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[IC]TotMG:V2 - Hyperdimension: Return of the Four Felons

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Perlita couldn’t help but wince again as CFW Judge’s hammer came down onto their android companion — that thing looked like it hurt, though whether the android girl (aw, what was the word... gynoid?) actually felt pain Perlita didn’t know. Still, she couldn’t leave her to get hit again! She might not be able to take it! ”Ah, don’t worry, I’ve got you! Crawford!” Once again, Perlita summoned her glitzy, twentieth-century-actor Persona, and this time aimed her healing magic at the one currently receiving the brunt of the beatdown from their hammer-swinging enemy.

 

Perlita uses Diarama on 6D, healing her for 6d4+SYN (12)+SYN (12) health!

Spoiler

Level: 5
HP: 70
Init: 1d20+9

Stats:
Constitution: 8
Dexterity: 9
Intelligence: 4
Strength: 2
Synergy: 12

 

Flaw: Psi Weakness: Most every Persona has a weakness, and Crawford is no exception, being weak to attacks of the Psi element -- or attacks that are close enough, thanks to a crippling fear of judgement reflecting itself within her Persona. Perlita takes double damage from mental attacks.

 

Actions:

Hama: Perlita summons Crawford and performs a more esoteric attack. She envelops the opponent in a glaring sphere of light containing words inscripted upon the inside, which remains for a couple of seconds, at which point the ability’s unreliable magic kicks in, either doing a great amount or not much at all. Does SYN damage, but with a 30% *2 crit chance.

Diarama (Level 6): With a flash of her glitzy Persona, Perlita casts one of her two direct healing spells, sending a burst of potent and focused healing energy to diffuse through someone’s being, which mostly just presents itself as a pink glow. Perlita heals 6d4+SYN health for a single target.
Level 2: Upgraded from 1d4+SYN to 2d4+SYN.
Level 3: Upgraded from 2d4+SYN to 3d4+SYN.
Level 4: Upgraded from 3d4+SYN to 4d4+SYN.
Level 5: Upgraded from 4d4+SYN to 5d4+SYN

Level 6: Upgraded from 5d4+SYN to 6d4+SYN

Media (Level 3): Perlita casts her other direct healing spell, which is less potent and more taxing, but heals multiple of her allies. In a lot of ways it looks similar to her other healing spell, simply causing a fainter pink glow of healing energy to surround more people, but it requires a longer exposure of her Persona and is harder to channel — she’s splitting her efforts, after all. Perlita heals SYN damage for four targets. 1 turn cooldown.
Level 2: Upgraded from two targets to three targets.
Level 3: Upgraded from three targets to four targets.
Patra (Level 2): Perlita summons Crawford and casts a spell which showers the target in bright sparkles of a turquoise color. These sparkles are the visual signs of a spell that can soothe burns, purge illnesses, and calm down unnaturally troubled minds... or maybe multiple at once.”  Perlita heals all of a target’s ailments.
Level 2: Upgraded from removing one ailment from the target to removing all ailments from them.

Circulation Sash: A light blue colored sash that is worn under Perlita’s dress and as such isn’t really visible. It keeps Perlita’s circulation and movement clear and uninhibited, but only insomuch as preventing a severe shock every one in a while, after which it takes a while to realign itself. Once per plot, can be used to break a stun on Perlita.

Effort Choker: A little black and white choker which embodies focus and pushing oneself hard, letting an occasional spell be strengthened but taking some serious effort in the process. Once a plot, Perlita can add [SYN] to a single target heal or attack, but at the cost of adding 2 turns of cooldown to it.

Through the Bonds of Camaraderie (Trick): As a member of a specific group of people in Roswell with Personas, Perlita shares a unique bond with them, and pulls on ephemeral threads representing these bonds visible only to Persona-users to invoke Crawford. Turns out she can send something across this thread, too. Perlita can choose to have “once per plot” beneficial items affect Gabriel instead of herself.

 

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"Elevation 20 degrees!  Rotate turrets starboard eight degrees!"  Iowa shouts, and the largest turrets on her rigging grind to life, swinging towards the Judge with a sort of ponderous finality.  "One through four, locked and loaded.  Range is danger close,"  The incarnate battleship raises her right arm to dramatically point her palm in the Judge's general direction, "Main battery, FIRE!"

 

The blast shakes the ground for a dozen meters around, rocking Iowa back on her heels as the sound and pressure wave causes the leafy branches around her to ruffle and shake.  A huge cloud of dust and powder smoke seethes around her, and from the cloud four huge shells soar.  Two of them are completely off-target, slamming into the ground and trees nowhere near their intended target.  One whistles six feet to the left of the Judge.  And the fourth slams squarely into the huge mechanical creature's chest.

 

(Iowa fires her 12 inch guns at the Judge, dealing 4d8 + 10 damage.  If at least 5 of this damage is prevented, the shell explodes inside the target, dealing an additional 5d8 damage that ignores all damage reducing effects, but not other defensive effects.  This applies the Concussion debuff whether or not the bonus damage is applied, reducing the Judge's damage dealt by 10 for 2 rounds.)

 

Spoiler

Relevant Stuff

Level:  5

HP:  126

Init:  +1

 

Stats:

Str:  10

Dex:  1

Int:  1

Con:  12

Syn:  6

 

Perks:

Concussion:  The 12 inch and 8 inch guns in Iowa’s primary and secondary batteries have devastating consequences for anyone in the general area of whoever she happens to be aiming at.  Even if she hasn’t scored a direct hit on them, anyone damaged by Iowa’s artillery suffers from the debuff Concussion for 2 rounds.  Concussion reduces damage dealt by Iowa’s unmodified strength, and does not stack with itself.  Concussion cannot be applied to enemies already suffering from it.  Any attack with a cooldown Iowa makes can apply Concussion (if a ship makes a melee attack, it's still going to hit hard enough for this).

