, centuries of disuse has rendered it unable to unleash a good amount of it's power, leaving it unable to perform anything more than the minor miracles of manipulating it's own mass and gravity and creating false copies of itself out of pure mana.
This perk grants Samuel the ability to use the Knife of Saint Bartholomew, a hopefully aggressively scaling soulbound knife that gains a free level up at the end of each plot.

Shield of blades: Did you fucking think I was joking? I literally have more blades on me person than yer average man has living skin cells, and ye need to break through EVERY SINGLE ONE OF THEM before you can even think about wounding me.
This character has a persistent, regenerating shield that has health equal to 75% of their normal maximum HP, which regenerates at a rate of Syn/2 every turn, and takes double damage from fire or heat based attacks. It does not benefit from other damage reduction effects.

Schemes:

Actions:

 -Actives
 Holy Endurance: It’s the nanomachines they injected me with son, or maybe it's the holy energy constantly infusing me. Samuel heals himself by 1d4+Syn health as a free action, 1 round cooldown.

-Passives
(Trick) Divine Guidance: Samuel adds a +2 bonus to checks made to track down and head to a place or person he has heard about or seen before.

-Trumps
Eternal Crusade: Samuel takes out more blades than anyone has any right to carry and poses menacingly at an enemy with five held in each hand and several dozen more floating behind him before he charges into combat and slashes someone into natty ribbons. Once per battle choose an enemy. That enemy takes 1.5x more damage from Samuel and does half damage to him. This action is a free action and has a two round duration.

Sacred Blessings: Once per encounter, Samuel can attempt to strengthen a chosen item by blessing it with a Synergy check, using a catalyst in the form of sacred incense or water, and a sacrifice in the form of blood, valuables, living or dead animals cut up ritualistically, etc.
Level 2: All Blessed items inherently come with the ability to purge status effects of an evil source .

 

No escape for the wicked: Samuel quickly covers a room’s entrances and exits with tiny blades, finishing it off with a single blade and an amen, causing the blade to shine a light that reflects off of all the other blades to reveal bible verses and prayers written in holy light, which are of course anathema to undead and their ilk. This does exactly what it says on the tin, covering every single entrance and exit in enough knives and holy light to ward off all but the most tough skinned cowards. Usable once per battle.

Equipment:
(Perk backed) Knife of Saint Bartholomew: The knife and it’s many copies takes on the appearance of a black hilted flaying knife with a rusted blood covered blade.
Launches three attacks that deals 1d4+Dexterity/2 damage each, these attacks can be aimed at the same target if the user chooses and stats are added at a halved rate, this item is soulbound and it ignores 3 points of RES.

Free flowing Cassock: A simple priest’s cassock modified to allow a greater range of movement, it’s not much but it works. +2 Dexterity.

Holy Water: Exactly what you think it is. Used as a catalyst and might deal damage to unholy creatures if splashed on.

Reserve:
Blade Master: Samuel adds 2d4 to the damage of his first attack each round.

Link to comment
Share on other sites

  • 5 months later...

Hyuga Akihiro, the Thief Walker Ninja

Spoiler

Name: Hyuga Akihiro

 

Age: 10

 

Gender: Male

 

Sex: Male

 

Race: Human

 

Appearance: With pure white eyes and jagged black scrawls inked over their bald head, they are quite the ghastly sight.  They wear a thick vest and shorts.

Personality: Obsessed with Freedom and escaping Death, they strive to avoid being beholden to others, their hobbies are indulging in their curiosity, they like dairy, and they dislike rice.  Their dream is to have complete control over their own fate.

 

Merit: 4

 

HP: 24

 

Moves:

 

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

 

Essence: 1

Constitution: 2

Dexterity: 6

Intelligence: 8

Strength: 1

Synergy: 3
 

Perks:

 

Level 3 Byakugan: The user is granted the Passive "Byakugan", which grants them supernatural sight beyond sight.

 

-

 

Flaw Level 1: Missing-nin: The user may be alive, and they may not even be on-world, but they are still hunted for their crimes, attracting people who demand their capture, or even their death. 

 

Ninja will hunt the user periodically, using various jutsu to track them cross-world. 

 

Goals:

 

 

 

Actions:

 

(1/30) Level 1 Passive: Eternal Life Return Seal: The inside of the user's skull is printed with a fine and intricate network of chakra seals able to store information and process data. Slowly but surely, this sealing array is integrating with their own mind.

 

Merit Level 1: When 30 Encounters have passed, or the Caged Bird Seal is activated for the user, this passive will transform into a "Eternal Life Return Seal" perk.

 

Locked: "Perk Level 1: Eternal Life Return Seal: The user does not die from wounds, however, if they have 3 wounds or more, a critical hit will instantly kill them."

 

-


Level 2 Passive: Data Return Dojutsu: The user enhances their eyes and mind, allowing them to read all written text in the area, even in closed books, or behind walls.

 

Merit Level 1: The user can read any written text within 50 meters of their current location, even within closed books or behind walls.

 

Merit Level 2: When the user is near written words, they receive a bonus to tasks aided by the information within, if the writing in question actually has value to reading it while performing a task.

 

-

 

Level 4 Passive: Byakugan: The user has Sight beyond Sight

 

Perk Level 1: When combat begins, reveal the current health of all enemies.

 

Perk Level 2: One target during combat becomes "Watched", and has it's weakness revealed, if one exists.  If the target dies, or has no weakness, another target is automatically chosen

Perk Level 3: When a "Watched" target uses an action, that action's description is revealed.

 

Merit Level 4: This passive cannot be locked.

 

-

 

Level 1 Active: World Within Wandering Dots Jutsu: By infusing a liquid with Chakra, and using specialized handsigns, the user can grant a mass of liquid limited locomotion over a surface, allowing them to easily create images and writing on a surface.

 

Merit Level 1: The user gains a bonus to crafts involving the creation of images or writing.

 

-

 

Equipment: 

 

(Trick) Level 1 Active: Clone Jutsu: The user creates an illusory clone of themselves, which looks similar to them, and can seemingly take action.  It however, is purely illusory, and cannot affect the world around itself or make sound.

Trick Level 1: The user creates an illusory double of themselves with 1 HP.  It cannot do anything to affect the world around itself, does not cast a shadow, and makes no noise.

 

-

 

(Trick) Level 1 Active: Transformation Jutsu: The user transforms themselves into a person or object, taking on it's appearance and proportions.

