Jump to content

Yours Truly

Veterans
  • Posts

    2969
  • Joined

  • Last visited

 Content Type 

Profiles

Forums

Events

Reborn Development Blog

Rejuvenation Development Blog

Starlight Divide Devblog

Desolation Dev Blog

Posts posted by Yours Truly

  1. After succesfully patting the few fires lingering on his armor out, a noticeably smoldering Soggy takes a couple of steps forward to loom menacingly over the initiate that had struck him, before he lashes out with a thrown hatchet at the much more vulnerable specialist standing beside them.

    Soggyshanks heads to J8 and attacks Specialist A with a thrown hatchet!

  2. Shoggyshanks.png.2c6befe8667a6564f8fd1d322dcea30a.png.9116e51db4d963af90ea2a0577510c4b.png

    With a plastic hatchet in hand, Soggyshanks advances towards the sniper that had struck him. The armored spider bellowing out a challenge of, "Is that all you've got?" before he attempts to slam axe first into his unlucky opponent.

    Soggyshanks moves to H7 BEFORE Brilliant Deduction, and attacks Sniper A with his plastic hatchet!.

     

  3. Grimacing as the arrow landed on his leg, Shoggy instinctively took out another hatchet, sliding it down to hack off the arrow's shaft as he took step after step at the enemy flier, preparing himself to charge right up and hurl a hatchet at their mount.

    Soggyshanks moves to E7, and attacks Flies Freely with a Plastic Hatchet.

  4. Relevant Stats and Perks

    Spoiler

    Level: 5
    HP: 85
    Init: +21
     
    Stats:
     
    Strength: 12
    Constitution: 11
    Dexterity: 7+5
    Intelligence: 0
    Synergy: 0


    Perks
    The Duelist:  Any time Michael deals single target damage to a target he may choose to taunt them, forcing them to include him as at least one of the targets of their next action.
    Satisfaction, Demanded: Grants Michael access to the action "Showdown at High Noon"
    Quick Draw: +1 Dex per level
    Edge of Death: Every time Michael makes a weapon attack he gains one stack of "Patience".  For every stack of Patience Michael has he deals 5% more damage.(caps at 100%)

    (Flaw) Likely cause of death: Michael loses every fifth round as he has to manually brake his motorcycle to prevent it from just ramming into a nearby wall

     

    Loadout

    Spoiler

    (Perk Backed Level 1) Showdown at High Noon: Michael challenges a single enemy to an old fashioned style duel by stepping off his motorcycle for once, and staring them dead in whathatever passes for an eye these days, or by firing a single warning shot if that doesn't work.
    For Three rounds if the target doesn't target Michael with an offensive action, or is helped by an outside force by healing or buffing, Michael gains a free action that can only be used to make a Weapon attack next round. Michael can end the effects of the duel early as a free action. This action has a six round cooldown
    TL;DR Marks a target and then grants weapon attacks against them if they do anything that isn’t attacking Mot.
    Level 2: Increase duration by one.
     

    (Level 1) Stunted Strike: Michael strikes an enemy with his weapon of choice before using his bike's superior speed to get the hell away from the combat zone.
    Mot deals Weapon damage to a single target and activates his Defend action. Three round cooldown.
    Level 2: The cooldown is now two rounds.
    Level 3: The cooldown is now one round.
    Level 4: The cooldown has been removed entirely.

     

    (Level 1) Confidence Booster: Michael does a comparatively easy stunt like doing a wheelie or popping an endo before shooting a nearby enemy.
    Deal Weapon damage and restore [Damage dealt]/4 HP.
    Level 2: Now [Damage dealt]/3.
    Level 3: Now [Damage dealt]/2.
     

    (Level 1) Mortality: Sometimes when Michael is in danger, time just seems to slow down, which allows him to pump the baddies full of lead.
    Michael can choose a single ally to protect with this action, when that ally is attacked with a melee attack, Michael deals Weapon Attack damage to their attacker. This effect has no duration or cooldown, but it disappears after being triggered, and only one can be active at the same time.
    Level 2: Now triggers twice before disappearing.
     