 

 

Citadel Penetration (Flaw):  Critical hits bypass Iowa’s armor, wreaking havoc on her machine rooms and crew.  Damage from critical hits is not reduced by any effects on Iowa, and being struck by a critical hit stuns her for one round as her crew makes emergency repairs.

 

Actions:

Basic Block:  Iowa blocks incoming fire with non-vital portions of her body, like her bow, stern, and superstructure, reducing incoming damage by 50% this round.

 

12 Inch Guns (Perk-Backed):  Iowa deploys her primary weapons, four 12 inch guns, to blast away at her enemies.  These weapons can fire armor piercing shells to inflict devastating damage upon extremely tough enemies, or blow away large groups of light enemies with high explosive shot.  These weapons are extremely potent, but neither subtle nor especially dexterous.  They have a maximum range of six miles, but Iowa can’t accurately hit targets more than a mile away without the assistance of a spotter.  She could as a ship, but being a woman has reduced the height and thus field of view of her fighting top and rangefinders immensely.

-Level 1:  When an encounter begins or this action is used, Iowa chooses to load armor piercing or high explosive shells and this action goes on cooldown.  If this action has not been used yet, the cooldown is halved, rounded up.  When Iowa fires, this action deals 2d8 + strength + synergy damage to target enemy.  Then, if armor piercing shells were loaded and the initial damage is reduced by at least Iowa’s level, the shell explodes inside them instead of overpenetrating, dealing an additional [level]d8 damage that bypasses damage reduction but no other defensive effects.  If high explosive shells were loaded, all enemies that act after Iowa take half the damage the initial target did as the shells explode on impact, dealing damage over a wider area.  5 round cooldown.

-Level 2:  The base damage increases to 3d8 + strength.

-Level 3:  The base damage increases to 4d8 + strength.

-Level 4:  The cooldown is reduced to 4 rounds.

 

Ahead Full (Perk-Backed):  Iowa sends orders to her engine room to disregard fuel conservation, wear, and boiler test pressure, building up steam and increasing her engine power.  When not focusing on acceleration, this speed will slowly decay.

-Level 1:  Iowa gains [level x2] initiative.  She loses [level/2] of this bonus initiative whenever she ends a round in which this action was not used.

-Level 2:  Until her next turn, Iowa gains a stack of the status condition Evasive Maneuvers.  Should she be damaged while she has an Evasive Maneuver, she loses one stack of it and reduces the damage by 20% before other modifiers apply.

-Level 3:  Iowa now gains two stacks of Evasive Maneuvers from this action.

 

Damage Control Team (2/2):  Iowa lights herself a new cigarette while her damage control teams get to work curing status ailments.  She can also take a slug of moonshine, motivating her crew and repairing some damage received.

-Level 1:  Iowa becomes immune to status ailments until the end of the round.  Status ailments currently afflicting her are removed by this effect.  This action comes with two Repair Party charges, which are refreshed whenever an encounter begins.  When it is used, Iowa can spend a charge to give herself the non-stacking buff Repair Party.  Repair Party lasts two rounds and heals her for synergy HP per round.  If Iowa has a higher-quality drink equipped as a consumable, she can expend that along with her Repair Party charge to gain additional benefits at the GM’s discretion.  4 round cooldown.

-Level 2:  Repair Party now restores 1d4 + synergy HP per round.

-Level 3:  Repair Party now restores 2d4 + synergy HP each round.

 

Lead like Roosevelt:  Iowa prepares herself to act.  Then, if an enemy would down an ally who moves after her, she steps in and blocks the attack with her chest, just like (she firmly believes) Teddy Roosevelt would.

-Level 1:  Grants Iowa the non-stacking buff Bull Moose.  If Iowa has Bull Moose and an ally who moves after her would be downed by an enemy’s attack, Iowa steps in and body blocks the attack, taking it instead.  The ally who first moves after her is given priority if multiple allies would be downed by a single attack.  Then this action goes on cooldown for 3 rounds.

-Level 2:  The ally protected by this action is inspired both by Iowa’s courage and the chance for vengeance.  While this action is on cooldown, they gain a +[level] attack damage buff against the enemy that would have downed them.

 

Bituminous Blast:  Iowa takes a deep drag from her cigarette, burns target enemy with it, and then exhales a choking cloud of coal smoke over them, obscuring vision and possibly inducing a coughing fit.

-Level 1:  Iowa burns target enemy for 1 fire damage, and then smokes them, reducing the damage of their next attack by her synergy as the dark coal smoke makes it hard to see and aim.  If that enemy acts after Iowa and needs to breathe, a coughing fit is induced, reducing the damage of their next two attacks instead.  Multiple clouds don’t stack with themselves.

-Level 2:  The first enemy to act after the targeted enemy, if any, is also hit by the smoke.

 

Gunboat Diplomacy:  If a battleship is getting in your face, it’s hard to focus on anything else.

-Level 1:  Remove all taunts applied with this action.  Then, the enemies that act closest to Iowa this round are taunted until her next turn.  Both the enemy that acts soonest before Iowa and the enemy that acts soonest after are taunted.  If they attack during this time, they must attack Iowa.  They are not forced to attack, though.  0 round cooldown (this is important).

-Level 2:  Iowa may use Gunboat Diplomacy as a free action if she gained initiative this turn.  Using this action as a free action increases the cooldown by 4 rounds.