 

Trick Level 1: The user attempts to disguise themselves as someone or something else.  If they take damage, the disguise fails.

 

-

 

(Trick) Level 1 Active: Substitution Jutsu: The user replaces themselves with an object, avoiding harm.  Requires a target to replace the user with.

Trick Level 1: The user sacrifices an item, and dodges an attack.

 

Reserve:

 

 

Sucrose

Spoiler

Name: Sucrose

Age: 100

Gender: Female

Sex: Female

Race: Gem

 

Appearance: An almost inhumanly pristine humanoid figure standing at a proud four feet tall, their skin is a deep caramel, with a blond-colored dress and a white apron.  Their hair is a bright blond, and tied up into a large ponytail.  A white sugar crystal is embedded in their cheek.

 

Merit: 1
 

HP: 30/30

 

Goals:

"Sucrose will not get caught performing any actions that creep out the native organic life on the next plot, to practice harvesting samples and information without locking herself out of any of their primitive social castes."

1-Merit bet

 

Moves:

 

Stats:

 

Essence: 0

 

Constitution: 5

 

Dexterity: 0

 

Intelligence: 0

 

Strength: 8

 

Synergy: 8

 

 

Perks:

 

Poof:

Instead of dying, when mortally wounded, the user instead releases their physical form, leaving behind an inert gemstone.  Being made of a gem and hardlight, so long as their gemstone survives, they can recover from any harm, no matter how grievous, so long as they have enough time to do so.

 

Reformation:

When the user poofs, they are able to redistribute their stat points in their Strength, Synergy, and Constitution, as well as change their physical form.

 

Photons Manipulation:

The user is able to see and act with microscopic precicion, able to see and act on individual molocules with the same ease they would see and act on large objects.

 

Flaws:

 

Limited: The user may not gain stats in their Synergy, Constitution, or Strength stats by either Merit or Training.

 

Goals:

 

 

 

Actions:

 

Shapeshift:
Level 1: The user is able to rearrange their body, transforming parts of their bodies into other shapes and forms.

Level 2: The user is able to make microscopic changes to their body with a degree of accuracy.

Level 3: The user is able to rapidly shapeshift, so long as they have a predefined shapeshifting blueprint.  The user may swap out one shapeshifting blueprint as a free action each turn while this is equipped in battle.

Level 4: By consuming a DNA Sample from a creature, the user may produce blueprints without access to the whole creature.

 

Light Candies:
Level 1: The user is able to produce false sugar made of light.  When this sugar is consumed by something, the user may attempt to take over the organism temporarily.

Level 2: The user is able to transform plant sugars into light-enhanced sugars.  These sugars can allow the user to permenantly take control of an organism that consumes them.

 

Equipment: 

 

(Active Trick) Shapeshifting Blueprint (Acid): The user shapeshifts the surface of their body to act like an acid.

(Trick) Level 1: The user deals 2d6+Syn Acid damage to a target.

 

(Passive Trick) Shapeshifting Blueprint (Chitin): The user shapeshifts the surface of their body to act like a hard organic shell.

(Trick) Level 1: The user gains 10 Cutting DR

(Trick) Level 2: The user may choose any one between Cutting, Crushing, and Low Velocity to gain DR from.

 

(Passive Trick) Shapeshifting Blueprint (Thorns): The user shapeshifts the surface of their body to cover it in microscopic barbed thorns.

(Trick) Level 1: The user deals 2d6 damage to unarmored enemies that make physical contact with the user.  This effect can only trigger once per turn.

 

(Active Trick) Shapeshifting Blueprint (Elemental Gland [Fire]): The user shapeshifts to grow a gland in their throat that allows them belch a concentrated stream of fire.

(Trick) Level 1: Ignite three targets within melee range dealing 1d8+[Syn/2] to each for two rounds. Cooldown of three.

Level 2: The user has added hard-light sugar to their flames, adding an obscenely potent powdery fuel to the blaze.  In addition to the 3 original targets, an additional 3 targets take 1d8 damage from the burning sugar cloud.

 

Items:

 

Flesh Obsession: After collecting cell samples from at least nine notable characters(Named NPCs, party members, etc.) this passive will transform to reflect greater understanding of the Human mind

 

 

Link to comment
Share on other sites

"I'm warning you, it's not a very good story."

 

 


Name: Scarlet "Yes, just Scarlet" 
Age: 154 (chronologically, 16 physically with some minor aberrations) 
Gender: F 
Sex: F 
Race: Human 
Appearance:  Scarlet is fairly short at just barely five feet tall and appears deceptively young overall, only looking to be in her mid teens - though she doesn't exactly possess the demeanor of a sixteen-year-old girl. She does, however, have long, mostly straight white hair that flows down to her back if it's not stuffed into a jacket. She's slim but not skinny, with a runner's physique. If she's not wearing a hooded jacket or generally doing anything that doesn't require headgear, she'll tie ribbons into her hair, whether it's a larger one at the back of her head or smaller ones near the ends. She tends toward darker clothing overall with a preference toward reds - insinuating that this is somehow because she's named after a shade of it is a good way to get threatened with wrist-mounted flamethrowers (a threat that she has, on occasion, followed through on to the particularly irritating.) She's almost always found smoking a cigarette, and isn't afraid to share.  

Personality: Scarlet's really not much of a talker. Not for shyness or any sort of social anxiety; she just prefers to keep her thoughts to herself, though she'll contentedly listen to you if you do speak with her and doesn't seem to be easily bothered by conversation. If she does take issue with something, however, she isn't afraid to make this fact known; this habit of only speaking out when she's upset by something leaves varying impressions on people, to say the least. She doesn't seem to take much interest in, well, anything, though she does have somewhat of an altruistic streak.  

Backstory, from her old game:

 


"Fine, you want to hear a story? I'll tell you a story. 

There once was a girl that lived on a planet. It wasn't a very special planet, but it was her home. There were some people that owned the planet, and everyone on it worked for them. It wasn't bad living there, most of the time, unless you upset the people that owned the planet. Most of the people were farmers or miners or mechanics.  

The girl's father was one of these miners. He was in charge of all the other miners, so life was good for him and the girl, until one day, they couldn't find enough ore in the mines any more. The people that owned the planet weren't happy, and so they yelled at the man and told him to work harder, that obviously there had to be more; their computers said so. So the man tried harder to find ore. He tried too hard, though, and got into an accident, so he couldn't work any more. The people that owned the planet just shrugged and said that kind of thing happened sometimes, and that he would just have to deal with not being able to work any more. 