    (Level 1) Ten Men Dead Before I could blink: Michael quickly takes out his massive weapon of choice and discharges it on an opponent almost in the blink of an eye.
    Deal Weapon damage+Init difference to a single target.  Two round cooldown.
    Level 2: Now has a one round cooldown.
    Level 3: Now has no cooldown.


    "Compassion": A parkerized Mateba Autorevolver Model 6 Uniqa Hunter that chambers some oddly high powered round that is a frankly unsafe combination of a .44 Magnum round with an excessively dense tip, and a rocket. The weapon has enough recoil to shatter the wrists of most mortal men.
    Total 5d10+Dex damage to one target, not subject to miss chance.
    Level 1 - Deals 4d6+Dex damage to one target, reduces the user’s Init by 12-[Str].
    Level 2 - Inevitable: As long as Michael has this weapon equipped, he can pull of some rather ridiculously accurate shots. Attacks made with this weapon can no longer miss.
    Level 3 - Mortal Bane: Deals +1d damage.
    Level 4 - Precision: Now uses d8s.
    Level 5 - Impact: Now uses d10s.
     
    Biker's Outfit: Nothing but a Black leather jacket that stops just before the waist, a black motorcycle helmet that he wears when riding his bike for obvious reasons, and a tough looking pair of black pants. He just likes the color, well...almost as much as he loves the music of a certain man in black....
    +12% Physical(non-magic/energy) damage resistance, reduce Init by 8-[Str](minimum 0).
     
    Pale Horse: A seemingly sentient motorcycle that he can never seem to shake off, it has currently decided that it wants to be a bone white Kawasaki Ninja, a series of stripes that form a rainbow can be seen on both sides of it.  The motorcycle does it's best to follow Michael everywhere he goes, and it resists all methods of tampering with it. No matter what happens, the motorcycle will be there, watching.
    +9 Init, user gains a 50%-([Dex]*5) miss chance while equipped.

     

    Michael Mot uses Ten Men Dead on Ubume 2, dealing 5d10+Dex+Initiative damage to it!, and adding one mortality stack to himself.

  5. On 7/27/2020 at 8:09 AM, Raindrop Valkyrie said:

    Lotus merely cocked her head towards a look somewhere between incredulous and confusion. She couldn't imagine him battling wildlife at all if bugs gave such trouble.  Perhaps the difficulty wasn't the main factor and fighting other bugs was more of a metal burden. It didn't change that she hadn't been aware of the fact. "I apologize for the mistake then... I was not aware... still, you are new to this. I can tell... Mantis live their entire lives fighting. We know a thing or two about it..."

    Perhaps she was sounding too callous, it had only occurred to after saying it that perhaps Bend wasn't taking the honesty as it was meant. Mantis tended not to mince words, they were too busy doing it to their enemies. They felt it best to be honest about one's capabilities. But, perhaps she shouldn't apply that to others, at least, not non-mantis for certain. She felt herself tense up as she struggled to fix the possible transgression, pausing for a moment. "I don't... mean to say you cannot handle yourself I..." Lotus couldn't articulate her thought anymore past this, unsure how to proceed with her meaning clear ad not as if she was condescending further towards the Ant. So instead she decided to change the subject...

    "What was that battle... with? Wildlife?" fighting, battle... that was a subject Lotus could do.

    Soggyshanks let out a hearty laugh as Lotus tried her best to awkwardly change the course of the conversation.

    Shoggyshanks.png.ef1817e5d3e1389981bb05fec8b7c216.png

    "They might be greenhorns, but the six of you went up against a small band of marauders, and each and every one of you lived to tell the tale, to me that counts for something."
    Shoggyshanks.png.7c3a84cf099eec07a3c79d3837dd90db.png

    "You're alright to me Bend, for a recruit."