-Level 3:  The cooldown is reduced to 3 rounds.

 

8 Inch Guns (Gear):  Iowa’s secondary battery of eight 8 inch guns is designed for delivering precision damage with a good rate of fire… for naval artillery.  Half of a salvo landing is considered excellent accuracy, and a volley every other round rapid firing.  These guns have a maximum range of 9 miles, but Iowa can’t accurately hit targets more than a mile away without the assistance of a spotter (very short range).  She could as a ship, but being a woman has reduced the height and thus field of view of her fighting top and rangefinders.  Reduces initiative by 5 – strength.

-Level 1:  Iowa fires a salvo of shots, 1d4 of which hit.  Each hit deals [level] damage.  This action always hits the enemy that acts soonest after Iowa.  If no enemy acts after Iowa, she can hit the one that acts soonest before her instead.  1 round cooldown.

-Level 2:  2d4 shots now hit per salvo.

-Level 3:  3d4 shots now hit per salvo.  The initiative reduction is increased to 10 – strength.

 

Armor Angling (Trick):  By presenting her armored belt to enemies at an angle, Iowa reduces incoming damage.  This trick only works if she can outmaneuver her foes.

-Level 1:  Grants +2 damage reduction, but only against enemies who act after Iowa.

-Level 2:  Grants +4 damage reduction, but only against enemies who act after Iowa.

-Level 3:  Grants +6 damage reduction, but only against enemies who act after Iowa.

 

Fire Suppression System (Trick):  Iowa employs her fire suppression systems to mitigate damage from being set ablaze.

-Level 1:  Reduces damage from fires by 17%.

-Level 2:  Reduces damage from fires by 20%.

 

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Stats at a glance

 

Atton

HP: 93/93
Constitution: 9
Dexterity: 8
Intelligence: 15 (8+7)
Strength: 3
Synergy: 2

Perks:

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

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

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

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

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

 Half-track:
HP: 52/52

Sats: 7
Actions: Gunner, Combat Engineer, Armor Plating, .50 cal.
5 DR vs Piercing, Slashing, & Bludgeoning damage.

 

 

Loadout

 

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

Current: Heals 1d4+[Int]+[LVL] health to the entire group and removes one ailment, three round cooldown
Level 1: Heals [Int]+[LVL] health to the entire group, four round cooldown
Level 2: Healing increased to 1d4+[Int]+[LVL].
Level 3: This ability now has a three round cooldown.
Level 4: Now also removes one ailment from each ally.

 

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

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

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

That, is naught but a flesh wound: “Richard converses at length about how the friendly target can power through an injury that is affecting them”
Current: Restore 1d4+[Int] HP to one target and cure one ailment.
Level 1: Restore 1d4+[Int] HP to one target.
Level 2: Now also cures one ailment.
Level 3: Increase the number of affected targets by one.
 
Banner of the 10th Regiment: A rather minimalistic banner depicting a symbol of a golden winged white cross and the words ‘10th Regiment’ written in stark white placed on a dark blue background that is held aloft on a sturdy metal pole. The sight of the banner flying freely (and a constant stream of motivational sayings) motivates Atton and his crew to move and act even faster.
Current: +6 Init
Level 1: Boost Init by 3 points.
Level 2: Init boost improved to +6.
Level 3: A megaphone attached to the top of the banner grants Atton an additional +3 boost to initiative....if he spends a turn to activate it that is, as he decided to place the mouthpiece at the top of the banner for some inexplicable reason.

 Symbol of Lumabella x1 - A holy item in the shape of a stylized bow in a beam of sunlight. Can be activated as a free action once per battle to cause the user's ally-targeting actions to remove a single debuff from allies for the round. If said action already removes debuffs, it will instead heal them by user SYN/2.

Half-Track's actions:
.50 Cal: Atton orders the squad’s gunner to man the M2 Browning and open fire on the enemy’s position.
Level 1: Deals 2d6+[Dex] damage to one target or 1d6+[Dex]/2 to three targets, only usable when equipped by the Half-track or Atton is in a stationary defensive position (Such as the one created by his Entrenchment action), one round cooldown.

Armor Plating:
Current: +5 DR vs Piercing, Slashing, & Bludgeoning damage.
Level 1: Reduce incoming Piercing, Slashing, and Bludgeoning damage by 3 points, reduce user’s Init by 7-[Str], only usable by vehicles.
Level 2: Increase damage reduction by one point.
Craft Level 3: Synthetic adamantium has been alloyed with the pot metal armor of the Half track, allowing it to absorb kinetic energy and convert it to heat. Increases damage reduction and initiative reduction by 1.

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

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

 

Hold turn until after Iowa moves, and then use Battle Plans to reduce the cooldown of 12inch guns and increase her Synergy by Atton's intelligence (15) and buff Perlita's Synergy by (15).
Battle Plans: “Richard analyzes the current situation and formulates a cunning plan, one that is so cunning that it has recently managed to become the professor of cunning studies in Harvard”
Current: Boost the stat of choice of two targets by [LVL] for two rounds and reduces a cooldown of the targets’ choices by one, two round cooldown.
Level 1: Boost the stat of choice of one target by [LVL] for two rounds, two round cooldown.
Level 2: Increases the amount of targets by one
Level 3: Now also reduces a cooldown of the target’s choice by one.
 

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"Lets see if your armor can take THIS!"
Punch wraps her hand up in what seems to be swirling green light, and a vortex of wind and dust, forming a spike over her fist,
 "WIND LANCE PUNCH!"