This made the girl upset. She made a plan to get back at the mean people that owned the planet. So she snuck aboard their ship. She had heard that the people owned a one-of-a-kind miracle medicine that made you live forever, and she wanted to steal it. And so she did, but not very easily. She almost died when she got caught in one of the security systems, but one of the guards felt sad for her and helped her find the medicine. He agreed to help her get the medicine out of the ship.  

However, when they were almost ready to leave the ship, she panicked. She decided she wanted to live forever, so she killed the guard, and took the medicine for herself, and then snuck onto another ship and left the planet. 

Yeah, I thought it was a shitty story too." 

Scarlet has worked for a very long time as a mercenary, not that you'd be able to guess by looking at her. Before this, however, she found her way to pirate groups, joining up with them for the sole purpose of taking revenge on the people that had shattered her life. She ran with various crews for decades, her unnatural durability initially making up for her lack of any real ability to use a weapon, as well as the other uses of her Iron Weaver system being a valuable asset to the outlaws. Eventually, she got sick of piracy, sick of questing for revenge against a faceless entity by taking out the real people that happened to work for it, and so she "retired" insofar as she decided to sign on with mercenary crews, which at least had a shard of legitimacy about them. She picked up a decent amount of medical knowledge, partially out of simple curiosity and partially out of the necessity of learning how to keep her crew members at least functional - though much of her proficiency as a medic comes from the fact that her nanites are already set up primarily for restoring and maintaining the integrity of the human body, and the leap to another mammalian or even avian species isn't so drastic that the knowledge is totally inapplicable.  

Being able to reconstruct your body much more easily than most people makes it easier to play about with certain kinds of weapons - one of the crews Scarlet ran with in her early days had picked up a set of wrist mounted flamethrowers. They were more of a novelty than anything else for most people; they were fairly difficult to actually use without crisping one's own hands unless you had a lot of practice. Most people also do not have the ability to return said crisped skin to normal in moments. Thus, they passed to Scarlet, who made them into a signature weapon of sorts, supplementing her developing marksmanship as well as being used for great psychological effect. . . plus they're actually pretty handy for cooking.  

She can't quite remember what happened to her last crew, other than that she was fond of them, particularly one Fin with a penchant for eccentric ramblings. She recalls a job gone south in a hurry, chasing down some terrorist turning into a clash with some sort of weird special forces, a strangely sinister rainbow Cane with terrifying bioweaponry, struggling to cling to life despite her regeneration after being returned to her ship by said terrorist, and then. . . nothing.

 


Total Merit: 
Current Merit: 
HP:
Moves:

Stats:

 

  • Essence: 1
  • Constitution: 8
  • Dexterity: 5
  • Intelligence: 5
  • Strength: 1
  • Synergy: 1


Perks:

  • Immortal Smoke (level 3) : Scarlet's body is suffused with a set of powerful, specialized nanites that have fully integrated with her biology. Among other factors, this allows her to recover from injury with great speed, as well as allowing her to boast an impressive resistance to all manner of toxins and foreign bodies. They carry a full blueprint of her body; this allows her to regenerate even lost limbs, given time.
    • Effect 1: Scarlet recovers [CON] HP per round, unless she uses an action (Field Patch) to grant this to an ally.
    • Effect 2: Biological status effects are halved on Scarlet. She gets a CON saving throw against binary effects.
    • Effect 3: If Scarlet starts a plot with a wound, she recovers her oldest wound.
  • Flaw: Hourai Victim: "It must be fate." Scarlet has made a few friends and a lot of enemies over her career.
    • Effect: Scarlet occasionally attracts corporate bounty hunters, non-corporate bounty hunters, and various other flavors of hit squad, who will attempt to capture or kill her, at the GM's discretion. This flaw may also have other effects in sci-fi settings.

 

 

 
Goal:

Actions:

Field Patch: Heals target by Scarlet's [CON].

-Level 1: [CON] heal.

"Yeah, I know it hurts like a motherfucker, but it's better than being dead."

 

Wrist Flamers (Merit equipment): Wrist-mounted flamethrowers, an effective terror weapon in melee combat. Their relatively low profile makes them easy to carry and conceal, but doesn't exactly do away with the laws of thermodynamics. If she was well-known for anything, it would be her usage of these. Deals heat damage. 

-Level 1: Up to three targets gain the "Shaken" status until the end of the encounter, if they already have Shaken they instead lose it and gain "Frightened", if they already have Frightened they instead lose it and gain "Panicked".
Shaken enemies deal [DEX/2] less damage in the presence of their fear, Frightened enemies deal [stat] less damage, and Panicked enemies deal [DEX] less and and must also make an Ess save in order to take any action that isn't running from the source of their fear.

The user takes [DEX] backlash damage, this action can only be used once per round.

-Level 2: This piece of equipment does not take up a slot. 

-Level 3: Can instead be used to inflict 2d4+[DEX/2] burning damage for 2 rounds, inflicting [DEX] recoil damage. 

"Yeah, they're not actually all that practical. They sure do scare the shit out of people though. Funny how people would rather get shot than lit on fire."

 

HelioSys LWP-R Laser Rifle (Merit equipment): Scarlet's weapon of choice. A lightweight weapon more or less occupying the same role as a carbine. What it lacks in armor penetration it makes up for in versatility. Deals 2d6+DEX damage, affected doubly by damage reduction. Can deal nonlethal damage, and is not obviously a weapon when disassembled (fooling most conventional low-level security systems that would be scanning for such. Takes a turn to assemble if combat starts while it is hidden.) Deals heat/radiation damage. 

-Level 1: 2d6+DEX damage, affected doubly by DR, can deal nonlethal damage, is stealthy. 

"Apparently it looks like a laser hair trimming kit." 
-Trumps
Omnidyne-M "Archer" Counter-Armor Platform (Equipment): An oft-maligned weapon that painfully stretches the definition of man-portable, as well as the compressive strength of the bones of those unfortunate enough to man it. However, it still does an excellent job of putting very neat, very large holes in things. Deals HV Piercing damage. 

-Level 1: Deals [STR or DEX]*4 damage, ignoring damage reduction. Stuns and inflicts half the damage dealt to the user on firing.

-Level 2: Recoil reduced to 1/3.

-Level 3: Recoil reduced to 1/4.

"Told you it was a shitty story."