  6. The slightly imposing looking spider in wooden armor lets out a slight grunt as he pulls away from the scholars he had bowled over, slowly closing rank with Deducation while his many eyes sizes up the newcomers. They seemed like an eccletic bunch, but it wouldn't be the first he had to work with, and they didn't seem incompetent as a whole at the very least, if they managed to survive a Marauder attack.

    Shoggyshanks.png.2c6befe8667a6564f8fd1d322dcea30a.png

    "The name's Soggyshanks, I'm a mercenary looking to make a name for himself around these parts. You can think of me as Brilliant Deduction's assistant if you want, just the kind that gets his hands a little dirtier than  Life does,"
    He turned to Recruit Bend a little, his unblinking eyes sizing the ant up and down before he continued with,
    1899378766_ShoggyshanksSmile.png.b33a2054c6b21d8ac716b01b9649b1e8.png
    "Good to know that I won't be working with rank amateurs this time, and that none of you are too injured to continue."

  7. On 7/14/2020 at 10:23 AM, Chevaleresse said:

    "I don't know if this will help you, but. . ." Heidrun held her hand out towards the ghost, allowing the energy to flow in her direction. "I have to help if I can, and it might. So please, take this." The feeling in her guts wasn't helping her maintain much control, anyway, and she wasn't exactly fond of the pollution that Heidrun had just picked up. Still, Heidrun was a a healer: it was her job to ease suffering, even if it was too late to do anything but that.

    The ghost glances at Heidrun's face for a moment, glancing up and down as she reached her hand out to take the orb, before she turned to her savior, and noticably...hesitates for a moment. The ghostly lady taking a moment to say something in some Chinese dialect that no one in the room understanded again at Navin, but with a....tone and, expression that made it quite clear that she was saying, "Thank you," or something to that effect.

    She slips a finger inside of the orb, Heidrun feels a gentle tug on the mana she had collected, the healer letting a tiny stream flow inside of the ghost, causing a slight smile to form on her face. She slips another finger inside, causing another stream to join the one from before, and form motes of light that dance all around her arm. Color was already starting to return to her cheeks by the time she skips ahead, and thrusts the rest of her hand inside, pulling the orb of mana free from Heidrun's control, and absorbing it inside of her, that smile widening little by little, until with a final flash, she disappears, having passed on to whatever counts as a lifestream in this world....

    Heidrun gains

    (Trick) Pass On: Heidrun is able to help incorporeal dead pass on to their final resting place if they are willing.

  8. Letting out a slightly annoyed sound as her armor powers down a little to cool the many, many systems she had presumably overheated, Jun continues to charge on ahead towards the giant genji armor to slash away with her sword.

    Jun attacks Genji Armor with her plasma blade, dealing 4d6+(Dex*1.2) damage, triggering ambush hunter to deal an additional 4d4 damage if Undyne has attacked it before she moved.

  9. On 6/18/2020 at 4:45 AM, Chevaleresse said:

    Heidrun took a deep breath. The energy filtering in was close enough to her home's that she thought she could manipulate it, but it reminded her of mako. She could take it in and exude purified lifestream, but she had only done so under extreme circumstances, and it had been nothing but toxic to her, and she actively rebelled against such a thing. Still, perhaps she could reintroduce this ghost to the normal cycle of energy in the world?

     

    The healer focused for another moment. She tried to, essentially, pull at the energy nearby, seeing if she could separate it from the fell taint that had polluted it. If, somehow, this didn't result in any catastrophes, she would bring that flow of energy close to the ghost.

     

    On 6/25/2020 at 10:38 AM, Chevaleresse said:

    "I'm not actually sure I can help," Heidrun admitted. "She isn't malevolent like that. . . thing." She almost shuddered at the thought of it. "I'm trying to. . . how do I put it? There is a flow of life that runs through us all and the earth itself. . . at least where I'm from. This place doesn't seem to have a Lifestream like my home, but the same ideas might apply. I want to see if I can clean the corruption out of that energy here, and bring her back into the cycle of life and death."