Punch uses Color Strike on Judge. Declaring the Element "Wind" and the Physical damage type "Piercing" 

 

Spoiler

Color Strike: The user wraps their arm in colorful energy and visual effects, before attacking. Deals Str Damage and forces the target to make a perception check. If they fail, the damage taken is elemental and they take an associated status ailment chosen by the GM. The element is determined by the user

            

        Level 2: Damage is now STR+1d4, And the user may declare one physical damage type, in addition to the elemental damage. This does not trigger a second check, and is instead tied to the elemental check

 

Vortex Kick: The user jumps and spins in the air, before delivering a powerful kick to a target. The imparted kinetic and bodily energy then forces the target to spin rapidly. Deals STR+1d6 and Inflicts Dizzy for two rounds. This move has a three-round cooldown. Dizzy causes the afflicted target to have a 50% miss chance.

 

Phase: The user performs a combination of movements, and intent based manipulation of the energy in their body, which allows them to phase through matter. With this ability they may phase through matter up to a thickness roughly equivalent to the distance of one step.

        Level 2: Choose one target, for one round the first attack they make against the user is dodged

 

Charge up: The user excites the energy in their body in such a way their power is magnified. Each turn spent charging up increases Str by 3, and at the end of every turn that is not spent charging, the charged strength drops by 3.

 

Quick Change: The user has mastered the art of changing Clothes, Tactics, and Mannerisms in the blink of an eye, allowing them to perform Quickswaps. When used, the user may swap one action or equipment, out of their loadout, and bring in something else, as a free action. Three turn cooldown.

    

    Level 2: The user may perform a second Quickswap in addition to the first one, however, each simultaneous Quickswap increases the cooldown by one.


 

Roaring White Dragon’s Hidden Gem: The user unleashes a powerful special technique. Creating a large explosive orb of icy energy, and launching it at a target, before following up powerful strike of spectral claws.

Deals 4d6+strength Ice damage. If double the damage Dealt would kill the target, the damage is doubled. Once per battle

 

Level 2: When a target is killed by this attack an icy shard is created, which strikes a random foe for 1d6+[Str/2]

 

Flowing Blue Rain: The user performs a series of movements, realigning and amplifying bodily energy. All Debuffs and status ailments are purged from the user. Including those that would restrict movements, or the ability to act.

 

Perks 

Spoiler

Fox Chimera Heart: This character has the innate ability to selectively copy Fox traits. When this character encounters any fox or fox-based creature, magical or otherwise, its powers and qualities are added to a list which this character can pull from. In order to take on these traits, they must permanently convert Craft tokens, into Fox Tokens.

Fox Tokens may be invested to realize these traits and powers as trick level abilities. These abilities cannot be upgraded by any means other then the spending of AP.

Fox tokens may be put into or removed from a fox trait at will, outside of encounters, during which Fox Tokens may only be moved around when selecting the initial load out. Some simple traits, like color, may be adapted without Fox Tokens

 ------------------------------- 

Doppelganger: This character has the innate ability to selectively copy the traits and forms of others through disguises. They may copy the abilities and form of an ally, or enemy. An enemy must be studied before it can be copied.

 

 An action may be spent to learn individual moves and traits in battle as a target uses them, or a captured live enemy, can be studied outside of battle to create a more complete copy. When a move or trait is learned via copying, it is added to a list this character may pull from.

 

In order to realize these traits This character must permanently convert AP into CP (Copy points) CP May be invested to realize the copied traits and moves as Action level Abilities. These copied actions cannot be upgraded by any means other than the spending of AP and exist at the original level of the copied action minus one (minimum one)

 

CP may be put into or removed from a copied trait at will, outside of encounters, during which CP may only be moved around when selecting the initial loadout. Perk backed actions cannot be copied, as they are to advanced and complex to copy unless the user is using it in the moment, instead they gain "Assist" actions. An assist action allows this character to join an ally in performing the associated perk backed action, granting a buff to that action. Some simple traits like color may be adapted without CP

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

MasterActor: This character may attempt to fool others in various displays of acting and trickery, through their powers and skill. This can include impersonating someone specific, taking on a more general role or disguise to blend in or get away with things they otherwise wouldn't, Or even assume the likeness of an inanimate object, to throw off pursuers.

      Subject to GM fiat, 50% boost to relevant checks and/or the ability to use them where you wouldn't normally be able to.


Stats

Spoiler

 

Level: 5

 

HP: 55

Init:

 

Stats:

Constitution:5

Dexterity:4

Intelligence:6

Strength: 12

Synergy:3

 

 

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Theme:

Spoiler

 

 

Uni spends her turn reloading her now smoking rifle.

 

Bridgett glows some more and takes 16 damage.

Hurstwic heals her, Nepgear, and 6D for 6 each and resolves.

 

Perlita blasts 6D with healing energy and restores 40 HP.

 

6D’s crushing blow, swift strike, and support energy blasts rack up 25, 28, and 5 damage against his shield respectively.  However Judge doesn’t look terribly slowed down, in fact he cackles at her attacks as Juggernaut kicks in and he ignores her Stun effect.

Retaliation expires, 6D regens 8 HP.

 

Gabriel spews nuclear hellfire in Judge’s general direction dealing 36 damage to Judge’s shield and causing him to burn.

 

Barely visible under Judge’s helmet was a gleeful grin like that of a child in a candy store.

“YOU’RE ALL DEAD NOW”

Energy pulses from Judge’s left arm as he uses Pay-to-Win!  Next round's actions may be a little pricey.

Action Surge triggers!

[76, hit]Judge swings his hammer and punts 6D into a nearby tree, dealing 45 damage and Stunning her.

 

Nepgear notices Iowa preparing to attack and decides to help her with a bit of a boost, improving the damage of Iowa’s next attack by 25%.