Link to comment
Share on other sites

New boot, new character.
Have a Tinker happy star goddess from Kid Icarus.

 

Spoiler

Name: Stella

Age: ???

Gender: Female

Sex: Female

Race: Goddess 


Appearance: A lovely young woman with Short silver hair, and pale gold eyes that reflect starlight. She wears sandals and long black pants, paired with a White Croptop which seems to have stardust woven into it, giving it iridescent sparkle even in the dark. ESPICALY in the dark. A long, even more sparkly scarf like raiment wraps around her body, forming an X over her otherwise bare stomach and back, and a belt like loop around her waist.  This raiment then trails off into two long cloths behind her, that gradually fade away into what seems to be strips of the universe itself, black space filled with stardust, the bright lights of the stars themselves, and whole galaxy’s in the background. It should be noted however, that this is merely a form taken on for her own taste and convenience. Her true form being both beyond human comprehension, and much less fun to use.

In Addition, she has recently completed a new design, and is followed around by her Assembly Drone. This drone, when at rest seems to be a large metal disc with various lines of purple energy and glowing iridescent chambers. Many of the latter have recessed into the disc to be almost seamless, or to sit only raised slightly over the surface. Extending from this disk are four straightened out “Arms” each connecting to one of what seem to be Triangular pods or coverings, themselves seemingly comprised of four triangular shapes. Each of these four extensions are connected togther by what seems to be a flowing black and purple ring made of solid energy. Between this ring and the disk are tiles and rectangles of more of this energy, along with what seem to be Displays of data displaying text in what seem to be several alien and/or divine languages. These tiles and displays, are themselves, arranged in spinning rough ring like patterns.

Its unclear how exactly she controls it, but Stella keeps her assembly drone behind her at nearly all times, to the point it seems to be invisibly glued to her body. What with how it floats behind her back near constantly with its top flat surface towards her, it can effectively be considered part of her outfit.

 

Personality: A confident, and somewhat arrogant goddess. She is quite free spirited and usualy only concerns herself with the petty squabbles of the other deities when they directly interfere with her intrest, though she does maintain a small worshiper base and has slowly become a little more interested in keeping an eye on the “cute and clever little humans”. Otherwise unconcerned with the surface of the earth, she spends her days among the stars and galactic sea. Despite her seemingly care free nature, nothing that comes within the vicinity of the earth’s space evades her notice, and the space pirates who plunder the night sky itself are at risk of being dragged under by her wrath. Perhaps as a result she has both a deep fascination with, and understanding, of alien technology. Even going so far as to allow the Arurm invasion to catch the gods by surprise and refuse to join them in battle for the sake of raiding ships for loot on her own.

 

Merit: 0

HP:

Moves:

 

Stats:

 

Essence: 5

 

Constitution: 3

 

Dexterity: 1

 

Intelligence: 5

 

Strength: 0

 

Synergy: 7

 

 

Perks:

 

Divine Flight:  “For what power would bind the very stars, and shackle them to the earth?” “A really borring one that’s what.”
The user is able to fly and gains a resistance to most environmental effects and 20% dodge chance.
        Level two: The user may traverse and move withen the void freely, dodge chance is now 33%

 

Stellar Knowledge: “Sweet, some Arurm Salvage!”
  The user gains a bonus 50% percent to understanding, using, and reverse engineering alien, and sufficiently advanced technology and systems.

(Flaw) "Color Commentary: “Oh cute, now the peanut gallery is here”
 The Antagonist of the current plot mocks the user and allies. The user can be randomly Taunted during combat."

 

Goal:

 

 

Actions:

-Actives

Stellar Ray: The user calls down a beam of sacred light from the sky, imbued with the power of the stars. Deals 5d6+Syn Holy/Light damage. CD=3
 
Galactic Blast: The user conjures the image of a lovely galaxy or nebula. It then explodes. Deals 3d3+Syn Holy/Explosive damage to four targets and inflicts stun for one turn. CD=3

Night shock: The user cast out a blast of darkness to strike a foe. Dealing 2d6+Syn Holy/Dark damage

 

 

 

-Passives

 Fusion Alter: The user may, at will (Excepting during encounters) Dystroy two items to obtain a new one based on the current world and/or recent events. The new item will have a level no less than that of the highest-level item destroyed, And a level no higher then the total level of the destroyed items. The new item may or may not keep a portion of the previous item’s effects

 

Divine Retrofitting: The user may treat personal ranged weapons as melee, and vice versa. Once per combat they may expand this to include non-conventional weapons, and ship weapons.

-Trumps


 

 

Equipment:

  Neo Arurm Assembly drone: An advanced machine, made of reprogramed Arurm drones and retrofitted parts. This futuristic drone was made by the user both as a test of her skills and magic, and to assist in crafting. It is capable of harvesting, processing, and scanning nearly any resource. And is able to assemble some Arurm technology from recovered blueprint data, reverse engineered equipment, and some home-grown designs.  Its practically a mobile factory.

(Equipment) Level one: Gather protocols: At the end of each encounter the user gains bonus loot and resources, depending on the area, and in some cases enemies fought. This unit does not need to be equipped to activate this effect.

(Equipment) Level two: Databank: At the start of each plot the user will receive a blueprint, detailing ethier alien tech from their own world, or tech that the drone has devised via its remaining Arum scanning programing. These blueprints allow the user to freely produce the detailed item, given they can supply the proper resources.

(Equipment) Level three: Databank+: The user gains one additional blueprint per plot.
 

 

(Databank blueprint) Micro Space-Pirate StarDust Core: A design reverse engineered from the ruined core of a space pirate ship, which was sunk by a mighty beast. It can produce and store “relatively small” ammounts of power indefinitely and without waste, So long as it can access the energy and stardust of the galactic sea, or an appropriate substitute. Though nowhere near as strong or large as the original it’s a handy thing for a goddess of stars to have. Requires Glass, Iron, and gold

(Databank blueprint) Small Arurm False-Matter Projector: A design recovered from Arurm memory chips. This is the component used by most Arurm drones, and Arurm inspired weaponry to produce the color-coded masses of solid and non-solid energy used for various functions and parts. Requires Advanced Alloys and gold.

 

 

Reserve:

 

 

Link to comment
Share on other sites

REBOOT: Featuring a character that can actually tank hits.

 

 

Spoiler

Name: Vepr-12

Age: 1 as in, more than an year after she's left the factory.