    Heidrun, Navin

    (25 v 16)

    The ghost had a slightly...inquisitive look in her eyes as Heidrun took a deep breath, and slowly started to tugged at the invisible field(?) of energy around them, and pulled a stream of it towards her, causing thin strands of white(?)/pure light to flow in her direction, mingling but never truly mixing with the brackish(?)/brown/sludge that she could now sense as permeating the very air. She pulled it all inside of her, as much of it that she could handle, and forced it to bend to her will, performing the painstaking process of pulling every little mote of mana free from the hopes and fears and lingering will of all who had lived and died here, until finally....

     

    She's sweating, the room felt far colder now, and her stomach was churning something fierce, but she had it now, a shimmering orb of pure, life(?) aligned mana hovering just a little above the palm of her hand, and all that was left was to...offer it up to the ghost? Just spray the hot white stuff mana all over the ghost and hope it works out?. It didn't really matter how she did it really, but she had to choose soon, unless she just, wanted the ghost to walk over and touch it of her own accord, which would...probably happen sooner than later judging by the slight, shine in the ghost's eyes.

     

    On 6/30/2020 at 12:30 AM, DragonRage said:

    Alexandria finds a piece of spare detritus, and drops it into her mouth.  She emits a faint grinding noise as her self-repair mechanisms are repurposed to break the trash down and transform it into a more useful format.  Then she spits a business card onto the table.  "I have analyzed local communications devices, and formatted my integrated phone to interface with them.  You should be able to reach me at this number."

    Alexandria, Liliya
    There was an actual, honest to god expression of shock on Junior's face for a brief moment, as he saw the robotic lady casually grabbed actual trash from off of the floor and stuffs it inside of her mouth, only to spit out an actually decent looking business card onto the table in return, that he...picks up to very cautiously examine. The next words uttered out of the robot woman's mouth perhaps causing him to wonder if they were actually telling the truth, or if he was convinced to put his reputation on the line by a very convincing chuunibyou. "Yes, I'll be in touch," he eventually managed to say, with a far more neutral expression on his face than before.

     

    Friedhold

    On 6/30/2020 at 11:48 AM, StormLord said:

    Friedhold takes a few moments standing to one side of the door to try and determine if it is electrically run and what the default position is if it is.  And if hitting it with a large jolt of electricity would overload and lock it closed.
    If it would he uses Electro Bolt to try and do so.

    (28 v 8 )
    With the short amount of time alloted to him, Friedhold could just barely determine that the door is both electronically locked and keycard operated, and that he would likely need to produce a very large amount of power in a shortish amount of time to overload the door's systems, and that judging by how he's almost an entire century forwards in time, it would likely be a lot more efficient to just throw some water on the floors, and create a nice and slippery coating of ice to distract anyone trying to run away while he finds a way to disable the generators or something, instead of....spending a drekload of time trying to figure out if the future's capacitors will give up before his cold war era magic does.

  10. Loadout



    HP: 26
    Moves: 11

    Stats: (21/21)
    Essence: 6 (Base 4, +2 from training)
    Constitution: 3 (Base 2, +1 from training)
    Dexterity: 11 (Base 8, +1 from Merit and +2 from training)
    Intelligence: 12 (Base 4, +4 from merit, +3 from training)
    Resistance: 3+5 (Base 2, +1 from training)
    Strength: 3 (Base 2, +1 from training)
    Synergy: 2 (Base 1, +1 from training)

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

    Actions:
    (Perk Backed) Void of Incomprehensibility: The Ambassador can choose to over charge his personal field of chaos to the point where absolutely anything can be used to distract others enough to trigger mass change blindness and cause him to effectively disappear and become unable to become the target of any single target actions. The Ambassador must make an opposed Dex v Int check to stay in stealth if he has attacked the other participant in the opposed check, or if they had managed to successfully land a blow on Jun anyway. And he takes a malus to the roll that is equal to the other participant in the opposed check's Intelligence for every single success. He can choose to immediately end the stealth effect at will, and this ability can only be used once per encounter.
    Level 2: Jun now gains a +3 to the first opposed check to remain hidden
    Level 3: This action is now treated as being a First Strike action
    Level 4: This action is now usable twice per encounter, but the second time it is used Jun must succeed on an opposed DexvInt check against the enemy closest in the initiative order to the move Jun uses to reactivate this action. Jun rolls twice for his roll and uses the lowest result.
     