 

[1 vs 10, fail] Punch summons up a spike of wind and energy before slamming into Judge for 14 damage to his shield.  Judge bleeds for 3 pure damage.

 

Iowa’s guns rotate into position, shining with a faint purple energy, and fire with one round sailing into Judge for 46 damage against his shield.  The round detonates for another 44 damage and breaks his shield.

 

Atton hatches a cunning plan that boosts the Syn of Iowa and Perlita by 7 as well as reducing a cooldown of their choice by 1.

 

Mira attaches a Magra grenade to Judge’s side, it’ll detonate for 8d8+12 damage next time Judge takes magic damage.

 

 

Pay-to-Win: Actions targeting Judge this round have one(1) of the following additional costs:
+2 rounds of cooldown,

Deals 20% of MHP in backlash damage,

Consumes a relative amount of personal resources,

 

 

Init:

Spoiler

32 Uni,

14 Atton,

11 Bridgett,

9 Perlita,

9 6D,

9 Gabriel,

7 CFW Judge,

6 Nepgear,

4 Punch,

1 Iowa,

0 Mira,


 

Status:

Spoiler

CFW Judge: Wounded, Damage taken: 201, Dizzy for one round, Sun Arcana for three rounds, Bleeding(2d4) for one round, Concussion for two rounds,

 

Nepgear: 71/100,

 

Uni: 62/72,

 

Mira: 90/90,

6D: 38/85, Deflection(x1), Stunned,

Bridgett: 48/65, Einherjar level 2,

Atton: 93/93,

-Half Track: 52/52,

Perlita: 70/70, +7 Syn for two rounds,

Gabriel: 75/75,

Iowa: 126/126, +7 Syn for two rounds,

Punch: 55/55,

 

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Mira

 

With her bomb now in place, Mira jumps back, then raises her sword, holding it perpendicular to her head as she glared back at Judge, "Go ahead and try" she responded to his earlier statement, holding her position as she waited for him to... Well, try. At that point, a dark vortex of energy began to swirl around her arms, before quickly traveling up to her blade. 

 

Mira uses her Lunar Stance, burning through 2  preparing to neutralize any attack Judge potentially makes on her, then deal 6d8+2d6+12 damage back.

 

 

Magra: 2/8

Mira generates an extra bit of Magra! Her next extra will come in 3 turns.

Mira's armor reduces slashing/piercing damage by 4. In addition, all damage, including slashing/piercing damage, is reduced by 1.

Mira takes 50% more damage from magic attacks.

 

Spoiler

HP: 90

 

Perks

Magra
Mira specializes in using an energy she creates inside of her called Magra, which she specifically uses for attacks. She always starts with at least 1 Magra unless specified otherwise, but can carry over Magra from a previous fight if it was higher than 1, and can have a maximum of 8 Magra. At the end of each turn, Mira gains 1 Magra.


Full Moon Arts
Mira’s personal style, the Full Moon style, specializes in using Magra for extra powerful attacks for varying situations. Specifically, this perk gives Mira access to the action “Shattered Moon: Eclipse”.

 

Growing Power

While Mira's prototype generator is flawed and not as powerful and others, it is still something that is growing in efficiency. Mira gains +1 SYN every level.

 

Rending Combination
Due to years of training and mastering of her own internal power, Mira both knows and is capable of using her talents in quick succession. Mira can use up to two separate Magra costing actions per turn, although it costs twice as much Magra if she does so.

 

Unstable (Flaw)
Mira is the carrier of the prototype Magra generator, which can become unstable if met with other instances of magic. Any magic attack that connects with Mira deals 50% more damage.

 

Actions: (8/10)

Magra Generator: Mira’s heart is a generator, one that creates energy known as Magra, which is something Mira can use as an offensive tool. Every three turns, Mira gains 1 extra Magra.
- Level 1: Every four turns, Mira gains one extra Magra.
- Level 2: Decreased to one Magra every three turns.

 

 Cell Repair: Mira uses some of her Magra to accelerate her healing process than what is considered normal. Heals herself for 3d6+Syn outright, and can use one Magra to add 1d6 to the heal.
- Requires 1 Magra minimum
- Level 1: Mira heals herself for (1d6+SYN) health. She is capable of using more Magra for healing, which adds another 1d6 for each Magra used.
- Level 2: Healing increased by 1d6.
- Level 3: Healing increased by 1d6.

 

 Lunar Stance: Mira readies for an enemy’s attack, preparing to counter the second they try to strike her. Cancels the first attack made against her in the turn, and deals (Equipment Damage+2d6) damage to the attacker.
- Requires 2 Magra
- Level 1: If Mira is attacked during the round Lunar Stance is used, she automatically cancels any damage from a single enemy and attacks them for (Equipment Damage+1d6). If Mira is not attacked, she still uses the Magra for this action.
- Level 2: Damage increased by 1d6.

 

 Half Moon: Crescent Slash: Mira drags her weapon through the ground, then slashes upwards, sending both parts of the ground and a wave of Magra out towards the enemy. Deals (Equipment Damage+4d6) damage to a single target.
- Requires 4 Magra
- Level 1: Mira deals (Equipment Damage+3d6) damage to a single target.
- Level 2: Extra damage increased by 1d6/


 Full Moon: Restriction Release: Mira puts her Magra generator into overdrive. When activated, this action gives Mira unlimited Magra for 4 turns, but locks up Shattered Moon: Eclipse. After 4 turns, the effect wears off and Mira is unable to generate Magra for two turns.
- Requires 8 Magra
- Level 1: After activation, Mira is capable of using Magra indefinitely for 4 turns. However, during this time, Shattered Moon: Eclipse is completely locked. After 4 turns, Mira is incapable of generating Magra for 2 turns, but immediately regenerates Magra at the end of the 2nd turn cooldown. If the battle ends before Full Moon: Restriction Release is finished, Mira will start the next battle with only one Magra.
- If Cell Repair is used during Full Moon: Restriction Release, it is treated as if Mira had only four Magra available.