Gender: F

Sex: F what do you mean by she's just a robot

Race: Tactical Doll

Appearance: Vepr-12 is a tactical doll who looks like she's been operating on a low sanity meter for a long time. From afar, her 172 cm figure almost seems to blend in with the slouched ELID infectees she's always so busy killing. Her crimson eyes are backdropped with her tanned skin, and her cinnamon-shaded hair casts a faint shadow which seems to cover her eyes almost at all times. The issue is further compounded by the blue beret over her head. Her ponytail reaches her shoulders, where it meets her blue greatcoat, stylized after the Soviet greatcoat. All over her greatcoat are handmade emblems that represent great feats she had achieved before. Her greatcoat hangs a bit below her knees, and conceals most of her body except for the outlines of a well-developed bust. In one of the side pockets, a small teddy is strapped tightly. Finally, she wears white valenki, with faint prints of dried blood left around their bottom edge.

 

Attached to her back is a green and gray folding armor plate, almost two thirds of her height. When needed, she can detach it from her back. And in her hands is a Molot Vepr-12 shotgun, bound to her using the ASST system. She also carries a dark green duffel with her, containing standard supplies.



Personality: Vepr-12 is an IOP-manufactured custom order tactical doll made for the explicit purpose of gutting the zombie-like ELID infectees, and she's quite into this goal as well. Working under the military in Belgrade, she routinely goes on "hunts" for infectees outside of the seemingly impenetrable walls of the city, and more often than not she would get a bit too immersed in the killing that she would forget to return by evening. She likes to come up with arbitrary "achievements" to spice up the killing, and backs them up with "video evidence" so that she can show them off to the wholly uninterested human soldiers. The only reason why they were willing to put up with her after all was that she actually had combat experience unlike the human soldiers who would only dare to snipe the infectees outside the wall from a distance, and that she was quite possibly the only source of combat knowledge in the entire base.

 

Having to abide to Asimov's Laws which were hard-etched into her digi-mind, she often finds herself at the mercy of humans. She may feign respect to all humans, but the only humans she actually like are the soldiers she's working with.

 

In her free time, she would hit up the streets of Belgrade and collect bottlecaps and buttons, scouring storeshelves, garbage bins, and the sewer. Then, she would craft them into stylized emblems to go along with her achievements and wear them with pride.

 

Merit: 0

HP: Con*2 + 20 = 38

Moves:

 

Stats: (21)

 

Essence: 2

 

Constitution: 9

 

Dexterity: 1

 

Intelligence:3

 

Strength: 7

 

Synergy: 0

 

 

Perks:

Advance Statistic Session Tool: Through the Advance Statistic Session Tool (ASST), Vepr-12 can operate her shotgun as if it were an integral part of her, resulting in high operating efficiency and effectiveness. She gets an additional action every turn.

SG - Valkyrie of Belgrade: Vepr-12's trigger reflex causes her to retaliate against anything that scratches her armor plates. She will counter against all damage done to her with an equipment of choice (specified every turn), but only up to the number of actions she has in the same turn. (So, being able to move twice per turn means up to two additional counterattacks per turn)

Molot Vepr-12: Vepr-12's trusty shotgun, one that has followed her for her entire life. Grants the perk-backed equipment "ASST-Bound Molot Vepr-12."

Frenzy (Flaw): Every four damaging attacks Vepr-12 use (including counters) will cause her to get reckless and send her into a momentary Frenzy for two turns, during which attacks against her will have their base damage increased by 20%. Every four damaging attacks made during a Frenzy will further increase the duration by one turn. The count is reset once the status is cured or has run out.

 

 

Goal:

 

 

 

Actions: (+1 Action Slot)

-Actives

Survival Instincts: Vepr-12 takes on a defensive stance, protecting herself from incoming damage. +[Con] DR to self for one turn.
 

 

 

-Passives
Critical Cover: Every turn, Vepr-12 will cover the first ally who has equal or less than half of their maximum HP and is about to take damage from an enemy, redirecting the damage to herself with +4 General DR. She will then cover that ally for the rest of the turn.

- Base: Redirects all damage from the first ally who has <= 50% MHP and is about to take damage from an enemy until the turn ends.

- Level 2: +2 General DR when taking damage for an ally. (No DR boost if the attack goes for Vepr-12 directly)

- Level 3: +4 General DR when taking damage for an ally instead. (No DR boost if the attack goes for Vepr-12 directly)

 

 

-Trumps

Fast Repairs: The killing does not stop for Vepr-12. If it means getting some arbitrary and imaginary high score moments before approaching a "Game Over," she will most certainly be willing to give her 100%. Once per encounter, Vepr-12 can mend her own wounds and restore 80% of her MHP. (29 HP)
 

 

Equipment:

Type 3 Armor Plate: The protective grade Type III Kevlar Plate provided by IOP Corporation can resist high-caliber ammunition, massively enhancing T-Dolls' survivability on the battlefield. +9 Piercing DR.

 

Military-Grade Aegis: The same grade of hand shield used by the armored units "Aegis" ordered by the KCCO. Quite resilient against most cutting weapons. Green in appearance, with some gray lining the indents. +9 Slashing DR.

 

Anti-Collapse Forcefield: While T-dolls all have basic levels of anti-radiation armor in order to operate outside of the radiation-free Green Zone, they are still prone to erosion from high concentrations of Collapse particles in the Red Zone. In order to mitigate this issue for Vepr-12, a regular patron to the Red Zone in search of ELID infectees, a forcefield module was installed to allow her to brace through high radiation areas temporarily. +9 Energy DR.

 

ASST-Bound Molot Vepr-12 (Perk-backed): A classic multipurpose semiautomatic shotgun produced in the early 21st century by Molot-Oruzhie. Designed as a direct competitor to Saiga-12, it has also seen great use in both hunting and professional shooting. It is essentially integrated into Vepr-12's core using the ASST system, allowing her to wield it with considerable effectiveness. Deals 2d6+[Str]+[Times Vepr-12 has fallen into Frenzy]/4 high velocity damage to one target, and reduces that target's damage by 20% for one turn.

 

 

 

 

 

Reserve:

 

 

 

Link to comment
Share on other sites

My new character who's a bit more thematic for this game.