    I NEED HEALING: The Ambassador is mysteriously able to appear behind a healer and blare out a surprisingly polite request for immediate healing, causing them to gain an immediate out of turn move that they can only use to use a single target healing ability on the Ambassador.
    Level 2 (Merit): This action no longer takes up a slot to use, and it can be equipped without taking up a slot.

    C.H.O.K.E. System: An unsurprisingly complex series of modifications allows the Ambassador to somehow store the power generated by his rapid movements and use it to power an excessively hard to use gravity manipulation device stored in his gauntlet. In essence this allows him to lift objects and people that weigh a total of [Intx10] Kilograms from a distance, or he can attempt to lift a single target up and hold them in place painfully with an Int v Essence roll to try and stun them. One round cooldown.
    Level 2: This action is now usable once per round.
    Level 3: The enemy's roll is now made with a -2 modifier to the roll.
    Level 4 (Trick): Jun gains +3 on checks relating to carry/moving a single incapacitated person.
    Level 5 (Trick): Stunning effect now applicable to huge targets. 

     A.G.I.L.E. system: The Ambassador's power armor comes equipped with the ability to climb up walls and "fly" in short bursts when inside a planet with Earthlike gravity, he can choose to temporarily overcharge this system and multiply his Dexterity or Strength stat by 1.2 for two rounds. Three round cooldown.
    Level 2: Two round cooldown
    Level 3: The multiplier is now 1.4
    Level 4: The multiplier is now 1.6
    Level 5: The multiplier is now 1.8

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

    Passives: 
    (Trick) Extra Attack: Once every three rounds when you make a basic weapon attack against a target you may follow up with an additional basic weapon attack against the same target as a free action.
    Burning Necrodancy: Now attuned to the Necrodancic arts the user gains a 50% chance to resist any effect that forces them to dance, if they so choose. Certain other hidden effects are also active. This passive is always equipped and doesn't require a slot

    Ambush Hunter: By exploiting a target's complete and utter inability to react to his presence quickly enough the Ambassador can deal an additional 1d4 damage when he attacks a target that was already attacked this round or if the Ambassador currently has Void of Incomprehensibility up, in which case it also grants him first strike.
    Level 2: This ability now adds 2d4 damage
    Level 3: This ability now adds 3d4  damage
    Level 4: This ability now adds 4d4 damage.

    Inventory:

    MS-MUN3 Plasma Blade: A basket hilted plasma sword with the ability to quickly retract and extend it's bright red plasma blade in the blink of an eye. The fact that the plasma streaming out of the hilt actually follows the hilt when you swing it and remains in the shape and form of a blade is a small miracle of science. The fact that it only deals 2d6+Dex damage with the damage being treated as fire damage is...disappointing to say the least. The Ambassador can change the color of the blade by simply fiddling around with the settings, but he really doesn't see the point in doing it that often...it is mostly meant for ceremonial purposes after all.
    Merit Level 2: This weapon is now Bound and it now deals 3d6+Dex damage
    Merit Level 3: This weapon now deals 4d6+Dex damage
    Merit Level 4: This weapon now ignores damage immunities
    Merit Level 5: This weapon now deals 4d6+(Dex*1.2) damage. 

    Demon Mantel Defense System: A durable suit of power armor heavily modified by Jun and corrupted by demonic energies of Korax.
    The user gains 5 Res and takes 5% less damage from Divine sources.
    This item has one slot for specially designed modules.