(Perk Backed) Shattered Moon: Eclipse: Focusing all of her currently generated Magra and then some, Mira punches the ground and forces all of her Magra into it, causing a massive explosion of darkness to erupt from her. With this action, she can deal either 8d8+Syn damage to 4 targets, or 14d8+Syn to a single target. However, after it is used, Mira is unable to generate Magra for the remainder of the battle.
- Requires 8 Magra
- Level 1: Mira deals (6d8+SYN) damage to up to 4 separate enemies. However, after this action is used, Mira is unable to regenerate Magra for the remainder of the battle, effectively becoming locked out of most of her actions.
- Level 2: Shattered Moon: Eclipse can now target one enemy, dealing 12d8+SYN damage to them with the same negatives as normal.
Level 3: Now deals 8d8+Syn damage to 4 seperate enemies, and 14d8+SYN to a single target.


(Equipment) Black Heart (10 Weight): Mira’s personal sword, a rather long, one handed blade made out of black metal. Deals 6d8+Strength damage.
- Level 1: Deals 3d8+Strength damage to a single target.
- Level 2: Damage increased by 1d8
-Level 3: Damage increased by 1d8

- (Craft) Level 4: Damage increased by 1d8. Bonus towards Magra infusion on this weapon.

 

(Equipment) Mira’s Armor: The armor of the “Dark One”, Mira. Rusted, old, and cracked, yet durable enough to continue protecting its user from harm. Gives +4 Damage Reduction against Piercing/slashing attacks, and gives a +1 Damage Reduction against all physical attacks, but lowers initiative by 4-Strength (to a minimum of 0).
- Level 1: +1 Damage Reduction against piercing/slashing attacks, but lowers Initiative by 4-Strength (to a minimum of 0)
- Level 2: Damage Reduction increased by +1
- Level 3: Damage Reduction increased by +1
- Level 4: Damage Reduction increased by +1

- (Craft) Level 5: Damage Reduction +1 against all types of physical attacks.

 

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"Alert. Machine lifeform appears resistant to concussive effects." The Pod said helpfully as the Judge didn't take any visible concern at 6D's normally-stunning strike. 

 

"You don't say?" The android girl had just enough time to move before the hammer came down - it was a glancing blow, compared to what it could have been, but a glancing blow that sent her flying into a tree. Her head snapped back with the collision in a way that would be concerning if she was human, and damage reports and error messages floated across her vision as her self repair systems kicked in to repair the damage. Unfortunately, it wouldn't be fast enough to get her back on her feet quickly. 

 

--Stun removed--

 

Spoiler

Level: 5

  

HP: 85

 

Init: +9

 

Stats: 30/30

 

Constitution: 11

Dexterity: 9

Intelligence: 2

Strength: 8

Synergy: 0

 

Perks:

 

Self-Repair Systems:

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

 

Lightning Speed:

 

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

 

Combat Preparation:

 

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

 

Confrontation Protocol:

 

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

 

Flaw:

 

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

 

Actions: (19/19 AP)

 

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

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

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

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

 

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

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

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

 

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

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

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

 

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

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

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

 

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

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

 

Confrontation Protocol (Perk Backed Active, Level 5): As a free action, force an enemy to target you with at least one attack each turn for the next 2 turns.

-Base: Taunt a single enemy for 1 turn as a free action. 2 turn cooldown.

-Level 2: Increase duration by 1 turn.

-Level 3: Decrease cooldown by 1 turn.

-Level 4: Remove cooldown.

-Level 5: Taunting a new enemy no longer removes the old taunt.

 

 

Equipment:

YorHa Uniform (Trick, 3 tokens)

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

-Base: 1 damage reduction, 5 weight.

-Craft Level 2: Reduce effective weight by 1.

-Craft Level 3: Increases damage reduction by 1.

 

Type-4O Blade (Equipment, 2 tokens)

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

Base: Weight 8, damage 2d8+STR.

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

 

Tactical Support Pod (Equipment, 2 tokens)

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

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

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


Inventory:

Craft tokens x3

 

 

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Bridgett noticing that teh charging was almost complete decides to try and push herself even further. "Mornings Arrow advance to Einherjar mode level 3." She said her voice sounding a bit strained. After a few moments, the device responds "Yes My Lady...Engaging Einherjar Level three.." At the chime of the device, the gathering of energy in front of Bridgett grew even larger and pushed her back a bit. "Firing lock disengaged...cartridges loaded, Fire when ready MY Lady." the device chimed as it ejected, even more, spent cartridges. Bridgett slammed her foot down planting her as she leveled her device at Judge. "MYTHRIL BUSTER.......FIREEEEE!!!!!!" SHe called out as a large beam of light blue magical energy fires makes its way towards Judge.

 

Bridgett advances to Einherjar mode level 3 and fires Mythril Bust at Judge and spends 4 cartridges to ignore any DR Judge may have. Dealing 5[WD](3D4)+SYN(12)maximized + an additional 70% of the damage from Einherjar mode and Boost mode to Judge.

Spoiler

Mythral Buster: A high powered single target spell that deals 5[WD]+syn damage with one turn of charge.With a Cooldown of 5 turns. Can use 4 cartridges to have it ignore targets damage reduction.