 

Spoiler

Name: Captain Jack “Frost” Attwater

Age: 27

Gender: Male
 
Sex: Male

Race: Human (Pirate)

Appearance: A man standing around 6’ 4’’ with dirty long black hair pulled back into a ponytail. He’s got a face full of somewhat long stubble. He wears a tattered black and red long coat with gold buttons and fringe, though otherwise nothing covered his (rather hairy) chest. On his legs are thigh high leather boots, which cover most of his pants. Overall, he’s quite fit. Also, he’s visibly drunk even to the most inexperienced individual.

Personality:

 

Merit: 0  2/3

HP:28

Moves: 1

 

Stats: 21 allocated

Essence: 8

Constitution: 4

Dexterity: 3

Intelligence: 0

Strength: 6

Synergy: 0
 

Perks:
Level 2: The Enterprise: A twelve gun frigate, outfitted with a mysterious device of Cephalopod origins.
Hit them with almost a broadside!: Gives access to the action “Almost a broadside.” 


Flaw: Hunting Pirates: Periodically Jack is attacked by groups of pirate hunters.

Goals:

 

Actions: 5 slots 0 free actions

-Actives
Perk Backed: Almost a Broadside: Jack orders The Enterprise to fire Almost all the cannons on an enemy dealing 5d6+Dex+Quests. Starts on cooldown, 3 turn cooldown.

DRINK!: Jack offers an ally a drink (read: forces them to down a shot of grog) Healing them for 1d4+Ess Health and an additional 1/2 Ess the next round.

    Level 1: Jack heals an ally for 1d4+Ess Health
    Level 2: Additionally this heals the target for 1/2Ess after one round.

SET SAIL AND CONQUER!: Jack lets out a rallying cry, which only one companion can really understand the gist of. They gain ½ ESS damage for a turn.

Midget Saw: Jack flings his trusty monkey, Saw, at an enemy, reducing their damage by ½ his Ess or a turn

Surrender Thy Booty!: Jack gets uncomfortably close to an enemy and quickly steals something from their pocket. He also takes a peak at what exactly they're doing, revealing the description of their next action.

    Level 1: Jack steals an item from an enemy if possible.

    Level 2: Additionally reveals the the description of the target's next action.

Passive: Gun Belt: Starting with the first round, and every third round after, Jack gains an action that may only be used with a Dex based item or equipment.

Passive: Pulsing Augment: +2 Ess -1 Con, always active, doesn't require and action slot.  Periodically gains an additional level, cannot be leveled normally.

 

-Passives

Tall Tales: Jack is adept at weaving stories of grand achievements in a way that makes them almost as believable as they are absurd.
+2 on rolls to tell a story


Enemy of Squids: Being a natural enemy of squids, Jack deals 5 more damage when fighting cephalopods.

-Trumps


Equipment:
Sword sheath: A place for storing a sword. When equipped, “Cutlass” doesn’t use an action slot. Does not take up an action slot.

Cutlass: No proper pirate goes without one! Deals 2d6+STR damage.

Grog: Is this even edible...? The first STR attack dealt by Jack in combat deals an extra 3 damage.

Reserve:


Angry Coachgun:  Deals 1d4+[Dex/2] damage to one target, the user may choose to deal double damage with this weapon, doing so requires an action be spent reloading before the next attack with this weapon.

 

Link to comment
Share on other sites

Spoiler

Name: Raider Jack James

Age: 51 (physically in his early 20s, though)

Gender: Male

Sex: Male

Race: Human, in fact

 

Appearance: Jack’s armor is a set of blue blocky armor plates, with occasional yellow markings and stripes or trims, which cover most but not all of his torso and limbs and give his silhouette the rectangular, blocky aeshetic the New Conglomerate is known for. Under these armor plates (which include heavy and angular armored boots) are the khaki fabric of a long-sleeved shirt and, well, khakis. On his head is a helmet with a somewhat angular top, which is blue in color, includes a yellow circle with an inset, darker-yellow star on the forehead, and a large pair of sunglasses which block out the eye area completely. Under this armor, Jack has white skin, brown hair, blue eyes, and a build that is fairly muscular — and a bit heavy-set in geeral. Though most of that heavy-set quality is muscle, there is just a bit of fat as well. Jack is devoid of scars.

 

Personality: Raider (a New Conglomerate rank title) Jack James long ago ran out of fucks to give. It’s no wonder — when you have fought unchanging for 20 years in a war in which nothing of consequence ever happens, in which all the destruction you inflict gets repaired, and in which death is not even a slap on the wrist, but rather a tool, something that can be used to get places faster (as you kill yourself to come in at a specific respawn point), well, you don’t manage to retain much of a sense of urgency or fear. Jack is quite the amiable guy, actually, happy to crack a joke or to flash a smile at somebody, even if the jokes he makes are sometimes (not always) shockingly dark. He doesn’t get angry very easily, and he forgives very easily as well. His warped perception of the world goes beyond mere blaséness though: he simply no longer understands some concepts in the same ways that normal people do.

 

Merit: 0

HP: 36

Changelog:

1 Merit gained from Handgun Bunch, White Dove

1 Merit spent on upgrading the Magshot

 

Moves:

 

Stats: 

 

Essence: 2

 

Constitution: 8

 

Dexterity:

 

Intelligence: 1

 

Strength: 4

 

Synergy: 0

 

 

Perks: 

Safeguard: This isn’t Jack’s first rodeo with death, not by a loooong shot. Jack’s bloodstream is optimized with implanted medical nanites to keep him alive for a while after what would normally be a gory demise — normally meant for providing a space for revival nanites, this means that he can be healed within a few seconds to be essentially brought back to life. For one turn after Jack’s HP hits 0, he can receive healing normally and be brought back from the 0 HP state.

 

New Conglomerate Particle Shield: A common piece of technology on the battlefields of Auraxis is the particle shield, projecting a field of mostly transparent particles which can take a few bullets and which will eventually regenerate if left alone. This New Conglomerate model operates electromagnetically, both exerting resistance with the particles and keeping them in place through carefully tailored electromagnetic fields. Jack has shields which are added on top of his health, equal to 50% of his health. One turn after each turn he isn’t attacked, or if he is healed to max health in a turn, these shields regenerate 33% of their total.

 

Liberty or Death!: The New Conglomerate is infamous for being loud, rowdy, and causing one hell of a chaotic ruckus, and Jack is most certainly not an exception. Through shouting of typical NC insults, rushing in, and blindly firing, Jack becomes a completely unignorable presence on the battlefield. Jack gains the perk-backed move YOUR BEST IS MY WORST!