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

    Muttering a curse word or three under her breath as the giant armor revealed it's new and improved form to the party, Jun held up her sword once more, and charged at the genji armor.

    Jun attacks Genji Armor with her plasma blade, dealing 4d6+(Dex*1.2) damage, triggering ambush hunter to deal an additional 4d4 damage if Undyne has attacked it before she moved.

  11. Loadout



    HP: 26
    Moves: 11

    Stats: (21/21)
    Essence: 6 (Base 4, +2 from training)
    Constitution: 3 (Base 2, +1 from training)
    Dexterity: 11 (Base 8, +1 from Merit and +2 from training)
    Intelligence: 12 (Base 4, +4 from merit, +3 from training)
    Resistance: 3+5 (Base 2, +1 from training)
    Strength: 3 (Base 2, +1 from training)
    Synergy: 2 (Base 1, +1 from training)

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

    Actions:
    (Perk Backed) Void of Incomprehensibility: The Ambassador can choose to over charge his personal field of chaos to the point where absolutely anything can be used to distract others enough to trigger mass change blindness and cause him to effectively disappear and become unable to become the target of any single target actions. The Ambassador must make an opposed Dex v Int check to stay in stealth if he has attacked the other participant in the opposed check, or if they had managed to successfully land a blow on Jun anyway. And he takes a malus to the roll that is equal to the other participant in the opposed check's Intelligence for every single success. He can choose to immediately end the stealth effect at will, and this ability can only be used once per encounter.
    Level 2: Jun now gains a +3 to the first opposed check to remain hidden
    Level 3: This action is now treated as being a First Strike action
    Level 4: This action is now usable twice per encounter, but the second time it is used Jun must succeed on an opposed DexvInt check against the enemy closest in the initiative order to the move Jun uses to reactivate this action. Jun rolls twice for his roll and uses the lowest result.
     
    I NEED HEALING: The Ambassador is mysteriously able to appear behind a healer and blare out a surprisingly polite request for immediate healing, causing them to gain an immediate out of turn move that they can only use to use a single target healing ability on the Ambassador.
    Level 2 (Merit): This action no longer takes up a slot to use, and it can be equipped without taking up a slot.

    C.H.O.K.E. System: An unsurprisingly complex series of modifications allows the Ambassador to somehow store the power generated by his rapid movements and use it to power an excessively hard to use gravity manipulation device stored in his gauntlet. In essence this allows him to lift objects and people that weigh a total of [Intx10] Kilograms from a distance, or he can attempt to lift a single target up and hold them in place painfully with an Int v Essence roll to try and stun them. One round cooldown.
    Level 2: This action is now usable once per round.
    Level 3: The enemy's roll is now made with a -2 modifier to the roll.
    Level 4 (Trick): Jun gains +3 on checks relating to carry/moving a single incapacitated person.
    Level 5 (Trick): Stunning effect now applicable to huge targets. 

     A.G.I.L.E. system: The Ambassador's power armor comes equipped with the ability to climb up walls and "fly" in short bursts when inside a planet with Earthlike gravity, he can choose to temporarily overcharge this system and multiply his Dexterity or Strength stat by 1.2 for two rounds. Three round cooldown.
    Level 2: Two round cooldown
    Level 3: The multiplier is now 1.4
    Level 4: The multiplier is now 1.6
    Level 5: The multiplier is now 1.8

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

    Passives: 
    (Trick) Extra Attack: Once every three rounds when you make a basic weapon attack against a target you may follow up with an additional basic weapon attack against the same target as a free action.
    Burning Necrodancy: Now attuned to the Necrodancic arts the user gains a 50% chance to resist any effect that forces them to dance, if they so choose. Certain other hidden effects are also active. This passive is always equipped and doesn't require a slot

    Ambush Hunter: By exploiting a target's complete and utter inability to react to his presence quickly enough the Ambassador can deal an additional 1d4 damage when he attacks a target that was already attacked this round or if the Ambassador currently has Void of Incomprehensibility up, in which case it also grants him first strike.
    Level 2: This ability now adds 2d4 damage
    Level 3: This ability now adds 3d4  damage
    Level 4: This ability now adds 4d4 damage.