Einherjar Mode: A experimental mode that grants Bridgett's spells more power as she releases its restraints, but due to its experimental nature it causes extreme strain on her body. Can be activated and deactivated as a free action. each level increase is also a free action on a separate turn after initial activation.  Each level carries the effect of the previous levels with it. initial Activation cost 20% of Bridgett's max hp and cost another 20% at the end of each turn after. The cost increase with each level increase. 

 

Level 1: Increase damage dealt by her attacks by 25%. Costs 20% of max Hp each turn after activation.
Level 2: Increase damage dealt by her attacks by a further 25% (additive). Hp Cost increased to 25% of Max Hp each turn.
Level 3: Dice rolls on all spells are maximized. Hp cost increased to 30% of Max hp each turn. Deactivation at this level causes Bridgett to lose her next turn.

 

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


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

-Craft level 3: Increase the damage die by 1d4

 

Bridgett stuff to remember

Spoiler

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

 

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

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

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

 

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

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

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

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

 

 

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Seeing as he had ample time to react to the situation, Atton elected to take out his megaphone and yell out "This is no time to rest young lady! Get back in there and show that judge just what you could do!."

 

That, is naught but a flesh wound on 6D, healing off her Stun and healing her by 1d4+15 damage and on Bridgett to heal her by 1d4+15 damage.

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For some reason, the shouting seemed to invigorate 6D. She couldn't just sit there and let him assault the team. She staggered to her feet, nodded to Atton in thanks, and dashed forward. 

 

Induce Rage on the Judge. 

 

Pod does 2d4 damage to the Judge. 

 

Lightning Strike Count: 1

 

Spoiler

Level: 5

  

HP: 85

 

Init: +9

 

Stats: 30/30

 

Constitution: 11

Dexterity: 9

Intelligence: 2

Strength: 8

Synergy: 0

 

Perks:

 

Self-Repair Systems:

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

 

Lightning Speed:

 

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

 

Combat Preparation:

 

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

 

Confrontation Protocol:

 

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

 

Flaw:

 

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

 

Actions: (19/19 AP)

 

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

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

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

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

 

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

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

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

 

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

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

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

 

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

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

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

 

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

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

 

Confrontation Protocol (Perk Backed Active, Level 5): As a free action, force an enemy to target you with at least one attack each turn for the next 2 turns.

-Base: Taunt a single enemy for 1 turn as a free action. 2 turn cooldown.

-Level 2: Increase duration by 1 turn.

-Level 3: Decrease cooldown by 1 turn.

-Level 4: Remove cooldown.

-Level 5: Taunting a new enemy no longer removes the old taunt.

 

 

Equipment:

YorHa Uniform (Trick, 3 tokens)

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

-Base: 1 damage reduction, 5 weight.

-Craft Level 2: Reduce effective weight by 1.

-Craft Level 3: Increases damage reduction by 1.

 

Type-4O Blade (Equipment, 2 tokens)

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

Base: Weight 8, damage 2d8+STR.

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

 

Tactical Support Pod (Equipment, 2 tokens)

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

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

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


Inventory:

Craft tokens x3

 

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Iowa uses Ahead Full, increasing her initiative by 10 and gaining two stacks of Evasive Maneuvers, which last until her next turn.  When Iowa is attacked while she has Evasive Maneuvers left, the damage is reduced by 20% and a stack is lost.  Because her initiative increased this round, she can use Gunboat Diplomacy as a free action with a 3 round cooldown, taunting the enemy that acts soonest before and soonest after her for 1 round.

Spoiler

Relevant Stuff

Level:  5

HP:  126

Init:  +1

 

Stats:

Str:  10

Dex:  1

Int:  1

Con:  12

Syn:  6

 

Perks:

Concussion:  The 12 inch and 8 inch guns in Iowa’s primary and secondary batteries have devastating consequences for anyone in the general area of whoever she happens to be aiming at.  Even if she hasn’t scored a direct hit on them, anyone damaged by Iowa’s artillery suffers from the debuff Concussion for 2 rounds.  Concussion reduces damage dealt by Iowa’s unmodified strength, and does not stack with itself.  Concussion cannot be applied to enemies already suffering from it.  Any attack with a cooldown Iowa makes can apply Concussion (if a ship makes a melee attack, it's still going to hit hard enough for this).

 

 

Citadel Penetration (Flaw):  Critical hits bypass Iowa’s armor, wreaking havoc on her machine rooms and crew.  Damage from critical hits is not reduced by any effects on Iowa, and being struck by a critical hit stuns her for one round as her crew makes emergency repairs.

 

Actions:

Basic Block:  Iowa blocks incoming fire with non-vital portions of her body, like her bow, stern, and superstructure, reducing incoming damage by 50% this round.

 

12 Inch Guns (Perk-Backed):  Iowa deploys her primary weapons, four 12 inch guns, to blast away at her enemies.  These weapons can fire armor piercing shells to inflict devastating damage upon extremely tough enemies, or blow away large groups of light enemies with high explosive shot.  These weapons are extremely potent, but neither subtle nor especially dexterous.  They have a maximum range of six miles, but Iowa can’t accurately hit targets more than a mile away without the assistance of a spotter.  She could as a ship, but being a woman has reduced the height and thus field of view of her fighting top and rangefinders immensely.

-Level 1:  When an encounter begins or this action is used, Iowa chooses to load armor piercing or high explosive shells and this action goes on cooldown.  If this action has not been used yet, the cooldown is halved, rounded up.  When Iowa fires, this action deals 2d8 + strength + synergy damage to target enemy.  Then, if armor piercing shells were loaded and the initial damage is reduced by at least Iowa’s level, the shell explodes inside them instead of overpenetrating, dealing an additional [level]d8 damage that bypasses damage reduction but no other defensive effects.  If high explosive shells were loaded, all enemies that act after Iowa take half the damage the initial target did as the shells explode on impact, dealing damage over a wider area.  5 round cooldown.