 

Flaw:
Liberty AND Death: It would not even be slightly an exaggeration to say that Jack has literally no sense of self-preservation. Death has become utterly meaningless to him, and though he may want to avoid getting shot sometimes so he can get something done, generally moving or charging with safety in mind is no longer a concept that makes any sense to him. Incoming attacks against Jack have a 20% chance to score a x2 crit against him.

 

 

Goal:

 

 

Actions:

-Actives

YOUR BEST IS MY WORST (Perk-backed): Faction-themed taunts are a long tradition in the Auraxian war, and since Jack has been in that war for more than 20 years, he’s been shouting insults at the top of his lungs for a long time. Oh, and with this he adds incoherent screaming, charging directly and recklessly at the enemy, and firing bullets blindly in every direction. Jack taunts five enemies for their next action. 2 turn cooldown.

 

Live Free in the NC!: For when Jack is JUST taunting, not screaming like a madman and firing wildly and sprinting in. He IS capable of much more mild obnoxiousness, after all. Jack taunts one enemy for one round. 1 turn cooldown.
 

 

-Passives


 

 

-Trumps

Frag Grenade: This little ball of chaos is a Nanite Systems issue fragmentation grenade, which packs one hell of a punch if you’re around when it goes off. It may take a while to detonate, but everything in its blast radius is dying unless it is one seriously, seriously tough son of a bitch. When thrown, this grenade targets the initial target as well as the enemies before and after it in initiative. It detonates at the end of the turn after it is thrown, and enemies targeted by it can use an action to escape the blast. Does 6d6+[DEX]*2 sonic/high-velocity damage to those it hits. Once per Battle.

 

 

 

Equipment:

Nanite Mesh Generator: Those on Auraxis designated as Heavy Assault usually have some form of utility built into their suits, specs purchased from Nanite Systems, that is useful for letting them survive a bullet or two more than they normally would. The Nanite Mesh Generator is one of these, creating a nanite-made defensive mesh structure that moves with the soldier, but needing to recharge afterwards. When activated, Jack gains the Overshield status, which absorbs the next attack he is hit with. Free Action. 5 turn cooldown.

 

Mag-Shot: The most standard weapon in Jack’s arsenal, being a simple pistol. The gun looks like a brick with a handle and trigger, and the bullets are pretty goddamned powerful, just like on the SAW, but this one pretty much just handles like a normal pistol, much unlike the SAW. Deals 3d6+[DEX] high-velocity damage.

-Level 2: Damage increased from 2d6+[DEX] high-velocity damage to 3d6+[DEX] high-velocity damage.

 

Mag-Cutter: This knife is extremely powerful on Auraxis, though one doesn’t always get close enough to use it — it’s a knife built for stabbing, which uses magnetic power to thrust extra hard through the at-least-partially metal armor that people on Auraxis are bedecked in. In a more varied context like here, it’s less consistent, as it’s a clunky knife without its magnetic power. Does 2d4+[STR] slashing damage against enemies without metal armor or bodies with significant amounts of metal on them, 3d6+[STR] low-velocity damage on those with either of these.

 

NC6 Gauss SAW: This electromagnetic Light Machine Gun is a particularly infamous piece of gear on Auraxis, one wielded by most Heavy Assault soldiers of the New Conglomerate. Each bullet hits like a common model of vehicle-mounted machine gun’s does, and it remains precise at long range, but it has two disadvantages. One: it doesn’t fire too quickly. Two: It kicks like absolutely nothing else. This weapon does 1d3-1 shots, which each do 2d4+[DEX] high-velocity damage. 

 

Shrike: The standard rocket launcher of the New Conglomerate, and far and away the best for running and gunning. It’s not overwhelmingly powerful, and it’s totally unguided, but it works well against vehicles, is the most accurate when fired quickly of the NC’s rocket launchers, and it reloads the quickest of the NC’s rocket launchers. 2d6+STR sonic damage, ignores damage reduction. 2 turn cooldown.

 

Nanoweave Armor: Another way of squeezing an extra bullet’s worth of life out of soldiers on Auraxis, this type of armor consists of a great deal of nanofibers woven together when the armor is printed by the nanites that create it. 3 DR to Piercing and Bludgeoning damage.

Reserve:

 

Link to comment
Share on other sites

  • 6 months later...

Oh hey look I can play too:

Spoiler

Name: Harold

Age: 36

Gender: M

Sex: M

Race: Human

Appearance: A man nearing middle age with middling length hair and often seen with various stages of beard.  He’s never seen without his trusty brown leather coat and rarely without an accompanying beige spacesuit underneath.

Personality: Forceful and stubborn he takes jobs he can get, but always aims for whatever makes the most money for the least harm in the end.  Raiding ancient alien ruins does have the occasional hazard of “groups of interest” looking for world cracking super-weapons from time to time.

 

Merit: 0

HP: 30

Moves:

 

Stats:

 

Essence: 8

Constitution: 5

Dexterity: 0

Intelligence: 8

Strength: 0

Synergy: 0

 

Perks:

 

Rayarms Smith:  Rayguns are an advanced from of weaponry utilizing chemical ammunition(commonly known as “Chemshells”) to create beams of deadly quasi-plasma.

Gain +50% bonus on crafting rolls related to Rayguns or Chemshell munitions.

 

Toughened Will:  Harold isn’t one to back down, even in the face of overwhelming odds.

Whenever the user successfully trains another stat they gain +1 Ess.

 

Shipwright: Anyone would be a fool to head out into uncharted space without a firm grasp on how their ship works and how to repair anything in it.
Gain +50% bonus on crafting rolls related to ships and ship modules.

 

Flaws:

 

Little Green Men: A bunch of angry little green men in shiny silver flying saucers are after Harold, presumably for breaking into their ruins a bunch of times and selling their priceless ancient relics.

Little green men with rayguns in flying saucers occasionally show up to mess with Harold’s plans.

 

Actions:

-Actives

 

New Model Rayrifle: A long Raygun that fire especially powerful bursts of quasi-plasma, uses a six shot cylinder similar to that of a revolver to cycle Chemshells.

Deals [Int]+[Shell effect] Disintegration damage to one target.

Basic Chemshells add 2d6 damage.

 

Cure: A small cloud of healing mist created from seemingly nothing.

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

 

Water: Create a small sphere of water that homes in on a target before exploding on contact, great for putting out fires.

Deals 2d6+[Ess] chemical damage to one target, cannot be dodged.

 

-Passives

 

Aim twice, shoot once:

+25% chance to crit for +100% damage with your next weapon attack against a chosen target.