    Inventory:

    MS-MUN3 Plasma Blade: A basket hilted plasma sword with the ability to quickly retract and extend it's bright red plasma blade in the blink of an eye. The fact that the plasma streaming out of the hilt actually follows the hilt when you swing it and remains in the shape and form of a blade is a small miracle of science. The fact that it only deals 2d6+Dex damage with the damage being treated as fire damage is...disappointing to say the least. The Ambassador can change the color of the blade by simply fiddling around with the settings, but he really doesn't see the point in doing it that often...it is mostly meant for ceremonial purposes after all.
    Merit Level 2: This weapon is now Bound and it now deals 3d6+Dex damage
    Merit Level 3: This weapon now deals 4d6+Dex damage
    Merit Level 4: This weapon now ignores damage immunities
    Merit Level 5: This weapon now deals 4d6+(Dex*1.2) damage. 

    Demon Mantel Defense System: A durable suit of power armor heavily modified by Jun and corrupted by demonic energies of Korax.
    The user gains 5 Res and takes 5% less damage from Divine sources.
    This item has one slot for specially designed modules.

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

     

    Shaking her head slightly to get right back into the game, Jun takes up her sword again, and holds out her gauntleted hand at the guard armor looming over the battle, attempting to distrupt it's concentration from afar, before he charges in once more to try and slice more of its limbs into tiny ribbons.

     

    Action 1: Jun uses C.H.O.K.E. System on Guard Armor, making an Intelligence vs (Essence-2) roll to see if she succeeds in stunning it.

    Action 2: Jun attacks Guard Armor Right Arm with her plasma blade, dealing 4d6+(Dex*1.2) damage, and triggering her extra attack passive to slash at it again, also triggering ambush hunter to deal 4d6+(Dex*1.2)+4d4 damage.

    Action 3: Jun attacks Guard Armor Right Leg with her plasma blade if it is still intact, switching to Guard Armor Right Arm if it's already down by her third action, or left arm if right arm is down too.

    Action 4: Jun uses I need healing on Ignia to give them an immediate out of turn move to pop a Cure on Jun.

     

  12. On 6/20/2020 at 12:29 AM, Strider said:

    "I can assure you, whether there are more of us or not, this is quite certainly within our capabilities. So, tell me, how will we contact you, if and when we deliver you your. . . prize?" A hint of disgust was apparent in Liliya's tone. But it was quickly suppressed.

     

    "And, anything else we ought to know before this rabbit chase?"

    Liliya, Alexandria

    Junior rummages around in his jacket a little in search of something in response to Liliya's question, eventually taking out a...small notebook and a pen he had kept tucked away in a breast pocket, that's funny, you didn't peg him for a traditionalist. He flips to a semi random page, finding a blankish looking one he could write something down on, his handwriting is...about what you'd expect from an uncommon criminal living a century deep into the information age, but it's legible enough, forming a set of numbers anyone with even rudimentary knowledge of a phone would recognize as a phone number, presumably a mobile one. He tears it off the page, handing Liliya the crumpled up wad of generic paper substitute, "You may call this number to set up a meet once you have...subdued the shaman, but other than that? There's not much else you need to know, other than to watch out for any insect spirits that might be lurking in her abode, and whatever traps she had set out to defend herself from the many gangs that plague the barrens."

     

    "Of course, her current location will need to...wait until this plan has obtained the approval of my comrades but, I think that an hour would be all that is needed for this, perhaps we can meet up in that bar again, unless you're willing to give me another way to contact you," and with that said, he slides the notebook back into whatever pocket he had fetched it from, and waits for a response.