-Level 2:  The base damage increases to 3d8 + strength.

-Level 3:  The base damage increases to 4d8 + strength.

-Level 4:  The cooldown is reduced to 4 rounds.

 

Ahead Full (Perk-Backed):  Iowa sends orders to her engine room to disregard fuel conservation, wear, and boiler test pressure, building up steam and increasing her engine power.  When not focusing on acceleration, this speed will slowly decay.

-Level 1:  Iowa gains [level x2] initiative.  She loses [level/2] of this bonus initiative whenever she ends a round in which this action was not used.

-Level 2:  Until her next turn, Iowa gains a stack of the status condition Evasive Maneuvers.  Should she be damaged while she has an Evasive Maneuver, she loses one stack of it and reduces the damage by 20% before other modifiers apply.

-Level 3:  Iowa now gains two stacks of Evasive Maneuvers from this action.

 

Damage Control Team (2/2):  Iowa lights herself a new cigarette while her damage control teams get to work curing status ailments.  She can also take a slug of moonshine, motivating her crew and repairing some damage received.

-Level 1:  Iowa becomes immune to status ailments until the end of the round.  Status ailments currently afflicting her are removed by this effect.  This action comes with two Repair Party charges, which are refreshed whenever an encounter begins.  When it is used, Iowa can spend a charge to give herself the non-stacking buff Repair Party.  Repair Party lasts two rounds and heals her for synergy HP per round.  If Iowa has a higher-quality drink equipped as a consumable, she can expend that along with her Repair Party charge to gain additional benefits at the GM’s discretion.  4 round cooldown.

-Level 2:  Repair Party now restores 1d4 + synergy HP per round.

-Level 3:  Repair Party now restores 2d4 + synergy HP each round.

 

Lead like Roosevelt:  Iowa prepares herself to act.  Then, if an enemy would down an ally who moves after her, she steps in and blocks the attack with her chest, just like (she firmly believes) Teddy Roosevelt would.

-Level 1:  Grants Iowa the non-stacking buff Bull Moose.  If Iowa has Bull Moose and an ally who moves after her would be downed by an enemy’s attack, Iowa steps in and body blocks the attack, taking it instead.  The ally who first moves after her is given priority if multiple allies would be downed by a single attack.  Then this action goes on cooldown for 3 rounds.

-Level 2:  The ally protected by this action is inspired both by Iowa’s courage and the chance for vengeance.  While this action is on cooldown, they gain a +[level] attack damage buff against the enemy that would have downed them.

 

Bituminous Blast:  Iowa takes a deep drag from her cigarette, burns target enemy with it, and then exhales a choking cloud of coal smoke over them, obscuring vision and possibly inducing a coughing fit.

-Level 1:  Iowa burns target enemy for 1 fire damage, and then smokes them, reducing the damage of their next attack by her synergy as the dark coal smoke makes it hard to see and aim.  If that enemy acts after Iowa and needs to breathe, a coughing fit is induced, reducing the damage of their next two attacks instead.  Multiple clouds don’t stack with themselves.

-Level 2:  The first enemy to act after the targeted enemy, if any, is also hit by the smoke.

 

Gunboat Diplomacy:  If a battleship is getting in your face, it’s hard to focus on anything else.

-Level 1:  Remove all taunts applied with this action.  Then, the enemies that act closest to Iowa this round are taunted until her next turn.  Both the enemy that acts soonest before Iowa and the enemy that acts soonest after are taunted.  If they attack during this time, they must attack Iowa.  They are not forced to attack, though.  0 round cooldown (this is important).

-Level 2:  Iowa may use Gunboat Diplomacy as a free action if she gained initiative this turn.  Using this action as a free action increases the cooldown by 4 rounds.

-Level 3:  The cooldown is reduced to 3 rounds.

 

8 Inch Guns (Gear):  Iowa’s secondary battery of eight 8 inch guns is designed for delivering precision damage with a good rate of fire… for naval artillery.  Half of a salvo landing is considered excellent accuracy, and a volley every other round rapid firing.  These guns have a maximum range of 9 miles, but Iowa can’t accurately hit targets more than a mile away without the assistance of a spotter (very short range).  She could as a ship, but being a woman has reduced the height and thus field of view of her fighting top and rangefinders.  Reduces initiative by 5 – strength.

-Level 1:  Iowa fires a salvo of shots, 1d4 of which hit.  Each hit deals [level] damage.  This action always hits the enemy that acts soonest after Iowa.  If no enemy acts after Iowa, she can hit the one that acts soonest before her instead.  1 round cooldown.

-Level 2:  2d4 shots now hit per salvo.

-Level 3:  3d4 shots now hit per salvo.  The initiative reduction is increased to 10 – strength.

 

Armor Angling (Trick):  By presenting her armored belt to enemies at an angle, Iowa reduces incoming damage.  This trick only works if she can outmaneuver her foes.

-Level 1:  Grants +2 damage reduction, but only against enemies who act after Iowa.

-Level 2:  Grants +4 damage reduction, but only against enemies who act after Iowa.

-Level 3:  Grants +6 damage reduction, but only against enemies who act after Iowa.

 

Fire Suppression System (Trick):  Iowa employs her fire suppression systems to mitigate damage from being set ablaze.

-Level 1:  Reduces damage from fires by 17%.

-Level 2:  Reduces damage from fires by 20%.

 

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