 

-Trumps

 

Will Manifest: Choose one ally and create an action based on that ally's greatest immediate desire or will, the effect may create an entity, cause an instant or passive effect, alter the terrain, or grant the ally an ability, but always makes use of the ally's Essence stat to do so.  That action replaces this action until the end of combat when this action reverts.

Exact details of the effect are up to the GM, but are equivalent to any other action of the same level.

 

 

Equipment:

 

Spaceman(™) Space-Suit: A comfortable, affordable, self-repairing option for the average space farer to step out into the void in.

Grants protection from high or low atmospheric pressure and 9 DR/Radiation.

 

Adventurer’s Jacket: A brown heavy leather jacket that has a surprising number of hidden pockets, it has a bullet-proof lining.

+12 DR/High Velocity.

 

Portable Machining Kit: A super compact series of drills, grinders, and other metalworking and wiring tools commonly used in the repair of ships.

+3 to rolls related to working on ships and ship modules.

 

 

Reserve:

A whip and fedora probably idk

 

Link to comment
Share on other sites

  • 1 year later...

“I... What?”

“We’re on board.”

“Excuse me?”

“Come on, Alex! Remember that promise we made each other? If what they’re saying is true - and I doubt anyone’d go so far to try to trick us - then we’re going to die as far away from Solo Nobre as possible! Okay, granted, we might just die in another heavily oppressed shithole-”

“Joaquin, shut up!”

 

Spoiler

Name: Alexander “Alex” Cervantes

Age: 28

Gender: Male

Sex: Male

Race: Human

Appearance: Neither short nor tall, this fair-skinned, average-sized man is almost never seen without his trusty motorcycle helmet and orange ski goggles (which fail to hide the grimace he almost always wears). The helmet Alexander wears has been patched up with parts from other pieces of headgear using copious amounts of duct tape. The goggles themselves are in much better shape - the lenses being relatively free of scratches. His clothes seem to be somewhat similar - a set of motorcycle armor patched up with pieces of scrap metal, scavenged armor plates, and duct tape. Completing the ensemble is a pair of combat boots - the one piece of clothing that’s in something resembling good shape, having only gone without shining in a long time.

Personality: Overall a rather serious man, often finding himself in the position of “Joaquin Wrangler” when Joaquin says things that might get the two of them in trouble or cracks a joke at the wrong time. Occasionally Alexander shows some degree of levity or even cheerfulness, but generally not for long.

 

Name: Joaquin Kasparov

Age: 22

Gender: Male

Sex: Lots Male

Race: Human

Appearance: A somewhat tall, tanned man who’s on the thinner side, Joaquin prefers to wear his “Radio Free Solo Nobre” hat and aviator sunglasses whenever possible. The hat appears to be an ordinary black baseball cap that has the words “Radio Free Solo Nobre” spray-painted on using some kind of stencil. The aviator sunglasses are heavily scratched, and one of the lenses appears to have been smashed - Joaquin mostly wears them in honor of a friend he knew. He wears a patched-up leather jacket, a slightly stained shirt, and some tough khaki pants, alongside some old, beaten-up sneakers.

Personality: There’s very little he takes seriously - he’s often heard childishly taunting or mocking enemies in combat, and he often cracks jokes at inappropriate times, forcing Alex to rein him in. Occasionally Joaquin shows some degree of seriousness or even self-awareness, but generally not for long.

 

Merit: 0

HP: 20+(3*2) = 26

Moves: 

 

Stats: 21/21 spent, max 8

            Essence: 5

            Constitution: 3

            Dexterity: 7

            Intelligence: 2

            Strength: 4

            Synergy: 0

 

Perks: 3/3 chosen, 1/1 flaw chosen

 

Party Time All The Time -

Alex and Joaquin were able to bring their Party Van with them, enabling its use in combat.

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

Steady, Steady - When Alex is using a ranged weapon against an enemy whose initiative is lower than Alex’s, they inflict 25% more damage and cannot miss.

 

Wild Driver - When Joaquin is operating a vehicle and is attacked by an enemy whose initiative is lower than Joaquin’s, the vehicle receives 25% less damage.

 

(Flaw) Stupid Hunk of Junk!

The Party Van Alex and Joaquin use as their vehicle of choice isn’t exactly in great condition - no thanks to its jury-rigged nature. If Alex and Joaquin’s Party Van takes more than 25% damage in a single turn, Alex and Joaquin lose all bonuses to INIT they have received.

 

Goals:

 

Professional Standards: Don’t damage any non-target buildings, harm any non-targets, or otherwise cause collateral damage. Furthermore, prevent colleagues from doing any of these behaviors.

 

Actions:

 

5/5 Action Slots filled

 

Defend -

Joaquin and Alex take whatever measure necessary to reduce the damage they take.

    Reduces incoming damage by 50%. Does not have initiative. Does not reduce true damage.

 

Quick-Fix -

Joaquin and Alex work to quickly patch up any damage a vehicle or machine may have received. 

Restores 1d6+Ess HP to a mechanical unit or ally.

 

(Party Van) Stutter -

An anti-aircraft weapon repurposed for use against light infantry and ground units.

    Deals 1d6+Dex High-Velocity piercing damage to an enemy.

 

Shred Rubber -

Joaquin performs some of his “sick moves” - thus called because they’ve made nearly everyone who rides with him sick at least once.

Increases INIT by Alex and Joaquin’s Dex, but only when operating a vehicle (such as the Party Van).

 

(Trump) (Party Van) LET’S ROCK! -

Joaquin’s filled the Party Van’s glove box with tape after tape of what he likes to call “the good shit.” Occasionally he’ll start blasting something to pump himself (and his allies) up.

Increases the Str, Dex, and Ess of all allies by 3 for two turns. Once per encounter.

 

(Trump) (Party Van) Makeshift Audio-Kinetic Pulse -

Alex activates the Party Van’s most powerful weapon - an improvised Audio-Kinetic Pulse device. While somewhat powerful, this lesser version puts a considerable amount of strain on the vehicle that fires it - and it’s likely to cause collateral damage as well.

    Deals 1d8+Dex Sonic bludgeoning damage to one chosen target and two other enemies chosen at random. Can also inflict significant damage to the terrain (Effect is GM determined). The Party Van receives 1/4 of the damage it inflicts. Once per encounter.

 

Link to comment
Share on other sites

  • Recently Browsing   0 members

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