  13. "Kid, just don't worry about it too much, the important thing 'ere is that they go down when you shoot 'em as well as when you slash 'em, some folks here just know to handle a sword or a spear better," Mot finally said, as he gently revved his bike a little closer to the newcomer, his helmet still covering most of his face, "The name's Michael in case you're wondering, but some still call me Mot."

  14. Loadout



    HP: 26

    Moves: 11

     

    Stats: (21/21)

     

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

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

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

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

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

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

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


    Perks:

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

    Beyond the Veil: Grants the perk backed action "Void of Incomprehensibility".

     

    Actions:

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

    Level 2: Jun now gains a +3 to the first opposed check to remain hidden

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

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

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

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

     

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

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

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

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

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

     

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

    Level 2: Two round cooldown

    Level 3: The multiplier is now 1.4

    Level 4: The multiplier is now 1.6

    Level 5: The multiplier is now 1.8

     

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

     

    Passives: 

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

     

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

     

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

    Level 2: This ability now adds 2d4 damage

    Level 3: This ability now adds 3d4  damage

    Level 4: This ability now adds 4d4 damage.

     

    Inventory:

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

     

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

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

    Merit Level 4: This weapon now ignores damage immunities

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

     

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

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

    This item has one slot for specially designed modules.

     

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

    Slowly taking out her other sword from it's sheath, Jun takes several confident steps towards the giant as the red plasma slowly slides out to form the blade. Her armor emitting a very faint whirring sound as it's various systems charge up, to prepare for her launch into combat. "So, do you know anything else about these guys that we should know about? Any weaknesses or?."

     

    Jun uses her first action to use A.G.I.L.E. System to multiply her Dexterity (11) by 1.8 for two rounds, before using Spin to Win to hit Guard Armor Right Leg and Left Leg for 4d6+Dex * 1.2) damage, with an additional 4d4 if someone has hit them before during the round.

    Jun has a Dodge chance of Dex*2% (22% before A.G.I.L.E. is activated), and her meteorite shield core reduces the damage taken from projectiles by 50% for one round if she is struck by one, before going on cooldown for a round.

  15. Briefly and very figuratively shitting himself at the sight of essentially the entire hoard of deadites converging on Scout Skipper's current position, Alan decides to leave a message on whatever contact information the Avengers reservists gave him that said, "Uhhhhh, I think Scout just challenged the entire zombie horde to a dance off, and they seem to have...accepted it? Now I don't know about you but I think I'm just going to try and bag the necronomicon while Doc Ock's minions are uh, doing thriller or something? I don't fragging know." Before he tries to wheel his van about to one of the mall's non deadite covered entrances, and charges forth towards the laser tag with his many drones in tow, and the really dissapointingly small Overwatch PDW in hand.

  16. 5 hours ago, StormLord said:

    "Thanks.  Come on Jun."

    Ignia gestures and starts moving away, leading Jun(and the dogs if they happen to follow) back to the wellspring.

     

    Jun gently waves goodbye at the bar and it's patrons as she follows after Ignia, "This probably won't take that long, especially if we have anyone else helping out..."

  17. Slowly turning around to acknowledge Ignia's presence, Jun lets out a strained sigh before she finally said, "Damn it, of course this place has those too, how far away are they? And are you sure that it won't just, pop open while you were away and send one of those heartless things out to cause trouble?."

  18. 11 hours ago, Hal Henderics said:

    -Jun

     

    Gerson guides Jun and the others to Snowdin, and into Grillby's.

     

    "Well well, still hot as ever, I see."  Gerson jokes.

     

    "Do you still have that Jukebox?"

     

    Grillby doesn't say anything.

     

    "Hmph, so the damn thing is still busted, huh?" he says, looking over to the corner of the room where the dusty thing is sitting.

    "Damn, I don't really know how to fix one of those either, it's a bit...ancient," Jun said, after taking a while to examine the jukebox itself from a distance, and realizing that she came up blank on how to even begin with fixing it really. 

×
×
  • Create New...